Brawler Archive

Thread: the answer to kiting...not a flame or rant

LoneMech
Thu Sep 04, 2003 11:40 am
#1

okay this is a really rough idea, but im posting it everywhere in the hopes that people will read it, respond to it, and turn it into a better idea than the original i came up with (which hopefully means it will be implementable).


i think i can end this whole kiting fiasco with one small change...you ready?


marksmen should only be able to attack while walking, while brawlers can attack while running.


thats it...this simple little change would do wonders for the game, as up until now i believe it has be backwards.


think of all the issues that it would fix in the game:


1. not everyone would be a marksman (especially some variation on pistoleer), this would give the game a lot more flavor as well as immediately provide a niche for the brawler, since now marksmen would need us to keep the mobs (player in pvp) off of them. imagine that, a use for brawlers.


2. it would end the whole i can run away at top speed while firing my rifle into someone's head at over half a football field away. now im a rifleman mind you, and even i think this is dumb (especially since brawlers can not attack)


3. it would end the whole kd fiasco by making kd more of the defensive skill it should be. (if my idea were implemented you could take out every kd in the game as far as im concerned) kd would be placed in the role of defensive maneuver used for escape and evasion as opposed to everyones primary attack. this would get the whole balance issue of kd off our collective backs.


so what do you brawlers think?


let me know.


chupa

FluxHavoc
Thu Sep 04, 2003 3:57 pm
#2

I like this idea a lot. However I think the ranged community will have an outcry for this (we can't kite anymore! noooooooo!!).



And thank you for not categorizing brawler as "unarmed". So many people zealously post about their TKA or unarmed brawlers that you'd think there weren't any other brawler classes out there.




Asenka Tenken, Ahazi.
Fencer.
VineOso
Thu Sep 04, 2003 4:05 pm
#3

I agree. Mostly I like this because it is an easy quick change compared to my ideas of changing massive amounts of stuff. The question is whether the devs will care, they've already mentioned that they only put in brawler to satisfy the EQers.
SmakusDOD
Thu Sep 04, 2003 5:05 pm
#4

You should be able to shoot while running... however, as in real life, when you run while shooting, your accuracy goes to AZZ. Instead of a mere -50 while running, it ought to be like -100 or so. And YES, brawlers SHOULD be able to attack while running. Its utterly rediculous that they can't. Well, they sorta can (the animation doesnt display this, but try running away from a kreetle that is attacking you... eventually it dies, but it takes forever and you are half dead before it does).



SilentSparrow
Thu Sep 04, 2003 5:19 pm
#5

The kreetle example is invalid I regularly run through kreetle nests without stopping just for fun


But yes there is a large problem when you are trying to chase another character. I think it is largely a latency issue, where the target appears closer than they actually are. Unfortunately there isn't much hope for them fixing the latency itself. An easierfix would be to slightly increase the range of melee attacks across the board.

Munkybhai
Fri Sep 05, 2003 6:19 am
#6

I've heard about an idea to lower the fov for marksman to a 270 degree con or something like that. I like your idea, though, since it means that if they want to shoot at us, they will be a little slower, and we can catch up. Which is all I wanted to do. Burst running is stupid, since they can just burst run too. \


Another idea is to make brawlers inherently faster than marskmen. This, I suppose, is to show our greater physical training in learning our profession.

Rissen
Fri Sep 05, 2003 7:50 am
#7

I thought of an idea that actually would be less intrusive...no striking shooting specials while moving just normal attacks, heals, and modifiers (like beserk, warcry, warning shot, threaten shot) this would allow players to have a chance to close and fight when in range while running but not at high levels



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