Range Fight: Same Melee Damage, 10 x the Cost

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stellus
Posts: 356
Joined: Thu Sep 23, 2004 8:38 pm

Range Fight: Same Melee Damage, 10 x the Cost

Post by stellus »

I LOVE Range Fight, it's a blast (pun intended). However, I noticed tonight that my range damage wasn't that significantly more than dual weilding with daggers. It takes a huge amount of time, effort, and money to level Range Fight (which is half the fun of course!) but it doesn't seem to be paying off in the way I hoped.

Is there something I'm just not seeing? I have Q50 daggers made with all choice mats and my pistol is Q50 made with all choice mats. Please, someone prove me wrong to strengthen my love for Range Fight! :D
bwall757
Posts: 5
Joined: Sun Sep 26, 2004 8:39 am

Re: Range Fight: Same Melee Damage, 10 x the Cost

Post by bwall757 »

stellus wrote:I LOVE Range Fight, it's a blast (pun intended). However, I noticed tonight that my range damage wasn't that significantly more than dual weilding with daggers. It takes a huge amount of time, effort, and money to level Range Fight (which is half the fun of course!) but it doesn't seem to be paying off in the way I hoped.

Is there something I'm just not seeing? I have Q50 daggers made with all choice mats and my pistol is Q50 made with all choice mats. Please, someone prove me wrong to strengthen my love for Range Fight! :D

Well, I am pretty new to range, but have tried a magic character and a melee character. Its possible that my inexperience borked both of those characters, but to me ranged has a couple advantages. Like magic, it has the advantage of range, but unlike magic - you can kite (move while you are charging up your attack). Note maybe you can move with magic, but the few times I tried resulted in me rubberbanding, so i dont know if it was a bug or a feature of magic, but I know that I don't have the same problem with range.

To me, kiting is the big selling point - I can kill a kipee at level 10 or less, just by staying out of its range - sure it costs me a whole stack of ammo, but I make my own ammo, so its not too expensive.
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klonkk
Posts: 211
Joined: Tue Sep 21, 2004 5:38 pm

Re: Range Fight: Same Melee Damage, 10 x the Cost

Post by klonkk »

As far as I understand the range problem at the moment the damage calculation is based mostly on the ammo, and that is still bugged.

You do more damage with Q10 ammo then with Q50
Summerbreeze
euwest
Posts: 112
Joined: Wed Sep 29, 2004 12:04 am

Re: Range Fight: Same Melee Damage, 10 x the Cost

Post by euwest »

i'm kind of hoping range doesn't become more powerful than melee. getting to shoot me while i try and catch up to you is a HUGE advantage. i don't think you need to be doing melee dmg+ as well. who would ever play melee?
mosdef
Posts: 61
Joined: Thu Sep 23, 2004 11:38 pm

Re: Range Fight: Same Melee Damage, 10 x the Cost

Post by mosdef »

it's nice that this has been of of the few games where ranged fighting isn't too overpowered.

the crafting is bugged, and i haven't seen much of any noticable difference in the ql of the guns. ammo seems to be the only thing that gets any better with ql.

there are a few things people don't take to account with ranged fighting. as stated above, it's the only kitable attack. you never have to face your opponent to hit it. the other is that it almost never misses. i went through 16 clips of ammo last night and can only recall missing 7 times.
mikwana
Posts: 169
Joined: Fri Oct 01, 2004 11:23 pm

Re: Range Fight: Same Melee Damage, 10 x the Cost

Post by mikwana »

Um.. the ammo isn't bugged. However, your weapon needs to be the same quality or better than the ammo, or yes, it will do less and less the higher the ammo is (so QL 50 ammo in a QL 10 rifle will do less than QL 10 in that same rifle).

As above, ranged almost NEVER misses, isn't dodged or parried, and it's easy to switch between ammo types to be the most effective against targets with armor (Most things are lacking in protection of one type).

Purely fighting-wise, it is more expensive than melee. However, in large groups, things sometimes get crowded, and it's good to pull with as well, or even get in a bit of extra damage before it reaches melee.

Plus, they just look neat.
baron66
Posts: 13
Joined: Sun Oct 03, 2004 3:21 am

Re: Range Fight: Same Melee Damage, 10 x the Cost

Post by baron66 »

Personaly I use my range weapon as a first attack, and then when the mob gets close enough I switch to my melee. always useful to have a weakened opponent. Also at Higher levels ( when you get the artillery type range weapons) they can really help in a large fight against multiple guys, or invasion.
mordred3
Posts: 40
Joined: Wed Sep 22, 2004 11:09 pm

Re: Range Fight: Same Melee Damage, 10 x the Cost

Post by mordred3 »

Ammo crafting is very bugged and this is the biggest problem facing ranged users.

Good ammo is near impossible to craft as far as I can figure out. When I use good mats - I get worse results. I get my best results with store bought mats. Go figure. Using choice mats in ammo seems to have the opposite effect. I swear I think someone just switched all the numbers for ranged.

As well the cost is prohibitive.

And range does miss - not too infreqeuntly as well. So Im not sure why whoever said that did.

If you think the rifle/pistol ammo are expensive and prohibitive you should see launcher and autolauncher. Now I know these are meant for raids - but still it's a bit hefty.

The launcher ammo I craft weighs 45 for 3 shots. Granted it has the potential to do a large amount of area damage, but 45 weight for 3 shots that takes 13 mats a peice is very expensive.
xixan
Posts: 18
Joined: Sat Sep 25, 2004 2:59 am

Re: Range Fight: Same Melee Damage, 10 x the Cost

Post by xixan »

bwall757 wrote:Well, I am pretty new to range, but have tried a magic character and a melee character. Its possible that my inexperience borked both of those characters, but to me ranged has a couple advantages. Like magic, it has the advantage of range, but unlike magic - you can kite (move while you are charging up your attack). Note maybe you can move with magic, but the few times I tried resulted in me rubberbanding, so i dont know if it was a bug or a feature of magic, but I know that I don't have the same problem with range.

To me, kiting is the big selling point - I can kill a kipee at level 10 or less, just by staying out of its range - sure it costs me a whole stack of ammo, but I make my own ammo, so its not too expensive.

Kiting? I have been able to kite kills in other MMORPG's but I have not yet been able to kite kills in Ryzom as a ranged combat specialist. My experience is that the aggro on most mobs are infinite...meaning that you can't ping at them and then run out of aggro range because once they aggro you they will hunt you down and since many mobs are as fast or faster then you, you can't out run them. The only way I think its possible to kite in Ryzom is to use magic skill that spooks mobs..however, that means you have to multi-class into magic enough to get those spells. If you can kite in Ryzom, please tell me how because it would be very useul...thanks!
korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Range Fight: Same Melee Damage, 10 x the Cost

Post by korin77 »

its easy with ranged, just auto default attack a mob with your ranged weapon and start running, you automatically shoot at it as you run.
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