Brawler Archive

Thread: Got it, Thanks

Mapai
Tue Jun 15, 2004 8:23 pm
#1


Just got back from vaction tonight and won't even have time to log on tonight, but I wanted to see if anyone has any great ideas for our next question. If not I'll search and find one. Not sure if I missed the deadline or not ( I don't think so)

Message Edited by Mapai on 06-16-2004 06:33 AM



Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
chaosx81
Wed Jun 16, 2004 4:55 am
#2

a weaker version of VK to grind unarm, it not hard when doing the right things, but some noobs out there are having a hard time.



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Mapai
Wed Jun 16, 2004 6:32 am
#3






chaosx81 wrote:

a weaker version of VK to grind unarm, it not hard when doing the right things, but some noobs out there are having a hard time.







I do have this as one of our top 5, but felt we would just get a "combat balance" answer.



I chose this from the last discussion thread:


Why do all Mobs to turn and run for the hills at 10% health or so? This isnt a big deal for ranged proffesions cause they usually have time to get in the kill shot before it gets out of range but for us this can result in chasing a creature forever just to be able to finish the job and get your XP.




Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
Kisedd
Wed Jun 16, 2004 9:04 am
#4

The thing I notice with Brawler is if you approach a mob with a weapon most will run away from you. It's in the AI. They know to kite. It's their best defense. I've also noticed that some mobs will run away with low health and of course you can't catch them.


Marksman have the opposite problem. Since they have no melee defenses, mobs run to a marksman and try to attack as quickly as possible. This puts the marksman at their worst disadvantage. Marksman want to kite stuff, not have mobs chasing them all the time. Bascially the AI is working mobs to do the most reasonable thing. Lets face it, people would, and do, do this too.


My character has a tiny bit of marksman with pistols I. At the early stages I can pull out my cdef and finish off a mob that has run away or use it to pull a mob to me so I can use my melee weapons. Now at high level "elite" professions a person won't be able to finish off a powerful mob with a cdef.


My guess to the combat rebalance is that our professions will have a more defined role. Thus the people who choose pure melee will suffer some serious setbacks, as will those that choose pure ranged. Ie ranged characters can't tank. Is this forced grouping - it will be closer to it than ever before.


I don't know what you want to ask in terms of the "Brawler" I guess something more melee oriented. The VK question will indeed go to combat rebalance. I'm doing unarmed IV now, yes its a bit of time and effort. It just doesn't seem much longer than any of the ranged weapons I used. Of course I seldom buff so maybe that is the big difference in terms of damage and tank ability. Maybe its harder to "grind" than other skills.


Brawler to me seems pretty balanced, of course things go off the rails in the elite areas later on. However, like marksman, it seems to do what it was designed to do.


TheShrak
Wed Jun 16, 2004 6:21 pm
#5






Mapai wrote:





chaosx81 wrote:

a weaker version of VK to grind unarm, it not hard when doing the right things, but some noobs out there are having a hard time.







I do have this as one of our top 5, but felt we would just get a "combat balance" answer.



I chose this from the last discussion thread:


Why do all Mobs to turn and run for the hills at 10% health or so? This isnt a big deal for ranged proffesions cause they usually have time to get in the kill shot before it gets out of range but for us this can result in chasing a creature forever just to be able to finish the job and get your XP.







Bah, all you have to do is taunt em and they stop running.




-=Shrak Xyclone=-

Mapai
Thu Jun 17, 2004 6:07 am
#6






TheShrak wrote:





Mapai wrote:





chaosx81 wrote:

a weaker version of VK to grind unarm, it not hard when doing the right things, but some noobs out there are having a hard time.







I do have this as one of our top 5, but felt we would just get a "combat balance" answer.



I chose this from the last discussion thread:


Why do all Mobs to turn and run for the hills at 10% health or so? This isnt a big deal for ranged proffesions cause they usually have time to get in the kill shot before it gets out of range but for us this can result in chasing a creature forever just to be able to finish the job and get your XP.







Bah, all you have to do is taunt em and they stop running.






Taunt does stop them, but they start running again the minute you hit them again (unless you kill them with that hit of course)



Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
TheShrak
Fri Jun 18, 2004 2:52 am
#7






Mapai wrote:





TheShrak wrote:





Mapai wrote:





chaosx81 wrote:

a weaker version of VK to grind unarm, it not hard when doing the right things, but some noobs out there are having a hard time.







I do have this as one of our top 5, but felt we would just get a "combat balance" answer.



I chose this from the last discussion thread:


Why do all Mobs to turn and run for the hills at 10% health or so? This isnt a big deal for ranged proffesions cause they usually have time to get in the kill shot before it gets out of range but for us this can result in chasing a creature forever just to be able to finish the job and get your XP.







Bah, all you have to do is taunt em and they stop running.






Taunt does stop them, but they start running again the minute you hit them again (unless you kill them with that hit of course)




Then you tuant em again.


In all honesty this just sounds liek awasted question. Mobs turn and run in allmost all SOE games when they are about to die and it makes perfect sense why. If you just got throughly owned by someone or a group of people and were about to die wouldn't you run.


A better question on this topic would have been About mobs warping and disapearing while trying to kill them, but i guess is to late now.






-=Shrak Xyclone=-

OnlyMaestro
Fri Jun 18, 2004 7:07 am
#8

The point is all the creature running serves is a useless time-sink. It gives the creature no tactical advantage, nor a better survival chance, why add more wasted time?


What about also asking for why these new creatures can hit you from 7M, but you consistently get the "Out of Range,"



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AlonzoOdantis
Sun Jun 20, 2004 12:35 am
#9

i too feel this would be a wasted question.


They run because they are about to die, use lunges, use taunt.


Please choose another.


Perhaps the double KD question, or a question about any plans to make berserk2 a more useful skill than berserk one since currently its a curse not a gift.



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Mapai
Wed Jun 23, 2004 8:21 am
#10






AlonzoOdantis wrote:

i too feel this would be a wasted question.


They run because they are about to die, use lunges, use taunt.


Please choose another.


Perhaps the double KD question, or a question about any plans to make berserk2 a more useful skill than berserk one since currently its a curse not a gift.






To late for this one. I will start a discussion thead for the next one after this one gets asked. This was picked out of my last thread that did not get that much feedback



Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
RogueSaber76
Wed Jun 23, 2004 9:49 am
#11

So whats the question?



Jaxom Bladerunner
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ShAdOw_00
Sat Jun 26, 2004 12:42 pm
#12

Ok....



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Pheloneus
Sat Jun 26, 2004 6:09 pm
#13

ack



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