Brawler Archive

Thread: Brawler skill VS Range skill, Who wins in the long RUN?!

Council_member
Wed Jul 30, 2003 9:18 pm
#1

I was wondering casue range have it easy, <cough> kiting <cough> run and shoot
(I think I have a cold)
So i'm almost a Master Brawler who will some day be a Master Fencer and Master TKA, and lets face it we ALL know how long it takes to lvl up as a melee so do yall think we will/are stonger in the long run when we're all masters?
Derelict71
Thu Jul 31, 2003 5:12 pm
#2

Hello,


Well frankly, it depends what you mean exactly. The way things *should* work is that if a brawler expert (i.e., MB or TK) is within melee range of someone using a ranged weapon, the ranged fella ought to be at a disadvantage and succumb while the contrary of the same MB or TK being at range should find themselves in a poor situation if they don't pick up a ranged weapon.


Unfortunately it is difficult to tell if SOE will remedy the situation of kiting. What they need to do is add some measure that makes a ranged fighter who is attempting to move out of melee range (vs. a melee combatant that is) suffer a severe defensive penalty and/or have a chance of encountering automatic stance alterations (i.e., from standing to kneeling or prone). This would force them to continue an engagement at close range whether that be witha ranged weapon or even melee as well.


I would prefer to see a situation wherein a player can effectively be forced into ranged combat or melee combat at times depending on the circumstances. This would give both types of fighters an important combat role under the right circumstances and would also create the realistic need for some diversity of skill on the battlefield. That is, someone who is all melee should suffer when they find themselves in ranged combat situations and a person who is all ranged should suffer when they find themselves in a melee combat situation.


Thanks.

wayland-gunn
Fri Aug 01, 2003 11:07 am
#3

what i think would be quite interesting would be if a skill like disarm would should up low on the brawler skills list. this would give the melee an advantage in close ranged combat. also as the last person said a posture lowering attack would be nice or even some kind of graple attack that prevents those blaster wheelder from running away.


but the real issue is; to parafrase Sean Connery form the Untouchables, don't bring a knife to a gun fight. so how do you program in melee combat into a SciFi game? i have know idea.




_____________________________________________________________
Boring conversation anyways... LUKE WE'RE GOIN' 'AVE COMPANY...
-Han Solo
bmclean110
Fri Aug 01, 2003 11:26 am
#4

i say the ranged attacker shouldn't be able to run full speed. i mean really try sprinting while turning half way around and shooting. not to mention how accurate you'll be.



just slow ranged atackers down when kiting(honestly not unrealistic) and the problems solved.



and i agree that from a distance a melee fighter should be dead before they reach a ranged attacker. it just makes sense.






Barroth Corril


Fencer/Entertainer/Medic/Scout


Mos Entha, Tattoine Tarquinas Galaxy




Barroth Corril
Proud Member of the Cool Geek Club (CGC)
Member of Haven
MBH/MP
Tattooine
Tarquinas
Council_member
Fri Aug 01, 2003 7:13 pm
#5

I like the Idea of the Disarm that would be great not actully taking therer weapon but hitting form them or something like that.
Sinda
Sat Aug 02, 2003 12:14 am
#6

I'm a veteran of Anarchy Online, where I played a martial artist. The problems Brawlers and TKs have in SWG are eerily similar -- especially in PvP.

In AO, you were supposed to be able to use a bow (modern ones that could fire energy bolts). They were trying to put Shuriken and thrown weapons in but I never tested their efforts. While bow skill cost you skill points, it was a great way to overcome being rooted.

In SWG, I've compensated slightly for the range handicap by using grenades (and, against mobs, Mesh Traps). The grenades require a weaponsmith to make and are hard to find as they require several subcomponents and give very little xp to the smith. I make my own traps, however, with my novice scouting skills. The grenades really don't do much damage, they miss often, and are heavy to carry around.

What we need really is an enhanced throwing skill. Many martial arts use thrown weapons, shuriken being only one example. I'm afraid, though, that truly balancing melee and ranged is nearly an impossibility. In every military tactical book, ranged weapons are given the highest lethality and desirability. It probably shouldn't be any different here, where we'll have to come up with different tactics to compensate for lack of range. But us in dark, narrow alleys and we'll be deadly



Sinda Blackstar
Master Dancer/Teras Kasi Novice
"Looking at what parts of your game players tend to automate is a good way to determine which parts of the game are tedious and/or not fun." - Raph Koster
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