Brawler Archive

Thread: I'm working on it.

Spaz_Hairlip
Mon Oct 13, 2003 5:17 pm
#1

I'm doing all I can do to help here. I just begged the Brawler dev to give me some feedback for you guys. Warcry is fixed now, and HAM costs are down. So I'll try to keep getting improvements and I'll try to get a feedback post for you all.



NNNNNNNNNNNNN
Marshall Pat'richia "Imperial Jedi Hunter"
TKM - (Holo Grind Class)
s Guildless
You don't know the milkyness of the Breast side.


FluxHavoc
Mon Oct 13, 2003 5:38 pm
#2

Hey Spaz thanks for your effort man.



What I'm really interested is if the Devs have said anything about how to stop kiters. Knockdown shouldn't be the only thing we have to rely on (especially now that it is severely weakened). Have the devs ever felt the frustration of chasing someone down and shot to death?




Asenka Tenken, Ahazi.
Fencer.
Ranchan
Tue Oct 14, 2003 8:41 am
#3

Please Please, and Please tell me they will fix intimadate 2? It takes a heck of a long time to get it to go off. I had it take 11 hits on a defiler lizard on Dathmire last night before it went off. Thank heavens for heals or I woulda been lizard bait. They gotta make it go off more often or reduce the cost. 110 cost is what Im paying usually. Sometimes it shift a little higher, sometimes a little lower. Any thoughts?
Toxotes
Tue Oct 14, 2003 4:10 pm
#4

Yeah, it said intimidate was "fixed" in the patch notes but I still see reeeally erratic behavior for it sometimes.



________________________________________________
Lesko - Smuggler/Commando in training
AkunaTenshi
Wed Oct 15, 2003 7:59 pm
#5

Yeah - I noticed the HAM costs were down when I was playing earlier. It was a much bigger improvement than I expected it to be.


Good job on that one!


Akuna


AkunaTenshi
Wed Oct 15, 2003 8:46 pm
#6

The problem is not that the marksmen kite(they should be able to do that) it's that they can kite or chase us for as long as they want (or as long as it takes). Because all players move at the same speed, there is no chance for us to closeor open the distance if they don't want us to and because their weapon has amuch longer range than ours, we will lose every time unless they make a mistake. Adding the to-hitpenalty for shooting at things that are behind you does extend the amount of time it takes them to kill us but it doesn't stop them from killing us because taking twice as long doesn't mean much when they don't have a time limit. The only solution I can think of is to add a movement penalty WHILE ATTACKING based on the max range of the weapon you have equipped. The idea is that you just can't run full speed while attempting to shoot a rifle. The greater the max range of the weapon, the greater the penalty should be. Something like -.02 m/s per meter of max rang would be a good place to start. Currentlyeverybody moves about 2 m/s so nobody can closeor open distance in a fight and the longest ranged weapon has the advantage. If you added the penalty though:


Non-Combatant = 2 m/s


Melee (5m max)= 1.90 m/s


Heavy (16m max) = 1.68 m/s


Ranged (64mmax) =.72 m/s


I know that sounds kind of harsh but with these numbers, starting at 64m range, a brawler would catch a kiting riflemanin about 54 secs. A rifleman will get about 10 shots in during that time. This means that aginst a T21 with 2000 dmg every 5 secs anda 50% chance to hit us, we'll take10,000 points of damage;less 40% because they're kiting = 6,000 points; less 50% cause we've got a good PSG = 3,000 points; less 33% cause we're not Wookies and can wear good armor = 2,000 points; less some for toughness leaves about 1,500 points of damage before we get to them.


This means that even if we're buffed, we're probably going to die... but we might not and it would be a lot less embarrasing than just getting sniped off at 64 meters every time.


I just guessed at the slowdown amountbut that seemslike a good place to start. The reason the heavy weapon has to be faster than the other ranged is that the 16m max range allows them to be kited just like the melee are. They could even reduce the max range of the carbine and pistol slightly to speed up their movement. I know the marksmen would all hate this but it seems like the best way to balance melee vs ranged to me.


Brawlers are pretty good in PVE but we stink in PVPbecause of the kiting (ranged mobs don't kite as well as players).My fear is that the devs have given up on balancing melee vs ranged for PVP.


Akuna


TaimaishuYun
Thu Oct 16, 2003 5:51 am
#7

HAM costs are down? well certaintly not fencers ham costs





Taimaishu Yun

vv
\Samurai \
Toxotes
Thu Oct 16, 2003 10:42 am
#8

The only HAM reduction I've noticed, is that lunge cost went way down to compensate for the timer.



________________________________________________
Lesko - Smuggler/Commando in training
BristaAB
Thu Oct 16, 2003 2:00 pm
#9

Picking up Akuna's point about kiting have you ever noticed in athletics how runners in a 100m sprint DON'T turn around and wave to their families during the race


Because doing so would cost them both momentum and deceleration


Now if a pistoleer wants to escape a brawler they should have to run, flat-out


Turning around and shooting over their shoulder should cost them movement speed


The current kiting system is unfair AND unrealistic




[Black] Style is everything - so is winning [Black]
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