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Re: Production: Range fight skill tree
Posted: Wed May 02, 2007 6:28 pm
by meryan
Now that I have used range fight, about the only thing that I would change, is to be able to hit the mob with the weapon if I run out of ammo.
Re: Production: Range fight skill tree
Posted: Thu May 03, 2007 11:49 am
by diogynes
Presently the two things I would want the most to change with ranged fighting would be more stanzas and new / corrected animations. Things like pistols being jerky when you run with them are pretty basic and need to be fixed I think. I'd like something where if you are running with your gun you'd be pointing the gun in the direction you're firing instead of just a plain running animation.
Re: Production: Range fight skill tree
Posted: Tue May 08, 2007 1:03 am
by xl2i5
the real issue is making range a threat in comparison to ele and melee. as is, melee dishes out less dmg but has better defense, elemental magic gives better damage but has less defense. range should be somewhere in the middle. range struggles in the fact that you have ammo and you still are reduced by hit points and stamina, and do mediocre damage.
i think a slight increase in damage would be good. also a slight decrease in draining stats. there could be a variable implemented that is a percentage chance of a "headshot", doing more damage. if need be, this action could cost more hp/stamina wise. i know this idea is similar to the "aim head" but a specific action "headshot" and an "effect" could make it different.
it might be cool to redesign medium armor more for rangers. maybe leave the stats the same for players using elemental or melee in medium armor, but give an added bonus/stat for range weapons or make it so medium armor could hold more magazines of ammo but decrease your aim slightly.
i really like the idea of poison bullets, concussion ammo, electrifying bullets.
that sounds really cool. i think its a good idea to make them last a certain amount of time instead of a "link". this would allow multiple range fighters to slow down an opponent similar to one mage slowing with a link while another throws ele magic spells.
anyways just letting my little head flow out the ideas. <3
Re: Production: Range fight skill tree
Posted: Wed May 09, 2007 7:06 am
by barny01
I have a bold suggestion. I don't know if it has been suggested before but if you can double wield knives, why not pistols? I you have this new window for cartridges, why not just keep the cartridges as a third window where you put ammo and empty the left hand for double wield.
Re: Production: Range fight skill tree
Posted: Thu May 24, 2007 3:13 pm
by calel
Some points to ponder on:
Is there a chance you will revise the rate at which credits are used by pistolwielders like was done for daggers and onehanders?
The current system requires you to really bump up the credits if you want to have a chance to kill something before it catches up to many times with you or you get poisoned.
Could you perhaps take a look at rescaling the durability on fast ranged weapons? Durability on pistols is rather low, add to that the fact they have very fast actions, increased hitrate and your weapon crumbles insanely fast.
Re: Production: Range fight skill tree
Posted: Thu May 24, 2007 3:45 pm
by tylarth
tbh using a pistol in so many way is not effective, and falls almost into a novelty catagory of weaponry (like batons, candy canes). Rifles are not that far behind either.
Re: Production: Range fight skill tree
Posted: Sat Jun 09, 2007 10:10 am
by norvic
Any update on the progress of this, how far away from going to "in test".
*writes note to self* Aaj needs shooting with novelty rifle again
Re: Production: Range fight skill tree
Posted: Mon Jun 11, 2007 1:46 pm
by Marjo
*Glances at some devs' screens* By the look of it, 1H-melee improvements might come first in test, and ranged fight later on... I'd like to simply say it will take the time it needs. When it enters the testing stage you'll know it, don't worry.
Re: Production: Range fight skill tree
Posted: Tue Jun 12, 2007 11:08 am
by xtarsia
can i just say, ranged in pvp is allready WAAAAAAAY too strong.
and everyone here knows it. even rifles at OP battles are a pain in the rear.
even in duels, Ranged v mage, ranged wins (interupts - its the same as mage v melee), ranged v melee (melee cant get close and HAS to root enchant), fairly even but ranged stands a high chance of winning still. and thats right now.
only thing that needs touching is ammo capacitys imo.
as for PvE all the added effects are going to be pretty useless in the grand scale of things. this is going to turn ranged into the PvP super death weapon, and force pretty much everyone to use it who wants to pvp with a glimmer of hope for survivng for more than 3s.
i smell CU like doom.
pistols do need some looking at though.
..im bored on my lunch at work...
Re: Production: Range fight skill tree
Posted: Tue Jun 12, 2007 6:19 pm
by norvic
Thanks for the reply Marjo.