Brawler Archive
Thread: Well, I finally got to try a little PvP
My verdict, at least so far: Meh.
I joined an Imperial party stomping down to Anchorhead to shoot up the place. Of course I was the only brawler (pikewoman, specifically).
As we crested the north ridge, we noticed a LOT of hippies in the town below. Everyone started trading shots, etcetc. A sniper took off half my mind pool with a single shot, THROUGH A MOUNTAIN. Since I did not want to abandon my group and just run in and die, I hid behind a rock with the medic. I thought I was safe. Nope, the same stupid sniper shot me through the mountain, and killed me while behind the rock. Grrr.
We respawned at the Anchorhead facility, with all of our gear and no wounds, even though none of us had cloned there or insured. Bug? Intended?
I charged out, summoned my pet bull ronto (Stompy! ^_^), and ran back into the fray. I sent stompy off into a crowd to tie them up while I chased another guy around.
And did I ever chase. And chased. And chased. Polearm lunge did JACK. He would stop for a split second to take a knee, then just keep on running! Hell it even took a few seconds for his avatar to stand back up, so he was scooting around on his knees.
I was right on his butt the entire time, WELL within the eight meter range of my staff. But it said I was out of range of everything except for the occasional lunge, even while I was standing on him while he was kneeling. I finally scored a knockdown on him (go go polearm sweep!), and proceeded to beat the crap out of him.
I was then shot dead by the same jerk sniper. Berserk gets nerfed while they can kill me in two shots? At range? HAH.
This continued for a while, running around chasing random folks, occasionally getting a kill. I noticed I lost Imperial faction when I died... what is up with that?
Lunge needs fixed, bigtime, or no brawlers are going to stick around after they try out PvP. I know we are supposed to get owned at range... but not when I am practically standing on their backs. Lunge needs to actually make them stop and kneel for a while, not just slow them down for a half second.
There needs to be a bigger tradeoff running around with a gun and shooting behind your back. Getting kited for damage sucks. They should make it so there's a chance of falling over or tripping if you're shooting while running away.
I was there in Anchorhead and I had the same problem. Only I was chasing an Imp around inside a building and he'd simply run out the door and continue hitting me for damage from outside the building while I was trapped inside.
Melee needs a way to block shots. An innate ability to use some kind of shield. When using it we shouldn't be able to attack other players. Except maybe use it to slam and stun an enemy for a brief amount of time.
Yes PVP for a brawler is useless for these noobs shooting while running.
Only like Han solo and advanced should be able to do that with pistol anyway.
Not a big imperial rifle.
I gave up on brawler being uber...
So you want the pistol to be more uber than it already is? I agree that running and shooting should be a lot less accurate and not really viable until you get up the skill tree, but nerfing the rifle is a bad idea especially since everyone uses the pistol already. Maybe running and shooting should only work really well for the Carbineer?
I don't care that they can run and shoot - that's good tactics. What bothers me is that we have no way to stop them, and no way to reliably catch them or stay in the little circle where we can actually hit them. If we do manage to get close enough to actually hit them, our character will stop moving to make the attack and then they're out of range again.
An unarmed brawler (or TK) can only hit targets in a 3 meter radius (28.26 m^2), A marksman (or any specialization) can hit any target in a 64 meter radius (12861.44 m^2). The marksman's attackable area is about 455 times the size of the brawlers.
We need to be able to stop/slowkiting ranged types and get a big damage bonusagainst them to offset this.
Akuna
PS - Shooting through buildings and terrain still needs to be fixed.
I still say just give brawlers/TKA's special dodge abilities that makeit difficult for ranged combatants to hit them. Perhapsa dodge maneuver that increases theunarmed fighter'sranged defense for a short period of time.Maybe this should be limited to TKA's (?).
Personally, I don't think basic brawlers should be able todo more damage thana person with a ranged weapon. I'm sorry. A brawler isnota Jedi.A brawler is simply a skilled pugilist and/or bar room fist fighter.To me, it'sstupid tothinkthat a simple brawler should put out the same amount of damage assomeone using a weapon. TKA's, on the other hand, should be given additional abilities that at least give them a chance to get in close without taking damage. If nothing else, perhaps a short combat burst run that could only be used in conjunction with attacking targets. This, combined with some dodging ability, would play up the TKA's ability to avoid taking damage, while at the same time dealing it out. As for brawlers, though, my advice is: get a weapon.
Meth
I had that same issue in a duel. A first I was using my vibroknuckles (Silly me thinking I could do equal damage in a fight) so I unequipped the knuckles and attempted to lunge at the fleeing back of a marksman from 8m out. I pressed the ability multiple times but kept getting the out of range message. For those who don't know, unarmed (with no knuckles equipped) should work from up to 14m away.
I am just embarrassed for whoever did the class "balancing".
Its like playing a knight when everyone else is a queen in chess.
Regarding the Out of Range... Yes, with any latency, your client is showing the incorrect distance on your moving target.
Regarding PVP as a Brawler. Im novice TKA. I can't explain how vital this is to your allies. Riflemen go prone or at least kneel when they start their attack, and they will stay that way usually until its time to move which gives them better accuracy. That's when it is your turn. If you are overt, stay away until everyone is already firing on a target. Then pick a target and run to it and use your most damaging move. With Unarmedhit2 (TKA Novice Ability), I've done 1060 damage on a prone opponent at full health. Needless to say, that was an easy kill for faction points. Then if the others arent paying attention, target anther. Once they catch on, they will ALWAYS get up and start to run while targetting you. This is your time to run back to your rifleman. Believe it or not, this can turn the tide in the entire battle because they are still being shot at while they target you. (Always save your burst run until you need to flee). It's fun to see a line of marksman simultaneously get up and run around frantically when you are approaching.
Another good thing is when the opponent is fleeing, rely on your marksman allies to take him down, just use your unarmed lunge to keep him still. I can usually get him to prone before you can start moving.
My point: Know your role as a brawler. Cant take blasters one on one, you have to do what you are good at. Making them run, or making them miss.
All melee classes are hard to play in PvP if you have never done it. I did some PvPing with Vibro Knucklers and yes it does suck when they just run( but I got 1 hit in and half his health was gone...melee's do tons of damage when you get a hit in)...This is where tactics come into play, You'll mostly get owned in the open since he/she can just run( thats a tactic too). Well, try to force/lure your enemy to a spot he cant freely escape you. Burst Run is your friend I suggest grabbing scout and getting up to Exploration IV, It's all about tactic's...I have personally ran into a Brawler who did about 1400 damage in 2 hits when he cornered me useing tactics.