Brawler Archive
Thread: The replacement for the 2.5x melee damage mod does not work!!!!
Ok prior to last patch we had the 2.5x melee damage mod, which meant that when ranged classes such as commandos and riflemen were attacked by melee opponents the melee opponent would do 2.5x their regular damage to them.
For exampleaTKM hit a pistoleer for 100 damage, that same attack would do 250 damage against a rifleman.
Now last patch the devs removed this, and stated it had been replaced by a new system where ranged opponents would be easier to hit by melee characters.
For example apistoleer attacked by aTKM would get hit 5/10 times by the TKM, but a commando or rifleman getting hit by the tkm should be closer to 7/10 times....
Now my problem is simple, this does not work, or they have programmed it wrong because by all accounts and hours i've spent testing the opposite is true.
I am a master pikeman/master rifleman, with my rifle out i get hit by korga spiritmasters 3/10 times on average, with my pole out i get hit 8/10 times on average.
This is retarded!
StGabe.
antares
master pikeman
i agree as well, its ridiculous to think that a rifleman would be able to dodge half my attacks, when i have 150 accuracy! a rifle or flamethrower should be slow an cumbersome, which asks, how do they get such good melee defense in the first place?
I wish I could personally meet the developers and see what kind of drugs they use and if they actually engage in drug use while at work. I bet they do as it has a "creative" effect.
So sad. This game was developed by ppl who know nothing about starwars or about combat or about balance or about testing and proofing or about anything but writing code in a complete and total vacuum.
First, there has been one part of a multipart combat system revamp put in place so far. The Devs have already stated that things will be out of balance until all the changes are in place. Granted, it is not easy for any profession when things are out of balance and the imbalance affects them, but it is unfair to judge and complain when they have only implemented something like 1/4 to 1/3 of the changes planned.
Second, if you are comparing Master Rifleman to a Master Brawler and saying that there is an imbalance, you are being unfair. That is like suggesting that a Master Marksman should be able to complete with a Master TKM. Not to take away from a the work to accomplish Master Brawler or Master Marksman, but theses are starter professions. They are not intended to be directlycompetitive with Masters of Elite professions.
Third, these comparisons are also made as if there were no mixing of professions. Master Riflemen rarely are only Master Riflemen. Master Rifleman/Master TK is one of the flavors of the month. There is a big difference between fighting a Master Rifleman and fighting a Master Rifleman/Master [you pick the melee profession].
In short, yes there is an imbalance. But the Devs have already said they were working on implementing more changes and that things would be out of balance. Even if that were not the case, you have to compare apples to apples. The master of a starter profession will not stack well against the master of an elite profession, and someone who is the master of only one profession will not stack well against someone who has mastered and/or dabbled in multiple professions to enhance their defenses or offences.
Oh, and since I leveled Riflman while the 2.5x modifier was there, I can tell you that that modifer was infinitely unfair. Slow weapon speed at Novice, huge mind costs, incredibly poor accuracy at melee ranges, AND taking 250% melee damage from virtually everything in the game, that just is not right.
Interestingly, when you get blinded with your rifle outyou start to get hit a whole lot more. I think the rifleman's to hit bonus is somehow tying into our melee defense.
Agreed, but the devs appeared to put the wrong sign in an equation. Given the same set of skills, you are harder to hit by a melee opponent holding a rifle (or heavy weapon) than you are holding a sword or a pistol or going unarmed. I'm guessing that they meant the opposite to happen - instead of the 2.5x damage penalty, you would instead get hit more often (but for the normal damage amount). It seems like a fairly clear case of them putting a plus where they meant to use a minus in a formula.
Sotaudi wrote:
First, there has been one part of a multipart combat system revamp put in place so far. The Devs have already stated that things will be out of balance until all the changes are in place.