Ranged Fighting

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jlbloem
Posts: 75
Joined: Tue Oct 12, 2004 10:56 am

Re: Ranged Fighting

Post by jlbloem »

soulsnatcher wrote:Hi guys

If we can keep this constructive it's a lot easier for me to present to Nevrax as solid ideas - which I will.

Thanks

Souls
Hey Souls,

Thanks for taking the post serious :) Means no more flaming and stuff people :) . Ranged has been discussed since as long SoR is playable.
Toujour!

[crafter of:]

[~q100 Heavy Melee Weapons][~q90 Heavy Armors]

[In short, stuff that hits, or stuff that takes hits]



[Melee Warrior][Forager]
g00st
Posts: 217
Joined: Sun Dec 12, 2004 4:18 pm

Re: Ranged Fighting

Post by g00st »

blaah wrote:edit: grr
try kipee, high hp tho
150ish horncher only in pr ?

... then it's plants ;-)

edit: lol, just tried took out zerx with rifle... use outpost buildings to lose it and it would be just fine ;-)

umm amigos, shooting the slow dog makes for high ransom...

shoot slow stuff wastes a bit of ammo but means you never get hit...............even with a launcher.........ack whats the point anyway....but its funnnn.......maybe.........sure impresses the chickolitas........
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melita
Posts: 37
Joined: Sun Nov 06, 2005 2:49 pm

Re: Ranged Fighting

Post by melita »

Very interesting. I'm a brand new player and i think i'll at least try out some ranged fighting. Sounds like fun.


I hope i wont shoot myself in the foot by doing so =)
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pr0ger
Posts: 221
Joined: Tue Sep 21, 2004 6:57 pm

Re: Ranged Fighting

Post by pr0ger »

melita wrote:I hope i wont shoot myself in the foot by doing so =)
Actually a bug (?) let you sometime shoot yourself :eek: :D :D !
the same bug let the bullet "ricochet" on the target to the closest thing, usually a teammate, or closest npc... which explain some tribes who kills each other.

But no worries, melita, no homins were killed by accident with that bug... yes... no one find their corpse yet :)

(hah another range thread, i'll add the usual request : activate all the modifier on both weapon (damage mod.) and ammo (speed/range mod.) please, and test balance! )
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vguerin
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Joined: Wed Sep 22, 2004 6:13 pm

Re: Ranged Fighting

Post by vguerin »

Ranged is one of the things I actually think is fun... One thing that might make me consider it viable (I want to specialize in launcher but this would apply to the auto as well) is the ammo changes actually meaning more than penetration. For example... maybe one ammo type for each weapon that resticts AoE, it's frustrating to hunt with big guns and get all the ADD that comes with launchers and auto's. There should be a way to easily implement this, in RL there are different loads (ie. piercing) for different situations so it's not just wanting a change. In turn for fairness, give specific ammo (ie. smashing) to the single shots with small AoE as well.

This makes both trees more versatile as well as giving the big guns a place in a team when hunting in area's with lots of mobs in the area. One misshot can bring multiple ADD, plants, herbivores or NPC's into a fight that was never intended.

Just my 2 dappers...
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walls124
Posts: 33
Joined: Fri Nov 12, 2004 10:37 pm

Re: Ranged Fighting

Post by walls124 »

At a point I got an interresting idea and sendt it to the devs. But think others might come whit interresting additions.

The Idea? As any good crafter know every plan got some differnt LQ, MQ and HQ. Only difference really is the look and mats used. My suggestion to the devs was to make one for launcher ammo that used fewer mats. You should be getting the same amount of xp for the mats used. But the end product (bullets) would you get more of. As a Launcher fighter I use roughly 600 mats to advance one lvl in fight. Should also be used on Autolauncher.

But what about Rifle and Pistol? how about a bonus that remove some of the malus a weapons give you? The purpose is to decrease the amount of stam and hp you use while fighting.

Not so sure a change of bulk will serve any purpose. The launcher and autolauncher should have some serius drawbacks for the damage capacity.
grendel1
Posts: 22
Joined: Thu Mar 24, 2005 8:20 am

Re: Ranged Fighting

Post by grendel1 »

Heh, they do, Walls. And really, they don't hurt that much over time. Consider the attack rate of a launcher (3 seconds per shot at best) and its damage (around 1000 at 150) and compare to, say, 2h melee at the same level. Or nuke.

Damage over time is actually not that high. Launcher's sole real advantage is the 60 m range. As for the AoE effect it has, well, there's bomb or spray or ricochet as well, yes?

Nine (or 12 if you REALLY squeeze) shots isn't enough for a decent fight.

Guess I'm going to have to break down and make an autolauncher and see just what they do :P
walls124
Posts: 33
Joined: Fri Nov 12, 2004 10:37 pm

Re: Ranged Fighting

Post by walls124 »

Starts telling about my latest hunt:
Watryk: "Now I was out there whit my Launcher today. After speending a long time getting enough Ammo mats. I finally could go do some slaying. My chosen target have become the Najabs. But if a Horncher cross my path it can end in the cooking pot too.
For a hunt I leave anything but the clothes and jewelry on my boddy. The ammo tool, all the tp's and my launcher + 12 ammo. Rest is on my trusty packers swimming around in the nearby lake.
So Armed whit this much firepower I can easily take on 1*-3* Purple Najabs or Hornchers. They don't group up to well so Average is 6 shoots to bring down 1. Or If lucky 2 najabs whit 9 shoots. Getting 3k xp from each kill.
But I am missing the Arma. They really love to gather up and using 12 shoots I could usually kill 3-5 arma. But the tryker Goverment told me to ease off on the Arma slaying. (scarred they might be extinct ;) )
Dangerous to me? Not at all. They rarely know what hit em the first time, and its first when I am loading the third shoots they know where to run. But if things go well they have allready lost 40% of their hp. And I sure know how to keep my distance. But if I get a torbak add. Well that is an entire different matter."


About the auto Launcher, it will do excatly 2/3 of the damage a launcher can do.
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hans1976
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Re: Ranged Fighting

Post by hans1976 »

Idea that popped up:
activate "after critical" credit. Doesnt make sense? Well, thinking of it, it doesnt when using a melee weapon but maybe I dont know enough about everyday sword use ;-)

Second idea: acton called Burst or Spree, fire a few shots at the same time, lowered damage and chance to hit, put it in the same block as Bleed.
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kashius
Posts: 97
Joined: Wed Jun 22, 2005 4:08 am

Re: Ranged Fighting

Post by kashius »

Rapid Attack - Multiple Shots, %dmg per hit, slightly lower accuracy (yea, same idea from the post directly above this one)

Aimed shots

Significant range tweaks that are gun type dependant

Lower bulk on heavy guns

Snipe for rifles

(Didn't read the entire post, sorry if I repeated)

-Kash-
I am Bosamba.
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