Brawler Archive
Thread: POTENTIAL FIX FOR PVP BRAWLER VS RANGED
Usually people call skills by their, get this, SKILL NAME! Woah, what a good idea!............
Again I apologize if using sprint instead of burst run threw any of you for a loop. The point I was making is that everyone else read this and figured out what I was talking about. You could not. You had to right it down to focus your thoughts... I can just picture you there with your scratch paper.
I'm not crying about the whole situation. I'm just asking for things to be BALANCED. Another idea you may not have heard of......
No it doesn't sound like you do want things to be balanced. When I posted my thoughts on this you treated me like I was attacking yours...so I will. You specifically say that you want a brawler to be able to attack and kill multiple ranged fighters. This does not sound fair to me for ranged attackers.
GEEEE, I wonder what profession YOU are... Can anyone say "BIAS"??...
The reason I am posting in the Brawler forum and offering input in this forum is because I am in fact a Master Brawler. I do not use any ranged weaponry. When I finish my character the only skills outside brawler will be the scout explore line up to 3 (at least at this point). When you assume you make an...nevermind.
As it is now, ranged attackers can just run away shooting backwards and brawlers are COMPLETELY screwed because they can't catch up since everyone runs at the same speed. Again, all I'm asking for is for the professions to be BALANCED during PvP.
Why is that so much to ask??
The opposite is also true. If a ranged attacker duels me firstor comes within my range there is a0% chance of them getting away. I do believe that for the game to continue to be fun and balanced they need for both situations to have ok odds for either. Having said that I do believe that if a ranged attacker spots a brawler and starts unloading he should probably win the fight. You apparently want a skill that will make you better than a ranged fighter or groups of them. I don't understand why I took the time to write this as I am fairly sure you still won't get it....
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Paul Wrote
SeraphValcyn wrote:
I think that a skill added to master brawler would be good. Someone suggested some type of jump kick on one of the other forums. A special move that you can do while running, maybe a knockdown that doesn't require you to stop and then swing/kick etc. This isn't going to fix the problem entirely but a scrap off the table would be awesome right now.
You're missing the point entirely. That jump kick would be completely useless when you're 30m from a marksman that's shooting you while running in the opposite direction.
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Actually I don't think I'm missing the point. The fact of the matter is that Marksmen can run away. If brawlers could do some type of knockdown that would work while running after them it would be a start. Also, you can accept duels when the person is little closer than 30 meters, it's not like "ok the duel started and my opponent is 30 meters away instantly". And I meant that post as a very basic idea. Not the end all, save all of the brawlers. Now maybe if you took a second to stop quoting everyone else and throwing thier ideas in the dirt you might have caught the fact that I said it wasn't going to fix the problem and that it was just a scrap off the table.
Ok, 2 things:
1. I,m a rifleman, and let me assure you we already get a penalty for shooting while moving.
2.The coolest thing to even things out in my opinion would be if the brawler could use his VB as a boomerang like weapon in a disarm or knockdown type attack, then close in for the kill.
1) They need to lower the accuracy dramatically on ranged weapons when running
2) I agree that a brawler, especially unarmed, should be able to move slightly faster than somebody with a gun.
3) For the guy who said that nowhere in the Star Wars Universe besides Jedi is there an indication that melee is better than ranged: Please read up on what Teras Kasi is, and what it was used for.
7.5. Melee Combat Vs Ranged Combat
Combat in Star Wars™ Galaxies relies heavily on the use of ranged weapons, such as blasters and blaster rifles. However, characters can also use melee weapons, including vibroaxes and swords. Each type of combat has different types of advantages and disadvantages.
The simple fact that you can hit your target from a distance gives ranged combat a significant advantage over melee combat. Also, when fleeing an enemy with a ranged weapon, you can continue to attack. However, those characters using ranged weapons are extremely vulnerable to melee attacks. A character with a vibroaxe will quickly incapacitate a character with a blaster rifle, if he is able to get close. In general, those who use ranged weapons will need to avoid getting too close to enemies wielding melee weapons.
Take note of this my friends...
"The simple fact that you can hit your target from a distance gives ranged combat a significant advantage over melee combat. Also, when fleeing an enemy with a ranged weapon, you can continue to attack. "
It is just the way it is, the game is focused more on the sense of Ranged combat. Is it fair, of course not, however it's just the way it is. Anyways it's tuff to be a melee, I mean I majored and mastered Marksmen ranged combat, but I'm right now trying to master brawler aswell. I would say it is indeed a lil more frustrating, but I can live with it, cause I know that Ranged Combat will always be superior, it has been stated in the **edit** manual, and most likely not going to be changed. So you gotta deal with whatchya got.
Fix:
I am not concerned with the advantages of ranged vs melee combat in this game. It is perfectly balanced in my opinion...I have PVPed enough to know first-hand. Few other classes can 1-shot kill a person in full composite armor (/kisses stun baton).
The problem is advancement. Brawlers need to be able to dodge attacks more readily (isn't that the basis of being an adequate fighter anyway?)so that combat vs. mobs doesn't end with the brawler being nearly - or completely - dead; when this happens to me, my ungrateful marksmen friends go out and kill more things while I sit around healing my wounds. It took me exactly three times as long to get to master one-handed as it did to get to carbine specialist, although after that my fencing began to round itself out so that I am finally cathing up....and it only took me nearly Master Fencer to get to that point....
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The only problem I really have with this game right now is the Bounty Hunter "Underhand Shot". How in the HELL can an attack that apparently "catches an opponent unaware" be used more than once in a combat? I'm sorry, but if I get hit once with a "sneaky" attack, I am no longer unaware that a Bounty Hunter is using the single most cheap attack in the game on me. Devs: fix this.
Brawlers are currently outclassed by ANY ranged attacker, especially in PvP. With lag issues and the extremely small atack window for unarmed/melee fighters, an opponent only need to run away and keep weaving and changing directions to win any fight. If you try to run away, they just auto-follow you and shoot until you are dead.
Personally, I will be missing a signficant portion of the game if they don't do something to balance this inequity.
I have 2 suggestions:
/stick command that auto-follows a target at a melee attackable range.
&
Aslightly faster base movement speed that increases based upon skill levels (maybe in the elite professions?) since melees always have to close with an opponent.
Right now as it stands, all a ranged attacker has to do is snipe you from a distance and then run away if you give chase and auto-follow if you run away. Does it sound reasonable for ranged attackers to effectively be immune to melees unless surprised or AFK?
This is especially pertinent since ranged attackers can currently shoot THROUGH buildings, trees, houses, terrain and even small mountains! Even if they couldn't however, there shouldn't be this much disparity.
If the argument is going to be that its this way because ranged attackers should always have the advantage, thenit is highly adviseable that melee classes avoid any and all PvP or that you avoid melee classes if you want to PvP since they are inherently disadvantaged. Why shouldn't there be an expectation of some degree of balance between combat classes?
- Kalen
P.S. I am certain the lag issues are NOT on my end:
Athlon XP 2700 on nForce 2 motherboard
1024MB PC3200 RAM
ATI Radeon 9700 Pro
100GB Western Digital Special Edition hard drive.
48x Sony CDR/RW
Soundblaster Audigy 2
Cable modem internet access
Wow this thread is still alive?..
SeraphValcyn:
Now maybe if you took a second to stop quoting everyone else and throwing thier ideas in the dirt you might have caught the fact that I said it wasn't going to fix the problem and that it was just a scrap off the table.
Alright, fair enough. I was just trying to respond to what people said, but I can see maybe I was a bit harsh. Foh-give-uh-ness preege!
Actually I don't think I'm missing the point. The fact of the matter is that Marksmen can run away. If brawlers could do some type of knockdown that would work while running after them it would be a start.
What about lunge2?
Also, you can accept duels when the person is little closer than 30 meters, it's not like "ok the duel started and my opponent is 30 meters away instantly".
Well, not all PvP is duels. What about GCW PvP?
ZelerianIA:
1. I,m a rifleman, and let me assure you we already get a penalty for shooting while moving.
Yeah, but some of us (like me) think it should be increased a bit more.
2.The coolest thing to even things out in my opinion would be if the brawler could use his VB as a boomerang like weapon in a disarm or knockdown type attack, then close in for the kill.
Haha, yeah that would be cool! Although I can't imagine how someone would "catch" a sword hehe. That'd be quite a feat!
VeganDago:
1) They need to lower the accuracy dramatically on ranged weapons when running
2) I agree that a brawler, especially unarmed, should be able to move slightly faster than somebody with a gun.
Yep. Agreed.
TheCrazyAZNRocker:
The simple fact that you can hit your target from a distance gives ranged combat a significant advantage over melee combat. Also, when fleeing an enemy with a ranged weapon, you can continue to attack.
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All I have to say is...just wait until lightsabers come into play. I'm a master brawler for just that reason. I'm sure one of the skills will be lightsaber throw. Perhaps in the meantime, they could give us chinesse stars or something that might temporarily slow down a marksmen. For all those that are complaining about being brawlers and having a disadvantage, well switch. You can surrender skills, remember? If not, stop complaining. For all those marksman out there...like i said, watch out when lightsabers come into play. Otherwise, give us a break, clearly you have the advantage, no need to rub it in. Just let us vent our frustrations.
I believe both are needed in the game. 2 brawlers or 2 marksman are neat nearly as good as 1 of each. We should all be working as a team!
To ALL: THis is a game and is supposed to be fun...remember? Is there a penalty for being cloned? Just have fun and who cares if you die.