Brawler Archive
Thread: How to make us viable vs. ranged!
Obviously, it's a serious issue that we can't stick with and attack the ranged enemies/players in the game... such is life with guns vs. melee, but I have an idea that will bring us closer!
1. If running AND attacking at the same time (or maybe running in general), have some sort of fatigue level that constantly drains. This would naturally drain more for characters with a lot of armor and big weapons than unarmed characters with no weapons. This way, the guy with the gun gets to run for a short while and shoot, but eventually runs out of stamina and has to walk... giving us a chance to catch up and enter melee.
2. Make inventory load actually slow you down. This way, people & npc's with big guns and armor can't run as fast.
3. When running away AND shooting, you shouldn't be able to run as fast as just running away. Meaning again, you'll get a few shots fired-off for free before melee range is closed, but you can't just run forever and never be caught while firing (cheap).
4. Make us brawlers (esp. TKA's run faster naturally). Aren't we supposed to be really in-shape, tuned and toned muscle, agile and quick... give us a chance to at least catch-up to ranged enemies!!
all excelent ideas. espacially the encumbrance idea.
in rl a guy with 2 backpacks full of food guns and broken electronics is gonna be WAY slower than a guy with a pair of brass knuckles.
maybe even you should think about giving tka higher bonuses against ranged too
Great ideas!
I'd also like to see traps/darts useable on people--- or poisoned throwing knives that slow the target down, for those who don't want to pick up the scouting class.
Seena
Why not give us a higher percent on dodging or blocking or parrying when one-on-one? But, please sure this works...many games out there can't get the formula right on these skills ![]()
Also, make those shooters miss a lot when running around and shooting mobs. It makes no sense that if they're running they can still hit the mob with the same percentage of accuracy of they were just sitting still.
Brawlers / melees 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 needs to run away and keep weaving and changing directions to win any fight. Even if you can manuslly stick to them pretty well, the lag will getthem some distanceeventually. 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.
&
A faster base movement speed that increases based upon skill levels (maybe in the elite professions?). Since melees always have to close with an opponent it would stand to reason that they might be better runners than the sniper who lies hidden in the distance.
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.
Can someone tell me why thereshouldn'tbe 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
All of you who think any class should run slower haven't played the game very far in on the skill trees.
So far I've mastered and unlearned.. Marksman, Pistoleer, Rifleman, Scout, (Most of Ranger), Medic, Combat Medic, and TKA.. (Jaxs got me Pistoleer/Riflemen in maybe 3-4 days each)
And I can tell you, they -are- balanced. I'm going primarily melee cause it's harder to play.. You're getting shot with a **edit**ing gun, you should be slowed down running toward them if anything. You're getting pelted with a blaster.
Rifles - Run slower than anyone in game(They get a speed reduction when equipped with rifle), Take 2x (or 3x, I forget) damage, stop moving when they fire.
Pistols - Overpowered as hell. Everyone I know agrees, and most of them are Pistoleers.
TKA - If he gets close, he will wreak havoc on most anyone. I could kill people in 1-2 hits with TKA that I couldn't with Pistol, that's balanced because I had to run my happy ass after them.
I think the run/attack issue would be a huge change. Right now, brawlers are required to stop running before they can attack, while marksmen can run and attack. I would like to see brawlers be able to attack while running. They can balance it by lowering accuracy similar to the way it is handled with marksmen.
As it is, this bug is not only annoying in PvP but also PvE, where you are forced to run in front of the target, stop and hit them as they pass by.
Either that, or give melee the ability to /tackle someone who is running around. It would give them the ability do a knockdown while running and force gunfighters to at least keep out of melee range. It's sad to be in melee range (4-6m) and still not be able to do anything because if you stop to attack, they are out of range again.
Anyone who goes into melee range of a melee fighter should be a little scared.
Don't bring a knife to a gun fight, the best advice I've heard, ever.
This is the dark ages, blasters are the weapon of choice because they are a low risk weapon. You can fire away at things and unless they have a gun you don't have to worry about getting hurt.
Do people hunt with a knife now? Hell no, not when I can shoot the deer with a rifle.
Now, I personally love melee combat, the challange etc makes it more exciting to me.
I'm gonna walk around with my brawler title on looking like an easy mark and when somebody start shooting at me I'll pull my gun out and suprise them ![]()
Have the radar revamped. If it only showed dots when a person/NPC/creature was in line of sight within 360 degree of you, things would get interesting. In other words, if an enemy player or NPC or creature goes behind a wall, his dot should disappear on your radar AS WELL AS HIS or HERS. If the enemy creature/npc etc, were to become visible again,those dots would show up onyour radar. This would encourage the use of stealth and cunning to make the approach for battle....particularly interesting in an urban setting.
ChooChoo
Here's an idea...get a gun. ![]()
Anyone who tries to kite this Swordsman will get a huge hole in the back of their chest from my Laser Rifle ripping through them. Anyone who tries to take me toe-to-toe is going to get their head chopped off with my Two Handed Curved Sword.
Basically...if you wanna fight me, think about it..cuz I've got plenty of ways to kill you. ![]()