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Author Topic: Introduce Minimum Range to Weapons  (Read 15474 times)

Re: Introduce Minimum Range to Weapons
« Reply #90 on: August 25, 2010, 10:40:15 pm »

Please dont just argument with realism... this is not just about realism actually for me it has nothing to do with realism but with balance, and adding a deeper PVP layer to the game... Realism is welcome as long as it helps the game to get a new positive faccette..
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Re: Introduce Minimum Range to Weapons
« Reply #91 on: August 25, 2010, 11:08:13 pm »

Well it's fallout mechanism and a strategy and part of Big Gunner gameplay, so I suggest to forget this minimum range.
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Re: Introduce Minimum Range to Weapons
« Reply #92 on: August 25, 2010, 11:47:35 pm »

Besides with the drug nerf and the fast shot nerf lets see how well BGer's do first, i highly doubt we will need a minimum range after that.
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Re: Introduce Minimum Range to Weapons
« Reply #93 on: August 25, 2010, 11:57:25 pm »

Besides with the drug nerf and the fast shot nerf lets see how well BGer's do first, i highly doubt we will need a minimum range after that.

Yeah, true ;p
This will only achieve a long serie of nerf for minigun...
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Re: Introduce Minimum Range to Weapons
« Reply #94 on: August 26, 2010, 12:07:25 am »

Besides with the drug nerf and the fast shot nerf lets see how well BGer's do first, i highly doubt we will need a minimum range after that.

 You could still have BG with 220 HP and 2 bursts (12 AP).

 You forget, that drug BG will lose one from 3 bursts per round, but drug sniper will lose one from his 2 shots per round.. so it will be 2/3 (BG) vs 1/2 (SG). And you can still do 2x100 DMG with avenger, so i dont think that BG will be weak.
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Re: Introduce Minimum Range to Weapons
« Reply #95 on: August 26, 2010, 12:52:34 am »

With recent nerf, no, you don't do 100 damage to a BA.
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Re: Introduce Minimum Range to Weapons
« Reply #96 on: August 26, 2010, 01:20:28 pm »

(Roughly)

Avenger - Damage 8-11, BRoFx2 12-15.
Damage Mod 2/3, -35% DR
BoS CA - 8/40
Average of 13 Bullets hitting target.

=> ((13.5*2/3)-(8/3 [This is rounded down to 2]))*0.95 = (9-2)*0.95 = 6.65 per bullet. 13*6.65 = 86 HP per shot @ 6AP
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Re: Introduce Minimum Range to Weapons
« Reply #97 on: August 26, 2010, 01:44:24 pm »

Exactly ;p
Also this is without toughness ;p
Well, so much nerf T.T
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Re: Introduce Minimum Range to Weapons
« Reply #98 on: August 26, 2010, 02:02:10 pm »

Nerf? The only difference is 6AP rather than 5AP, makes no difference to how much damage it does in one shot.
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Re: Introduce Minimum Range to Weapons
« Reply #99 on: August 26, 2010, 02:54:31 pm »

Nerf? The only difference is 6AP rather than 5AP, makes no difference to how much damage it does in one shot.

I am talking about precedent nerfs (range, AP perk, more AP to reload...)
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Re: Introduce Minimum Range to Weapons
« Reply #100 on: August 26, 2010, 03:06:27 pm »

First, who is going to dodge 120 rounds from a minigun. Second, even if someone is right next to you with a knife, YOU HAVE A MINIGUN. One step backwards and he is toast. Better yet, if we are talking realism, anyone could just smash that big metal gun into his face, knock him out and kill him that way. Plus, if you look on the screen and stand right next to someone with a minigun its not THAT big. You just like to make it seem that way because of the obvious bias in your argument.
I could understand a minimum range of 1 square... that would be the only thing that makes sense because the minigun does actually creep over to the square in front of the player..
But besides that, you try rushing a guy with a minigun, you can say goodbye to your legs, arms and face WELL before you actually get close to him.

Maybe we're talking about situations where knife-wielding person ambushes minigunner. Like a situation where minigunner steps through a doorway and someone slices his throat. Nobody here telling that "melee dude rushing a minigunner should win".

Didn't your mother  ever tell you? "Never bring a knife to a gun fight"
I don't care if you guys have hard ons for melee fighting, guns will always be superior in pvp.

I got nothing against that pvp will be mostly fought with guns. I'm just trying to point out that knife wielding person should be able to defeat  a minigunner if he plays his cards right.
Besides when did this turn into knife vs minigun anyway? It used to be about weapons having advantages over others in certain ranges.

Well it's fallout mechanism and a strategy and part of Big Gunner gameplay, so I suggest to forget this minimum range.

Fallout mechanisms are based on singleplayer. FOnline is multiplayer, just to mention.
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Re: Introduce Minimum Range to Weapons
« Reply #101 on: August 26, 2010, 04:35:03 pm »

I got nothing against that pvp will be mostly fought with guns. I'm just trying to point out that knife wielding person should be able to defeat  a minigunner if he plays his cards right.


Fallout mechanisms are based on singleplayer. FOnline is multiplayer, just to mention.

Key points

If a gunman is stupid enough or unlucky enough to ignore a mellee fighter long enough that he gets into close range he should feel the hurt for his mistake. Currently there's nothing to support that.


And yes, just because something was in fallout 1 & 2 doesn't make it some inviolate holy grail that can't be touched. Things need to change in order to function properly in an online environment as was said, this is no longer a single player game.
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Re: Introduce Minimum Range to Weapons
« Reply #102 on: August 26, 2010, 06:05:32 pm »

I am talking about precedent nerfs (range, AP perk, more AP to reload...)

And yet the Avenger remains the #1 DPS weapon on the game.
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Re: Introduce Minimum Range to Weapons
« Reply #103 on: August 26, 2010, 07:31:42 pm »

Mmmh, I am not sure : plasma rifle criticals hit are... painfull, in damage and in additional effects, and don't cost more AP. Also with all SG weapons improved, there will be probably won't have much difference in DPS, even if they do a bit less damage, they still cost less AP.
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Re: Introduce Minimum Range to Weapons
« Reply #104 on: August 26, 2010, 08:11:17 pm »

Ah, Plasma Crits may be a contender actually. Small gun bursts will all come in quite a way under Avengers by DPS.
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