Rifles: Ground to Tower combat

Rifles: Ground to Tower combat

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Posted by: Krisztian.8405

Krisztian.8405

Ground to tower combat is really difficult with the rifle because of line of sight issues with the projectiles. If a target is standing still, within range, and within line of sight, they should be able to be shot. However, this isn’t the case unless you are standing in a special spot on the ground, or if you are standing on the guard rail.

Its just not fair that other player can aoe opponents on walls, who are well behind the guard rails, but not rifle users.

Tower to rifle combat is just as bad. Even with the tallest norn in game, i can’t shoot over the rails.

Some may say, just jump on the rail. But this negates the purpose of standing behind a rail, to prevent getting pulled off.

Rifles: Ground to Tower combat

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Posted by: Piogre.2164

Piogre.2164

I agree- the obstruction issue is ridiculous in these cases. Targets on tower walls and the ground should be able to hit each other with projectiles, even from behind chest-high walls.

[VIG], SoR
Main: Asuran Engineer — Alt 80’s Ra-T-M-G-El-N-W-En-En-Re-Ra
Doctorate in Applied Jumping

Rifles: Ground to Tower combat

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Well, honestly, you shouldn’t really be able to hit people on the walls with direct fire, that’s kind of the point.
It’s ridiculous how hard it is for the people on the wall to shoot down though.

Rifles: Ground to Tower combat

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Posted by: Piogre.2164

Piogre.2164

Well, honestly, you shouldn’t really be able to hit people on the walls with direct fire, that’s kind of the point.
It’s ridiculous how hard it is for the people on the wall to shoot down though.

Wait, I shouldn’t be able to shoot a target I can see from the ground? My character’s head can see their head; that should be enough- why does it shoot at their feet and get obstructed? Again, I’m talking chest high walls, or even the knee-high steps at the edge of the walls- not the full size ones which, yes, should block fire.

[VIG], SoR
Main: Asuran Engineer — Alt 80’s Ra-T-M-G-El-N-W-En-En-Re-Ra
Doctorate in Applied Jumping

Rifles: Ground to Tower combat

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Well, honestly, you shouldn’t really be able to hit people on the walls with direct fire, that’s kind of the point.
It’s ridiculous how hard it is for the people on the wall to shoot down though.

Wait, I shouldn’t be able to shoot a target I can see from the ground? My character’s head can see their head; that should be enough- why does it shoot at their feet and get obstructed? Again, I’m talking chest high walls, or even the knee-high steps at the edge of the walls- not the full size ones which, yes, should block fire.

Well, for starters, when someone is partially behind cover it’s harder to hit them because there is less of them to hit.
But, realism argument aside, the defensive structure they’re in should give them advantages. At present it barely gives anything at all since it’s so hard to even attack from the wall, between not being able to shoot over the little wall (or standing on it and getting pulled off because of it) and the constant AoE spam on the wall.

Rifles: Ground to Tower combat

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Posted by: thekap.8645

thekap.8645

to start yes people in the tower should be able to shoot you and you not them, This is an inherent advantage people in tower should have as they are in a defensible position while you are out in the open. If you want it to be so people outside the tower can hit people inside then towers then tower defenders should have some sort of buff that causes them to take say 1-5% of normal damage from direct attacks because once again shooting down on people from a tower is a huge advantage in combat and this should be reflected.

Calidorne – L80 Ranger – Commander

Rifles: Ground to Tower combat

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Posted by: RebelYell.7132

RebelYell.7132

While I think that defense is in a bad place right now compared to offense, I’m not sure giving high ground such a huge benefit is the answer. You’d still have zergs running around flipping keeps, the only difference being that you’d have berzerker rifle warriors sniping > level 80 players for a few free kills.

User was infracted for being awesome.

Rifles: Ground to Tower combat

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

While I think that defense is in a bad place right now compared to offense, I’m not sure giving high ground such a huge benefit is the answer. You’d still have zergs running around flipping keeps, the only difference being that you’d have berzerker rifle warriors sniping > level 80 players for a few free kills.

Flipping generally means that it would be done quickly, which necessitates going through the gate rather than the wall. If defenders could attack from the wall a LOT more easily between the ability to shoot over the short wall getting fixed and not being demolished so quickly then it would be a lot harder to beat the door in with rams, which slows down flipping (and gets more time for a counterattack).

Rifles: Ground to Tower combat

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Posted by: Scorpio Spork.9568

Scorpio Spork.9568

Rifles, pistols, Mesmer Greatsword and Staff, Elementalist Scepter, Guardian Scepter and Staff…

Basically anything with a straight-flying projectile or a non—arcing beam/bolt runs into obstruction issues when looking up at targets on a wall.

I’ve had an easier time defending than attacking with the weapons I listed, but I have to put myself in a vulnerable spot standing on the very edge of the wall. The other option is to pop outside and harass before running back in for cover. Of course, that’s not always an option, and that usually doesn’t net any kills.

I think the easiest solution would be to adjust the walls instead of adjusting each individual weapon skill that’s having trouble. I’d really appreciate a fix to this. I feel like if I can clearly see the target’s head and torso, I should be able to hit it if I’m in range.

Rifles: Ground to Tower combat

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Posted by: Runiir.6425

Runiir.6425

It should NOT be hard to make the walls one way objects that allow players to shoot through the battlements at the top while not allowing attackers fromt he ground to hit them.

YES, defenders should have an advantage. Honestly I also think that while on a wall, AOE number caps should be removed with a buff that only exists while standing upon the wall, thus eradicating the 100 man zergs with 10 elementalists using staffs up on the walls targetting the gate. This buff instantly goes away if a wall is destroyed, and times out within a few seconds if the gate goes down.

Zerg balls should be heavily discouraged, severely so.