My rifle can't shoot the whole length of a corridor. In a control room it,s limited to abut 3/4 of the width, exactly the same distance I can throw a grenade. Come on rifle range needs to be doubled and who in there right mind is going to throw a grenade underhabd.
My rifle can't shoot the whole length of a corridor. In a control room it,s limited to abut 3/4 of the width, exactly the same distance I can throw a grenade. Come on rifle range needs to be doubled and who in there right mind is going to throw a grenade underhabd.
Dude, did you know there have been advancements in Star Trek technology? Both the Federation and the Klingons have improved isolinear (insert Star Trek Babble here) ECM technology. ECM stands for, Electronic countermeasures (ECM) are a subsection of electronic warfare which includes any sort of electrical or electronic device designed to trick or deceive radar, sonar, or other detection systems like IR (infrared) and Laser. It may be used both offensively or defensively in any method to deny targeting information to an enemy. The system may make many separate targets appear to the enemy, or make the real target appear to disappear or move about randomly. It is used effectively to protect aircraft from guided missiles. Most air forces use ECM to protect their aircraft from attack. That is also true for military ships and recently on some advanced tanks to fool laser/IR guided missiles. It is frequently coupled with stealth advances so that the ECM system has an easier job. Offensive ECM often takes the form of jamming.
However, the advancement of bi-linear (insert Star Trek techno babble here)Electronic counter-countermeasures (ECCM) is a part of electronic warfare which includes a variety of practices which attempt to reduce or eliminate the effect of electronic countermeasures (ECM) on electronic sensors aboard vehicles, ships and aircraft and weapons such as missiles, this ECCM technology has lagged behind. As a result, starships can evade fire for upto 10km and ground forces can evade fire a bit further, since starships have greater electronics and thus a greater ECM technology. Even the Vulcans have noted that the range of weapons seem to be growing smaller in the face of superior ECM technology. So say we all.
Seeing how things are, range on a weapon, lets take a starship for example, are data in the skill, just like arcs, damage, type etc.
It is stored and called up in the skill "Fire Phaser/Quantum Torpedo etc". That means Cryptic can easily implement different ranges for different weapons in the future, allowing for more tactical finesse in combat. Or skills that improve or shorten the range will automatically all work with the engine ingame. It isn't hardcoded into the game that you can just attack on 10km range. Or 5km. Or 20.
Personally, I would like to see Phaser sniper beams, Tribble Autocannons or Stealth-seeing-homing-torpedos that suck all your aux power and then let the victim glow in rainbow colors ( The more aux you have, the stronger it glows! ).
I would enjoy seeing a Star Fleet Battles approach. The closer you are, the more damage you do. The Further you are, the less damage. Likewise, the ability to damage equipment items and knock them off from the equipment list would be nice too.
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On the other, PvP with longer ranged weapons could make melee even more gimp.
Dude, did you know there have been advancements in Star Trek technology? Both the Federation and the Klingons have improved isolinear (insert Star Trek Babble here) ECM technology. ECM stands for, Electronic countermeasures (ECM) are a subsection of electronic warfare which includes any sort of electrical or electronic device designed to trick or deceive radar, sonar, or other detection systems like IR (infrared) and Laser. It may be used both offensively or defensively in any method to deny targeting information to an enemy. The system may make many separate targets appear to the enemy, or make the real target appear to disappear or move about randomly. It is used effectively to protect aircraft from guided missiles. Most air forces use ECM to protect their aircraft from attack. That is also true for military ships and recently on some advanced tanks to fool laser/IR guided missiles. It is frequently coupled with stealth advances so that the ECM system has an easier job. Offensive ECM often takes the form of jamming.
However, the advancement of bi-linear (insert Star Trek techno babble here)Electronic counter-countermeasures (ECCM) is a part of electronic warfare which includes a variety of practices which attempt to reduce or eliminate the effect of electronic countermeasures (ECM) on electronic sensors aboard vehicles, ships and aircraft and weapons such as missiles, this ECCM technology has lagged behind. As a result, starships can evade fire for upto 10km and ground forces can evade fire a bit further, since starships have greater electronics and thus a greater ECM technology. Even the Vulcans have noted that the range of weapons seem to be growing smaller in the face of superior ECM technology. So say we all.
Seeing how things are, range on a weapon, lets take a starship for example, are data in the skill, just like arcs, damage, type etc.
It is stored and called up in the skill "Fire Phaser/Quantum Torpedo etc". That means Cryptic can easily implement different ranges for different weapons in the future, allowing for more tactical finesse in combat. Or skills that improve or shorten the range will automatically all work with the engine ingame. It isn't hardcoded into the game that you can just attack on 10km range. Or 5km. Or 20.
Personally, I would like to see Phaser sniper beams, Tribble Autocannons or Stealth-seeing-homing-torpedos that suck all your aux power and then let the victim glow in rainbow colors ( The more aux you have, the stronger it glows! ).
Sky is the limit.
Yeah I have that same problem. Kind of takes the sniper out of sniper.