Agreed! Removing mobility from auto/launcher would remove the most fun and exciting solo hunting in Ryzom.sidusar wrote: I don't want to loose the mobility because that will make teams the only option and thus take the choice away again.
Production: Range fight skill tree
Re: Production: Range fight skill tree
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: Production: Range fight skill tree
Just thought I'd throw in my two cents worth. It apears that the majority have some concerns over the current range revamp plans.
Heres my addition:
-Dump (most of) the 'Ammunition special effects'. It's just too over-complicated. Poison etc makes sense, but whats with this aff malarkey?
-Don't go removing mobility from auto/launcher, we're trying to make ranged appealable here.
I really like the compromise of slowing down if you overload your bag. It's just real! A scud missle launcher would be more mobile with the proposed plan.
-Damage/bulk both need adjusting. Ofcourse we don't want to make ranged overpowered but the fact that you have to dig or buy the ammunition has to be taken in to consideration. We should be able to go the distance with ranged. (like 2 hours or so *grin*)
Also, nobody uses ranged on mobs (except to level ofcourse) it'd be nice if ranged was truely useful when trekking etc too, like all the other fight skills are.
-Durability needs upping, we're still using good mats here don'tcha know.
When you compare with the other fight types, we're still using stats at a fair old rate/need healing on a regular basis; for really good weapons we still need good mats for the best stats and we need to dig ammo; need a convoy of packers to keep up with anything else plus now stand still if using auto/launcher. @.o
Heres my addition:
-Dump (most of) the 'Ammunition special effects'. It's just too over-complicated. Poison etc makes sense, but whats with this aff malarkey?
-Don't go removing mobility from auto/launcher, we're trying to make ranged appealable here.
I really like the compromise of slowing down if you overload your bag. It's just real! A scud missle launcher would be more mobile with the proposed plan.
-Damage/bulk both need adjusting. Ofcourse we don't want to make ranged overpowered but the fact that you have to dig or buy the ammunition has to be taken in to consideration. We should be able to go the distance with ranged. (like 2 hours or so *grin*)
Also, nobody uses ranged on mobs (except to level ofcourse) it'd be nice if ranged was truely useful when trekking etc too, like all the other fight skills are.
-Durability needs upping, we're still using good mats here don'tcha know.
When you compare with the other fight types, we're still using stats at a fair old rate/need healing on a regular basis; for really good weapons we still need good mats for the best stats and we need to dig ammo; need a convoy of packers to keep up with anything else plus now stand still if using auto/launcher. @.o
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Re: Production: Range fight skill tree
Agree with you entirely Sehr with regard to mobility making Launcher and auto viable and fun to train.
Only issue I find a little hard is one of realism relating to launchers specifically(I know its a game) and that is running and firing the equivalent of a Bazooka or mortar which are big heavy bits of kit.
Only issue I find a little hard is one of realism relating to launchers specifically(I know its a game) and that is running and firing the equivalent of a Bazooka or mortar which are big heavy bits of kit.
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Re: Production: Range fight skill tree
Ahh, I thought of them more as grenade launchers, which as far as I know can be fired on the run. Mortars have longer ranges and bazookas are anti-tank weapons.
As for making ranged usefull on treks etc, I do agree with them it's a good idea to make it more of a debuff skill. It shouldn't beat elemental's damage or melee's tanking, so debuffs are the best way to give it a PvE use. Just needs it's own debuffs and not the same ones the afflictionists are already doing.
The siege guns would ofcourse never be used on treks, but would be nice if they'd have some use in invasions. Those swarms of kidinaks would make perfect launcher targets if they didn't have 80% armor.
As for making ranged usefull on treks etc, I do agree with them it's a good idea to make it more of a debuff skill. It shouldn't beat elemental's damage or melee's tanking, so debuffs are the best way to give it a PvE use. Just needs it's own debuffs and not the same ones the afflictionists are already doing.
The siege guns would ofcourse never be used on treks, but would be nice if they'd have some use in invasions. Those swarms of kidinaks would make perfect launcher targets if they didn't have 80% armor.