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Re: Suggestions for ranged fighting

Posted: Fri Mar 18, 2005 8:21 pm
by zumwalt
*scratches his head*
the point seems lost somewhere..

Take a sturdy piece of oak, you can make a barrel from it, not to hard, just need to bore out a long tube worth, next, make sure the end of it has enough distance between the butt and the begining of the hallowed barrel.

Putting in a firing pin, thats easy enough, first drill a 1/8'th in hole (or there abouts for the fuse), opposite the side of where you want to mount a handle, now in the barrel, make sure you have a STRONG black cat M80 firecracker, shove it down the barrel (make sure the barrel diameter is big enough to accept the firecracker, but not to big as to allow compression to escape)

Now comes the fun part, you MUST make sure your external fuse that is shoved down the 1/8 inch hole can meet up with the M80 firecrackers fuse, thats the tricky part.

Next you need something to shoot out the end, that won't hurt anyone but has some weight, you might want to make some sort of paintball wad (notice the word WAD, this is the same concept as the bazooka for painballs) DO NOT USE BALL BEARINGS!!!!!

This is not to hurt anyone with!

Now that you have your weighted projectile, your M80 firecracker, your barrel and 'firing pin' aka your fuse, roll your projectile into the barrel (make sure its not something sticky or it won't fly) when the M80 blows, the compression from the explosion will only have 1 direction to go if you drilled the fuse hole right, which is out the end of the barrel away from you.

If your man made barrel is atleast 3 feet in length, your projectile should be able to be blown approximately 200 feet away.

If your a putz and screw up those instructions, your projectile will fly approximately 50 feet.

Now if they use 1 meter as 36 inches, to send something 50 meters, you need to blast that object 150 feet.

Given that your projectile has some essance to it, a little weight, and can roll, also given you need to shoot at a slight angle to give it an arch, an M80 driven object like a strong paint ball should make it the 150 feet easily.

Only do the above under ADULT SUPERVISION!!!!!
Take pictures of you shooting a target with the above barrel into a paper target AND NOT AT YOUR FRIENDS / FAMILY / DOG / CAT / OR ANY OTHER LIVE OBJECT.

I'd go into a cool cannon making instructions using flash paper, fireworks, and a 5 gallon plastic bucket, but that would get to many people excited.

Re: Suggestions for ranged fighting

Posted: Sat Mar 19, 2005 5:30 am
by hunter17
bman42 wrote:ok to quell all of your arguments here are the REAL numbers:
at lvl 150 range with a q160 supreme rifle
298 damage/hit

compared to lvl 201 melee with q200 supreme pike
904 damage

now with my attack rate increase i hit just under 3 times faster than the melee
melee must stand 1.5 meters from target, while i stand 37m from target
take the numbers and do your own math
doing the math flat out wont tell you anything...the the random percentage of your miss and the opponents dodge/parry isnt factored into the equations, i do admit that i have hit atleast 5-7 209's at level 118 in a row, but what i get on the next mob is maybe 3 hits that are all 100 each, a melee's hit is very constant and does more damage, able to inflict maluses, and tank without having to run away because they want to conserve stam and wear light armor

Re: Suggestions for ranged fighting

Posted: Sat Mar 19, 2005 7:56 am
by tetra
hunter17 wrote:doing the math flat out wont tell you anything...the the random percentage of your miss and the opponents dodge/parry isnt factored into the equations, i do admit that i have hit atleast 5-7 209's at level 118 in a row, but what i get on the next mob is maybe 3 hits that are all 100 each, a melee's hit is very constant and does more damage, able to inflict maluses, and tank without having to run away because they want to conserve stam and wear light armor

There is also the fact that the quoted 3:1 attack rate for ranged:melee winds up totaling 300% hp/stam use in the same period of time for the ranged fighter... tack on the added hinderance of the obsurdly high costs of ammo along with the relatively low carrying capacity and ranged starts to look downright pathetic.

Re: Suggestions for ranged fighting

Posted: Sat Mar 19, 2005 11:27 am
by lazarus
When I made these threads the idea was for people to post constructive ideas on how ranged can be improved, not to start another argument.

I'd appreciate it if everyone could keep that in mind when posting :)

Re: Suggestions for ranged fighting

Posted: Sat Mar 19, 2005 12:18 pm
by grimjim
lazarus wrote:When I made these threads the idea was for people to post constructive ideas on how ranged can be improved, not to start another argument.

I'd appreciate it if everyone could keep that in mind when posting :)
Well, you yanks get a bit emotional about your boomsticks :D

Re: Suggestions for ranged fighting

Posted: Sat Mar 19, 2005 1:00 pm
by basicart
I put em in the same usless draw as staffs :D , sup staff Q120 about 56 dmg lol

Re: Suggestions for ranged fighting

Posted: Sat Mar 19, 2005 1:17 pm
by pr0ger
Xavier said that they have scheduled "rework" on ranged fight skills after chapter 3 / outposts

anyway, my 2 cents :p
I'm 150+ range (advanced heavy gunman) using rifle (2H). I never soloed to be so high because its suicide !!
In team, i usually (chain)pull the mob with the long-range of rifle, then the tank taunt the mob.
When you team, better to have an affliction caster, so you hit easily with max damage.


- pistol hitrate/range usual : 21(hpm)/21(m) , supreme : ~ 25/25 (never crafted one with 100 modifier)
general comment : pretty good, no need for more.
useless, except for showoff purpose :D


- rifle hitrate/range usual : 17/30, supreme : ~ 20/40 (i craft excellent one at 19/36 easily)
general comment : pretty good. you really need a rifle with 30+ meter range when fighting, otherwise its useless.
wielding : accurate attack 9 + hitrate 9, with credit to have "92% success" consume 44 hp and 90 stamina, light armored. I miss 60% of shots level 200 mob...

- launcher hitrate/range usual : 9/45, supreme : ~ 12/60 (excellent one reache 10/56)
general comment : addicted ! this is great to make the little mission like "kill mob", "kill tribe" or "fetch meat/blood" : taunt mobs and run until they are all close to each other, then fire.... booom !! dealing 1000 damage on the main target, and 600 to 800 on every other wipe the whole herd instantaneously.
Trouble is the bulk space : 6 ammo require 90 bulk space. I carry mats to craft ammo between each fight, but the max "ready to use" i have is 9 ammos.

- rifle "choice" ammo damage :
q10 = 59
q50 = 126
q100 = 209
q150 = 289
the damage progression is linear, ~ +1,6 damage every level.

-- -- --
Okay, thats the experience with current range-fight skill tree.

about hit-per-minute, and who-deal-max, here is the chart
basic stanza at level 130, no amps, no special stanza, only 1 effect :
melee 2H : 292 dmg, rate 21 (sword)
range 2H : 257 dmg, rate 19 (rifle)
magic 1 shot : ~300, rate 15 (bare hand)

all are roughly the same! even more : melee is the best !!

BUT :
melee 2H + doubled damage : 584 rate 21
range 2H + hit rate (it double rate) : 257 rate 36
magic 1 shot + amp 97%/97% : 600 rate 30

So what is unbalanced are : the stanzas !
magic cumulates double damage and hitrate, thats why its so powerful -and easy-

!IDEAS start HERE!

Give range weapon a "double fire" stanza using two ammo at once :
range 2H + hit rate + double fire : 514 rate 36 (serious ammo consumption but who cares :p )

Give melee "double strike" stanza : 1 special move allowing to hit twice the mob :
melee 2H + double damage + double strike : 584 rate 42 (mean stamina consumption, as nukers anyway)

--
next deal : accuracy

accurate attack, as melee, works well when the mob is "less than 50 level higher than you"

Re: Suggestions for ranged fighting

Posted: Sat Mar 19, 2005 2:54 pm
by hunter17
nice to see another high level ranger around :)
but for range purposes, i think the target body part stanzas should become more effective, i bought the whole line of head shot quadrupeds that i could buy, and i find no difference, maybe it's just me or the varinx have a brain in ia different place O.o

Re: Suggestions for ranged fighting

Posted: Sat Mar 19, 2005 3:02 pm
by grimjim
hunter17 wrote:nice to see another high level ranger around :)
but for range purposes, i think the target body part stanzas should become more effective, i bought the whole line of head shot quadrupeds that i could buy, and i find no difference, maybe it's just me or the varinx have a brain in ia different place O.o
Aiming for bodyparts just means when you get a crit it is the type for that bodypart.

Head = Stun (I believe)

Re: Suggestions for ranged fighting

Posted: Sat Mar 19, 2005 8:09 pm
by thexdane
grimjim wrote:Well, you yanks get a bit emotional about your boomsticks :D

hey i'm still part of the common wealth, i'm not part of the just recently released as subjects of the empire that's south of me, we asked for our sovereignty and was granted it


anyways on to the topic

thing is range isn't as borked as tetra likes to portray it, granted the ammo and stam consumption CAN be a pain but just reduce the amount of stam you consume, not to difficult. as for the ammo issue, well it's there and there's a work around

the only thing i can think of to improve range is to reduce some of the stam cost of actions but that's about it.

as for missing mobs, well it's simple don't try fighting as mob that's well your lvl. i fight mobs around my lvl in range and well i hardly ever miss, i fight mobs well above my range skill and i miss lots. this is not an issue with just range it's ANY skill tree that has this issue

ok to provide a real world parallel to this

take 2 guys and they both take brazillian jui jitsu, one is a black belt and one is a blue belt. the chances of the blue belt beating the black belt are VERY small, he may or may not get in and out of holds. the black belt will probly beat him every time, the blue belt might submit the black belt 5 times out of 100

now take the blue belt and pit him against a purple belt, who is just one rank above his grade. now depending on the skill of both guys, the fight will be close, now the purple belt SHOULD win but his chances of winning i'd say is about 60% instead of the 95% chance the black belt would have of winning

(as a side note for those that don't know brazilian jui-jitsu belt rankings go white, blue, purple, brown, black)

now this is similar to our situation in the fact that if you're lvl 75 range, you won't have a high hit success rate with a lvl 200 mob, however if you attacked a lvl 100 mob you'd hit it a lot more