We pay them to work on our ideas
Ranged problem afaiac is the stam usage vs the damage done.
The range would be nice if more, but on very good stuff only, so a supreme ammo in a supreme gun *can* go over 50m, but it will cost you. Just like a nuker cant use its full 50m range when using major spells...
New skill ideas:
Called shot. Head shot double damage, leg shot slow movement, chestshot added stamloss, stuff like that
Bullet spree. Remember the minigun from Unreal Tournament? And the special attack it had? Fire very fast, but range will be maxed to 10m and chance to hit drops some.
Agree on the color of the guns, could improve that
Would like to see a autolauncher to be fired as a mortor, so the same as bombspells look
Light autolauncher ammo that is actually light!
Launcher that doesnt do AoE dam.
AND: using lake ammo in a lake gun wil give a bonus or lake ammo in a zora gun will cause a penalty (or hidden bonusses)?
Suggestions for ranged fighting
Re: Suggestions for ranged fighting
Frydeswinde
Evolution member.
Founder of the Yubo Liberation Front.
Suspected long lost sister of Neun.
Ryzom Wiki
MMO's: If I wanted to play with myself, I would grab a magazine and a box of tissues.
Evolution member.
Founder of the Yubo Liberation Front.
Suspected long lost sister of Neun.
Ryzom Wiki
MMO's: If I wanted to play with myself, I would grab a magazine and a box of tissues.
Re: Suggestions for ranged fighting
This was something else I was going to mention in my original post but forgot...matteo81 wrote:Perhap make the mags have more ammo?
If you take rifle ammo for example, in the craft window it shows a single stack (clip?) of 40 rounds, but when you actually make it you get a stack of 24 and a stack of 16 - why can we not have a stack of 40 to help cut down on the almost constant reloading (especially with a high speed rifle and/or max hitrate bricks)?
40 rounds per mag would be a big help, and I constantly wonder why it's been sone the way it has in-game.
It'd also be nice to have some extra stanzas, maybe something like 3 round burst as an 'attack after' option so you can fire 3 rounds in one action with the stam/hp usage of a single shot.
Call me Legion, for we are many...
Re: Suggestions for ranged fighting
i bought the whole line of aim head quadruped because i fight carnivores alot, turns out no bonuses for a head shot, i would love to see that idea implemented.. and what lazarus said, the attack after stuff, i dont see why feint and critical dont work for rangehans1976 wrote:We pay them to work on our ideas
Ranged problem afaiac is the stam usage vs the damage done.
The range would be nice if more, but on very good stuff only, so a supreme ammo in a supreme gun *can* go over 50m, but it will cost you. Just like a nuker cant use its full 50m range when using major spells...
New skill ideas:
Called shot. Head shot double damage, leg shot slow movement, chestshot added stamloss, stuff like that
Bullet spree. Remember the minigun from Unreal Tournament? And the special attack it had? Fire very fast, but range will be maxed to 10m and chance to hit drops some.
Agree on the color of the guns, could improve that
Would like to see a autolauncher to be fired as a mortor, so the same as bombspells look
Light autolauncher ammo that is actually light!
Launcher that doesnt do AoE dam.
AND: using lake ammo in a lake gun wil give a bonus or lake ammo in a zora gun will cause a penalty (or hidden bonusses)?
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Rogmar-Fyros
Heavy Gunmen
Range Heavy Weaponsmith
Rogmar-Fyros
Heavy Gunmen
Range Heavy Weaponsmith
Re: Suggestions for ranged fighting
Well, what bothers me most, personally is the *weight* of the ammo. A full bag of pistol ammo weights 500+ kilo and you can't move a step with it. I imagine with bigger ammo this gets even worse. Considering that a single clip barely takes 1 of your bulk space, this is a bit much in my opinion.
Re: Suggestions for ranged fighting
A new inventory bag called "the Ammo Belt", with the purpose of give you a separate bulk and weight that focus on your ammo would be very cool.manya wrote:Well, what bothers me most, personally is the *weight* of the ammo. A full bag of pistol ammo weights 500+ kilo and you can't move a step with it. I imagine with bigger ammo this gets even worse. Considering that a single clip barely takes 1 of your bulk space, this is a bit much in my opinion.
well, range of Rifles should be more than 50m
a 3 round shot would be a great damage boost for the Range skill.
私は紫です!
--Murasaki--
--Murasaki--
Re: Suggestions for ranged fighting
I suspect / hope that when they said they'll do it from scratch that range will come under its own skill branch. Much like there is in RYL!
Im sure great things will be done with this, but as always we are all to impatient!
Im sure great things will be done with this, but as always we are all to impatient!
Re: Suggestions for ranged fighting
With regard to the 50m range, I get the impression that 50m might in some way be the max range possible. The reason I say this is that although with my clip set to max I can manually click on a target that is well over 100m away, the spacebar targetting only works within 50m.
I'm not entirely sure having a range of more than 50m would be the right way to go, but I suppose it depends on the technical aspects. I do believe that ranged needs at least one clear advantage over the other fighting skills, simply to make up for the fact you have to carry ammo which no-one else has to, so perhaps being able to target/fight at ranges greater than 50m would be a way to do that (but where does that leave pistol users?).
Another topic I'd like to raise is ammo. There have been various comments on the US forum about the low availability of ammo, but I find I have no difficulty getting mats for at least 99% damage ammo. Having said that, I like to forage, which perhaps others don't. I believe the availability of ammo is an area for players to address rather than the devs. If demand for ammo is high, then we will see more players making it. I personally make far more ammo than I can use myself, and always put 20 or 30 stacks on the vendors whenever I craft it. Perhaps as an experiment I will put stacks on the vendors in every land and see what happens. Perhaps people don't realise that you can use any ammo in any appropriate weapon, for example Matis rifle ammo in a Tryker Bowrifle...
I'm not entirely sure having a range of more than 50m would be the right way to go, but I suppose it depends on the technical aspects. I do believe that ranged needs at least one clear advantage over the other fighting skills, simply to make up for the fact you have to carry ammo which no-one else has to, so perhaps being able to target/fight at ranges greater than 50m would be a way to do that (but where does that leave pistol users?).
Another topic I'd like to raise is ammo. There have been various comments on the US forum about the low availability of ammo, but I find I have no difficulty getting mats for at least 99% damage ammo. Having said that, I like to forage, which perhaps others don't. I believe the availability of ammo is an area for players to address rather than the devs. If demand for ammo is high, then we will see more players making it. I personally make far more ammo than I can use myself, and always put 20 or 30 stacks on the vendors whenever I craft it. Perhaps as an experiment I will put stacks on the vendors in every land and see what happens. Perhaps people don't realise that you can use any ammo in any appropriate weapon, for example Matis rifle ammo in a Tryker Bowrifle...
Call me Legion, for we are many...
Re: Suggestions for ranged fighting
I dont know are you guys playing a different game to me ? (j/k )
Range already has an advantage over any other form of combat -you can fire on the move Hurrah !!!
I have seen mobs slowed or stunned breifly (pressumably from head or leg shots) -not very often tho it has to be said and im disapointed to hear that the Aim-At stanzas arent effective for this
Increasing the range of range would be bad imo , im already uneasy with it being included at all in a magic and hand combat based game , if you want to play CS just load that up instead Atys has a primitive technology (apart from the Evil Karavan with their alien spaceships/teleporters) so a short range blunderbus/musket type weapon is much more suited than a super-shock-rifle/MK with telescopic sights ...oh and night vision hehe
Stam and Health credit costs do seem over the top but thats the same for a solo melee fighter , luckily for me I already had some health and stam from other branchs before starting on range and its felt easy upto now but I can no longer use Hitrate + Accurate Attack without rest periods or a heal (same as melee)
Ive set up both Dodge and Critical range stanzas but not seen either activate once although ive frequently seen DODGE or CRITICAL float up the screen - do they actualy work and im just to busy watching what im running towards (whilst fleeing my target clopper) ?
Different ammo types are usefull against different mobs youl see something like 133(150) displayed if the mob is resistant to the ammo/weapon type you are using Actual-Damage-Caused (Damage-Possible-If-Not-Resisted)
Heh ive been using the generic bowrifle so that I was able to use both Zorai and Tryker ammo , so im suprised to hear that any race ammo can be used -not sure thats a good thing although usefull
lvl 80 2h Range atm -still learning the ropes and hoping to reach 101 before switching to Pistol and lvling 1h Range...
Range already has an advantage over any other form of combat -you can fire on the move Hurrah !!!
I have seen mobs slowed or stunned breifly (pressumably from head or leg shots) -not very often tho it has to be said and im disapointed to hear that the Aim-At stanzas arent effective for this
Increasing the range of range would be bad imo , im already uneasy with it being included at all in a magic and hand combat based game , if you want to play CS just load that up instead Atys has a primitive technology (apart from the Evil Karavan with their alien spaceships/teleporters) so a short range blunderbus/musket type weapon is much more suited than a super-shock-rifle/MK with telescopic sights ...oh and night vision hehe
Stam and Health credit costs do seem over the top but thats the same for a solo melee fighter , luckily for me I already had some health and stam from other branchs before starting on range and its felt easy upto now but I can no longer use Hitrate + Accurate Attack without rest periods or a heal (same as melee)
Ive set up both Dodge and Critical range stanzas but not seen either activate once although ive frequently seen DODGE or CRITICAL float up the screen - do they actualy work and im just to busy watching what im running towards (whilst fleeing my target clopper) ?
Different ammo types are usefull against different mobs youl see something like 133(150) displayed if the mob is resistant to the ammo/weapon type you are using Actual-Damage-Caused (Damage-Possible-If-Not-Resisted)
Heh ive been using the generic bowrifle so that I was able to use both Zorai and Tryker ammo , so im suprised to hear that any race ammo can be used -not sure thats a good thing although usefull
lvl 80 2h Range atm -still learning the ropes and hoping to reach 101 before switching to Pistol and lvling 1h Range...
Zoraï : Master Desert/Forest/Jungle/Lakeland/PR Forager , Master Light Melee Weapon Smith , Jeweler Master , 201+ in All 39 Craft Branchs , All Craft Trainer and Outpost plans -gone walkabout (solo) awaiting new content
"There are no OMG's of mass destruction"
"There are no OMG's of mass destruction"
Re: Suggestions for ranged fighting
Those are melee only credits.petej wrote: Ive set up both Dodge and Critical range stanzas but not seen either activate once although ive frequently seen DODGE or CRITICAL float up the screen - do they actualy work and im just to busy watching what im running towards (whilst fleeing my target clopper) ?
Mikos, Abyss Eye
Re: Suggestions for ranged fighting
Erm, this is the very main reason why i play this game : (almost) the only game that allow me to shoot down those showy magic-userpetej wrote: Increasing the range of range would be bad imo , im already uneasy with it being included at all in a magic and hand combat based game , if you want to play CS just load that up instead Atys has a primitive technology (apart from the Evil Karavan with their alien spaceships/teleporters) so a short range blunderbus/musket type weapon is much more suited than a super-shock-rifle/MK with telescopic sights ...oh and night vision hehe
More RP speaking, having such a wide technological and theological possibility is great.
Anyway, to the topic, i agree that all the range are okay... when you can move with your gun! this is a balancing issue to allow range being "target-able" during fight.
But the prone-n-snipe idea is very very interesting for war strategy. When you prone, being able to hit 100 meter away with a basic scope allow remote pulling, or in GvG, to hit those healers who are far far away from the combat.
Balancing issue is easy : when you prone, you're an easy target who cant dodge or resist ! a discovered sniper is a dead meat.
oh and before shouting about technological issue :
- scope = two lens, lens are easy to do with ambers
- 100m accuracy : a long barrel, stabilized, on the ground, got 2 inches / 5cm accuracy @ 100m
I still wait for my Winchester Model P94 Plasma Rifle with micro fusion cells *hint hint*
Matysian border guard
Witness of the new Atys History : Refugees'
Arispotle
Witness of the new Atys History : Refugees'
Arispotle