-The "first round of changes" for ranged fighting back in december was pretty much a slap in the face. ATS folks in english and german forums saying that brining the +hitrate bricks back, because the base speed for ranged was not sped up like melee was when the bricks were removed in FBT, hurt ranged were ignored. There was an obsurd +16 shots per craft when hundreds were needed. Given that ranged is the only skill that has not received
any attention all through beta and all through retail, and is currently in a state with a bit more ammo per craft and a few KM lower range compared to early beta... is there a reason why there seems to be no interest in fixing it? Will it be fixed, if so when and what plans are currently in existance to fix it.
-In the real world... grenades fired from weapons like the mp5 that everyone remembers from halflife, are the same as those fired from simple grenade launchers... they weigh about half a pound each. Why is it that a single shot of ammunition from an autolauncher has comperable weight to that of an 80mm mortar and launcher ammunition has weight comperable to a 120mm mortar round? These are obvious typo's and really should be corrected.
-Thanks to the hitrate bricks and the terrible accuracy of ranged weapons, it is pretty much required that max accuracy be used when in a group with a ranged weapon. Tack on the +hitrate bricks and you will suck down stam/hp faster than even the most sap hungry mages in most cases. Ranged weapons do less damage than melee or ranged, have extremely high component costs, have virtually no long term staying power due to the high bulk of ammo, and have lower ranged than magic. The single "benefit" of ranged is that you can shoot while running, and this is not generally all that useful... especially in a group... is having the highest hp/stam burn in the game really justified for all these negatives?
-AOE fighting was nerfed into oblivion in beta, at best it's just a stupid choice and at worst it's suicide. Is there a reason why Nevrax feels launchers and autolaunchers should be hindered by these useless and suicidal forms of combat?
-At level 150 the 2 handed ranged tree splits into rifles, autolaunchers, and launchers. It is currently impossible to level the launcher or autolauncher splits due to ammo capacity and the extreme mat use for what is, to put it bluntly, pathetic damage. At 2 mats per shot with autolaunchers, and 4 mats per shot with launchers, with a max ammo capacity of 15 launcher or 30 autolauncher
shots not
clips level 151 autolauncher/launcher is a dead end and virtually impossible to reach. Is it intended that these forks be impossible to level in addition to their already useless and harmful addition to a group?
-Are there plans to fix ammo capacity, and ammo per clip? If so what is planned? Currently you can only have 128 items on a vendor, yet a half decent rifle with +hitrate bricks can burn through an entire inventory of ~60 clips in about 35-40 minutes of fighting in a group. Not only is there no market for ammunition, but due to the extremely high amount of clips needed over time, even the idea of selling ammunition or going through the skill by buying it is an impossibility.
-Why is it that +range and +damage stats on ranged weapons and ammunition are always zero? At one point early in retail, you could see values for these stats if you identified the item, but after it was reported as a bug this was fixed so they no longer show at all ever. Is it that these stats would apply to magic cast while having a ranged weapon equipped? Is Nevrax that scared of what a mage would do with a ranged weapon and it's associated malus instead of an amp?
- Finally... how is it that depite many posts on the subject of ranged weapons, that showed the problems and gave all sorts of numbers, that someone decided the best way to fix the skill was to halfway revert it to a state it had during beta? If it's going to be a crap useless skill, can it at least be a crap useless skill with the old 15-30
KM range?