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Re: Ranged Combat
Posted: Mon Oct 18, 2004 8:12 am
by kix2004
Considering in real life you can run with a gun i'd assume you could do it in this game. I don't remember having to make ammo out of choice or excellent mats at all not sure where you came up with that idea. Maybe they changed it to that but i doubt it considering they haven't patched since I did that I don't believe. I think it matters alot that dmg is low. I mean if a lvl 50 melee had a Q50 weapon and instead of doing 250dmg he did 46dmg he would care that that was low. Seriously they need to triple the dmg or take the skill out of the game because I have basically wasted time and money on something that went from next to worthless to really worthless. I mean Q30 choice ammo does 46 dmg thats less dmg then a lvl 10 melee or magic newbie does. And some people think I may be joking when I say you have to be lvl250 ranged to do the dmg of a lvl 50 melee but if you look at the difference in dmg between the two then you will see i'm right.
Re: Ranged Combat
Posted: Mon Oct 18, 2004 3:40 pm
by kandyfox
The thing that is most outrageous and laughable about ranged is that it costs 9 (Choice+) mats for fifteen (15) rifle rounds. It takes roughly 14 mats for a 2h melee weapon that will last over 1 week of play. Ranged is a pathetic excuse when all 15 rounds doesn't see the length of 5 minutes with a fraction of the damage (1/2-1/4) for the same number of mats (all at an equivalent q-level).
A 2H pike at q50 will do around 150 dmg. (choice mats)
A 2H rifle at q50 using q50 rounds will do 110 dmg per hit. (choice rifle/rounds.)
And then the pike is capable of doing over twice the damage w/ Increased Damage. But still manages to cost less over time. Matwise - dapperwise - in every way imaginable.
Have I mentioned the fact lvl50 mob can cover the pitiful distance of a q50 rifle w/in less than 5 seconds? With an average of 20 RoundsPM, range doesn't stand a chance.
Re: Ranged Combat
Posted: Mon Oct 18, 2004 8:10 pm
by aether4u
kandyfox wrote:The thing that is most outrageous and laughable about ranged is that it costs 9 (Choice+) mats for fifteen (15) rifle rounds. It takes roughly 14 mats for a 2h melee weapon that will last over 1 week of play. Ranged is a pathetic excuse when all 15 rounds doesn't see the length of 5 minutes with a fraction of the damage (1/2-1/4) for the same number of mats (all at an equivalent q-level).
A 2H pike at q50 will do around 150 dmg. (choice mats)
A 2H rifle at q50 using q50 rounds will do 110 dmg per hit. (choice rifle/rounds.)
And then the pike is capable of doing over twice the damage w/ Increased Damage. But still manages to cost less over time. Matwise - dapperwise - in every way imaginable.
Have I mentioned the fact lvl50 mob can cover the pitiful distance of a q50 rifle w/in less than 5 seconds? With an average of 20 RoundsPM, range doesn't stand a chance.
You know, the mob movement speed is rediculous! I just noticed this the other night while shooting a Kipee. One pop, it turned around and nearly teleported in front of me! Seems prettly lame considering...
Re: Ranged Combat
Posted: Mon Oct 18, 2004 8:16 pm
by aether4u
So, I guess to sum up this thread:
1. The dmg/mats ratio is horrible; either make them way more damaging, or much cheaper to make.
2. Mobs should NOT move lightning-fast... it makes ranged weapons useless since we can't kill a mob in one hit.
Re: Ranged Combat
Posted: Tue Oct 19, 2004 3:19 am
by loyats
aether4u wrote:So, I guess to sum up this thread:
1. The dmg/mats ratio is horrible; either make them way more damaging, or much cheaper to make.
2. Mobs should NOT move lightning-fast... it makes ranged weapons useless since we can't kill a mob in one hit.
Yes, but you can keep firing at a mob in close range, even thought in my experience that leads to a major @$$ whoppin.
Re: Ranged Combat
Posted: Thu Oct 21, 2004 3:29 pm
by kandyfox
Yes, but you can keep firing at a mob in close range, even thought in my experience that leads to a major @$$ whoppin
Which reminds me of another problem with Ranged combat. I currently grind q50 choice mats for ammo - the ammo comes out to a nice min 91 w/ max 107. Assuming the gun ever did more than it's minimum (which it doesnt), it'd be nice if it did more damage at a closer range...
Re: Ranged Combat
Posted: Fri Oct 22, 2004 5:32 am
by usinuk
kandyfox wrote:Yes, but you can keep firing at a mob in close range, even thought in my experience that leads to a major @$$ whoppin
Which reminds me of another problem with Ranged combat. I currently grind q50 choice mats for ammo - the ammo comes out to a nice min 91 w/ max 107. Assuming the gun ever did more than it's minimum (which it doesnt), it'd be nice if it did more damage at a closer range...
Just out of curiosity are you using a q50 weapon? I was screwing around with diff weap qs and diff ammo qs and seems that matching qs gives nominal max results. Not that the max results are any good, but its nice to at least get to my min damage...
Re: Ranged Combat
Posted: Fri Oct 22, 2004 3:48 pm
by kandyfox
I've been so apathetic about crafting lately, I haven't bothered to. I'll try it, but I'm confident it'll be short from impressive.
Re: Ranged Combat
Posted: Thu Oct 28, 2004 10:25 pm
by 0waxman0
Hmm somthing some one said to me about the damage values of melee wpns made me think. I am in no way a melee fighter i only do it occasionally and never pay attention.
However what was said was that the Max dam is the maximum that the weapon will do by a user who is at the wpns lvl or over.
The Dam is the actual damage that the weilder will do.
So for instance some Q50 pistol ammo i crafted has a max dam of 95 but the dam value for me is 68 give that to some one with lvl 50+ ranged and they should have the dam value at 95.
now i have no idea how this works with the gun itself and the various Q's there and lvls tho.
ideas welcome.
Re: Ranged Combat
Posted: Fri Oct 29, 2004 9:45 am
by drcole22
got to say, my q50 launcher and q50 smash ammo is great! aoe damage around 300damage.
Great for when you just have to clear the area of yubos, izams and capryns!