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Post by pjhoodsta on Apr 28, 2012 6:37:14 GMT -5
I tried free version and I found it very intriguing. Few hours later, I finally decided to purchase it with Elite version (Yay! Female! I like her look)
Problem is... I have no idea what is the big difference between
Gunslinger and Sniper.
I think their differences is just slight different stat and beginning gears.
My question is... does Firearm skill affect on every types of guns?
Could it be which.. if I am gunslinger, I can use rifle and auto rifle.
right?
I hope someone write it about skill with equipment info.
I am kind of lost though
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Post by fallen on Apr 28, 2012 12:28:27 GMT -5
pjhoodsta - we have just started adding abilities and special things that really differentiate the classes. For example, both Gunslingers and Snipers get an extra bonus in credits when they complete assassination missions, where other classes gain bonuses eslewhere. Currently, Firearms affects all guns in the same manner. In the future, Gunslingers and Snipers will diverge in more combat related abilities. Do you have any ideas on things you would like to see that makes them different? Thanks for understanding, as Cyber Knights is still in BETA and we are building on your feedback!
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koles
CKF Backers
Posts: 449
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Post by koles on Apr 29, 2012 2:25:50 GMT -5
I have As we knows, snipers are long distance killers. They shot from distances not only becouse they like it or like use rifles, but becouse its quite safe method. I think that snipers should lose less rep and get less heat when they shot from big distance - minimal should be 6 (looking at implemented rifles). Of course when they are located and they defend from lower distance - one shot from low distance should disable this earned long range bonus, especialy if this shot was made by his runner. I think that this bonus should also work when you dont play sniper, but all shots was made by sniper runner - so it should be whole team bonus. About gunslingers I could suggest faster reloads. I dont really play this class so it would be betted that others say what they need We also have agents EX. I have some problem with that class. Quick and silent combat its not definitely a firearms combat, anyway its not silent. I tried play it as 'shot and hide' or 'stun and escape' but i dont really 'feel' second game style as 'agent', where first one lacks implemented electronics and... a silencer
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Post by pjhoodsta on Apr 30, 2012 17:33:41 GMT -5
Btw thank u for replys
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nemesis
Exemplar
Got Booze? No problemo.
Posts: 374
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Post by nemesis on Apr 30, 2012 19:11:19 GMT -5
For snipers, I'd like to see additional range bonus of maybe +2 range for using sniper rifles and for gunslingers I'd like to see an auto reload option that does not use AP.
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Post by sgtcookie on May 2, 2012 14:42:50 GMT -5
For gunslingers I'd like to be able to shoot with both pistols for the AP cost of shooting only one.
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Post by fallen on May 2, 2012 15:02:39 GMT -5
sgtcookie - awesome suggestion! I love this one!
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Post by grävling on May 2, 2012 21:03:22 GMT -5
Me too. But only with pistols, I think. 2 riflles seems a bit hard to imagine.
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nemesis
Exemplar
Got Booze? No problemo.
Posts: 374
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Post by nemesis on May 3, 2012 1:58:08 GMT -5
You can shot with two SMGS too. I've seen that happen in G.I Joe, Die Hard, anime, Total Recall etc Sniper rifles and HMG seems far fetched though UNLESS you set up a rig that allows you to manipulate two rifles with a complex harness
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Post by Cory Trese on May 3, 2012 20:53:18 GMT -5
cyberware
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Post by LordofSyn on May 3, 2012 23:18:14 GMT -5
oh FRAK yeah!
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nemesis
Exemplar
Got Booze? No problemo.
Posts: 374
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Post by nemesis on May 4, 2012 1:28:17 GMT -5
EXTREME BODY WARE MOD
I'd like to have four extra arms so I can shot with 6 smgs at the same time!
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