Brawler Archive

Thread: For the Devs that come here...

Surdanis
Fri Jul 04, 2003 5:56 am
#1

A few strong suggestions on how the brawler profession can be helped not only into the world of balance--but plain realism. A good number of these suggestions involve tweaking the marksmen.


Yes, I think it's fair that marksmen can usually own brawlers--but for a few major points that need to be addressed...


1. Why is it that those friggin kiting marksmen can run sideways just as fast they can forwards or backwards? Trust me: I kite, so I know you can! It'sdumb as heck and can't be done irl, so why have it in swg? Reduce sideways movement to one third or one fourth or something like that. Backwards movement should be also severely reduced while diagonal forward movement also slowed. Turning should sharply should reduce movementto near-zerotemporarily. For the Force's sake, burst running makes marksmen running idiots! While it works for them, it doesn't work for balance or realism. Change it: slowly if you must, but do!


2. Furthermore, you should have to face your target to actually hit it! I've run hundreds of times from an enemy with my back to them--and I still manage to hit them while facing forward!


3. Why is it that marksmen shoot and only get a small reduction while moving? Do you have any idea how hard it is to hit something while moving and "strafing"? Ever done it? The solution is to give a bigger penalty for firing while on the move.I am, however,quite miffed that marksmen get penalty when they--of all things, duh!--move back from a target at melee. This makes no sense, and while it may seem to contradict my above suggestion on movement penalties to hit, I seriously think that taking one or two step backwards shouldn't cause a problem. Mainly, I just think that the accuracy penalty should only be applied when the marksman is moving sideways, diagonally, but the penalty should be small when moving forward or backward. Consequently, the penalty for moving backward from melee SHOULD be minimal because the PBR (point-blank range) bonus should kick in as soon as the marksman disengages from melee, ending up with a good bonus to hit.


4. Why is it that marksmen can fire their pistol at close range and get bonus? No, I mean MELEE range! What a joke. Impossible. In most situation, melee is death for any marksmen irl. Truth is a marksmen irl with his gun in the holster can bestabbed before he can even draw it by a man that's running at him beginning 20 feet away. Now combine that fact with the fact that the vastly overwhelming majority of marksmen are taught to fire with both hands--which I can see in the animation... but...! That stance with both hands requires the gun ahead of the marksman's body, which can be easily knocked aside during combat. The way to reflect the fact that firing with a gun should be difficult at melee can be solved by severely reducing accuracy of the firearm based upon gun size: i.e. pistol get the least penalty at melee while rifles get the most since longer barrels means greater ease of avoiding fire at melee. Now, I will agree toan automatic point blank bonus for marksmen against any target within the optimum point blank range, which should be about five feet from the end of the barrel of the gun to something like 20 to 30 feet, depending on weapon size.


5. Lastly, while I haven't noticed the difference yet in enemy strafing, a moving target should be harder to hit--unless they're running TOWARDS the marksmen. In that case, by all means, add a bonus to accuracy and increase damage!


But that's about all I can say about that. Now, some suggestions to specifically help the brawler:


1. Blocking should be considered with strong advisory to reduce damage if not completely nullifying it--usable against melee attack only. Naturally, blocks can only be done if an unarmedis fighting against an unarmed opponent--except at a nasty penalty against weapons. Concordantly, weapons can block other weapons-- and unarmed attacks can be blocked more easily while heavier weapons are harder to block due to size.


2. Faster average attack speed.


3. The chance to step to the side or knock aside a firearm at melee range to allow several seconds no-fire.


4. Better dodging (is there really dodging?) for brawlers to allow a complete miss of an attack, whichwould kick in nicely at melee against marksmen. There would be a dodge chance. TKA might get dodging as a skill bonus better than any other prof.


For advanced brawler-types such as the fencer, swordsman, pikeman, and TKA...


1. Disarming moves to completely take or knock the opponents weapon to the ground.


2. Sweeps, lunges to completely knock the opponent to the ground.


3. Foot-locking to keep the opponent in place (immobile)but still standing, reducing the ability to avoid the next hit.


4. More action-damaging moves.


In short any weapons user or TKA should be able to own any marksman melee--period. They should be able to disarm their marksman opponent, takedown or throw the marksman, and deal a deathblow while the vicitm is down on the ground--if not kill him outright in one or two moves. Swords are deadly. Kung-fu is deadly and so shouldTeras Kasi bejust as much. Remember the Boxer Rebellion? Chew on that! Now if only they hadn't thought they were invincible to bullets...




Ha-Jin Katsu Zenari
Noss1
Fri Jul 04, 2003 6:31 am
#2

I dont think a Dev has stopped here in days ! Either that or they are totally avoiding us and our plea's.
Shadow_Walkin
Fri Jul 04, 2003 11:54 pm
#3

lmao at the wannabe master tactician up above...look at 20 ft from your car and see if you can't pull a gun and pull the trigger before someone stabs you if you can't do that your SLOW...shame on you for even trying to talk abt the boxer rebellion that was one of the bloodiest points in time in a blood soaked past in china the never thought they were invincible they did think that their martial arts were superior to a bullet...they came close but suffered so many losses and so many deserters it was pointless to have them continue go learn your history instead of pretending to be something your not and then trying to apply that fake knowledge toa GAME



and NO a marksman shouldn't be able to own a brawler...it should be a close match depending on some luck and some skill on either side to see who determines the winner...this isn't the case...what needs to be done is reduce ham pools costs up the defense and when you achieve teras kesai should be extremely lethal

Surdanis
Thu Jul 10, 2003 5:00 am
#4

Omg, it'sa known fact among gunmen--that 20 ft. knife vs. gun scenario. I believe one of America's foremost experts on self-defense and gun combat, Massad Ayoob, actually talks about that in one of his books or in his classes (if he still teaches). That's why, when you're in a situation where you might attacked, you take your firearm out andposition yourselfit at the ready. Typically, you don't expect to get attacked, so if a guy pulls out a knfie and runs at your to stab, chances are, you'll get stabbed before you can pull off a shot. And that first stab will undoubtedly mean you're not gonna shoot so well or at all since you're very much in pain. You typically try to assess the target or you hesitate in such a situation. Moving the hand to the gun--which is in your holster (which might be clasped for safety reasons)--and to the ready takes some time. Consider that most gunman--and we are, of course, talking about a pistol here ) will fire using both hands for safety and accuracy reasons. This does not mean Hollywood or Ghetto style shooting!


So the trick is to learn quick draw shooting, which most gunmen do not learn. It's a fact, period. Police officers, miltary personnel, do not learn to quick draw: Stuntmen and trick shooters do as entertainment or for competition. Note that in SWG, all characters fire using both hands. The speed of the draw, irl, can be increased through general practice in drawing--and the use of some method known of posturing that relies on your memory of body position so that you will more than likely strike your target if you quickly move into it.


Anyway, I've noticed that when the target does moves in the game, it is harder to hit--supposedly. Same for when the shooter is moving. So I guess you can forget about the movement penalties.




Ha-Jin Katsu Zenari
Quibbly
Tue Sep 23, 2003 5:01 pm
#5

Hum. what a stuipid comment that nobody knows how to quick draw. As an ex 11b3v (Airborne Ranger), we learn the quick draw method.



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