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Re: Production: Range fight skill tree
Posted: Wed Nov 15, 2006 4:22 pm
by riveit
Please change the animation for pistols where the homin wipes their forehead after every few shots. I'm sure you can come up with a better animation.
Re: Production: Range fight skill tree
Posted: Wed Dec 13, 2006 5:29 am
by uhentai
What about the ability to wield a pistol/shield or pistol/1-hand-melee-weapon combo in addition to dual-wielding? Maybe even a skill branch that focuses on pistol/sword combat. Not too realistic maybe, but fun for sure.
Re: Production: Range fight skill tree
Posted: Thu Mar 29, 2007 3:43 pm
by Marjo
A new document has been released.
Click here to read it.
Re: Production: Range fight skill tree
Posted: Thu Mar 29, 2007 3:56 pm
by sprite
First question:
Merchants of Atys should sell generic-like ammo without special effects and weak damage. However, they will also sell special cheap training ammo for launcher and autolauncher which are lighter, less bulky, and do less damage, in order to preserve a healthy learning curve with these weapons until level 250 is reached.
Will we be able to craft these new "bad" ammos? Presumably we won't be able to craft the generic style ones (just like we can't usually craft common weaps atm), but will we be able to craft the "training" ammo?
Also, it sounds like ranged is going to become even more uber in PvP (though there'll be less running & shooting at the same time
)
Re: Production: Range fight skill tree
Posted: Thu Mar 29, 2007 3:58 pm
by kaetemi
However, they will also sell special cheap training ammo for launcher and autolauncher which are lighter, less bulky, and do less damage.
Will we be able to craft that too? ^^
Re: Production: Range fight skill tree
Posted: Thu Mar 29, 2007 4:07 pm
by Marjo
sprite wrote:First question:
Will we be able to craft these new "bad" ammos? Presumably we won't be able to craft the generic style ones (just like we can't usually craft common weaps atm), but will we be able to craft the "training" ammo?
Generic/bad ammo are about the same as those that you can currently buy, so yes you will be able to craft them. You will also be able to craft the "training" ammo.
Re: Production: Range fight skill tree
Posted: Thu Mar 29, 2007 4:14 pm
by japamala
with the addition of the seperate window for ammo cartridges, is there a possibility of dual-wielding pstols? or using a pistol and shield?
Re: Production: Range fight skill tree
Posted: Thu Mar 29, 2007 4:29 pm
by ajsuk
japamala wrote:with the addition of the seperate window for ammo cartridges, is there a possibility of dual-wielding pstols? or using a pistol and shield?
Yup, this was my thought too. Opens up the other hand nicely, yes?
Re: Production: Range fight skill tree
Posted: Thu Mar 29, 2007 4:49 pm
by calel
I like how the new effects are considered to be magical by mechanics and thus can be resisted. Now you may need both physical and magical protection when facing a ranger.
However, I'm not to sure I understand if effects are stackable.
Using a rifle with forest ammo surely I won't be dealing Madness,Root,Rot and Posion all at once. Please do tell me they're either to be 'activated' seperatly or are limited in power by these nifty new craft statistics. And how does weapon and ammunition quality play a role in this?
Also; with the affliction effects, do we need to hold a link? And if so, does any other action cancel it?
It's probably a bit early to tell, but going off from the altered range/damage values and in conjunction with ammocrafting, it seems to me that you have actually 1 weapon of each class that shines out: launcher, bowrifle and pistol.
Autolauncher seems to get weaker than launcher, rifle despite the range looses considerably in DPS to bowrifle and although bowpistol seems to be on par with pistol it suffers horribly due to the ammocrafting limitations.
So in what way will you ensure that weapons in the same class have the same apeal?
And is there a possibility you are rethinking availability of ammunition through craft as well? (pistol ammo vs bowpistol ammo f.e.)
Is the Focus credit a new type of credit or is it the same stat used for foraging and crafting? (ranged fight in focus jewels ... that'll make the jewelers happy
)
Again, it may be to early to tell, but I have the feeling that although the heavy and medium type of weapons have a defined battlefield role the pistol class still seems to lack some purpose.
I'm interested to hear more on this.
Re: Production: Range fight skill tree
Posted: Thu Mar 29, 2007 4:49 pm
by emptyish
On the information page for the new implementations it reads:
"There is a "casting time" when shooting with an autolauncher or launcher. And if you move while the shooting skill is being executed, you will interrupt the action. An opponent may attempt to interrupt the action as well."
and
"Focus Shot: it increases the damage of your weapon. It requires no extra credit, but adds a higher "casting time" to your action and inflicts a large malus to both your dodge and parry. If you move while shooting, you break the action."
My question:
Will these actions be "interruptible" like spells? i.e. will daggers (for example) have a chance at counter acting a ranged fighter?