Brawler Archive
Thread: Melee range (no not melee v range)*READ*
Melee enemies seem to have a distance preference that they always move to when you fight them. Sometimes their melee range is 5m or more away--WHICH IS OUT OF MY MELEE RANGE, and I can not hit with with melee even though they are hitting me with melee. The only way around this is to continually run forward (giving me crappy accuracy) to get into my range of them.
I am a pikeman, I should never be able to be hit by another melee class without them being in range of me, that makes no sense. PLEASE MAKE ALL MELEE RANGES FOR ALL WEAPONS THE SAME. That's how it is for ranged weapons, why is it different for melee? It seems like the Devs have so many oppotunities to make melee battle more fair but don't even try. I don't think melee and range need to be totally balanced and equal--but I don't think ranged fighters should have the UNFAIR advantages that they do.
Why do ranged fighters have a bread and butter creature attack like Warning Shot for which there is no equivalent for melee? I WANT TO BLEED AND MAKE THEM FLEE LIKE CHEAP BITCH RANGED USERS DO, WHY CAN'T I?
Why do enemies flee when they have a sliver of HAM left? This only hurts melee users, but HELPS ranged users. The creatures I fight are FASTER than me so when they flee with their sliver, of life and can't catch up, and if I DO chase them, it usually means following them into a pack of 10k HAM aggros. It helps ranged users though because they are now getting free attacks, and don't have to follow. Melee DOESN'T get free attacks because the enemystill attacks us if we follow them and are in melee range. It's great seeing a salt mynock glide away from me but still somehow able to hit(with no hitting animation, just mystery damage)for 200 dmg every second--it must be the wind from his wing flapping; us wimpy melee users can't stand having gusts of air blown at us.
Whatever. The devs' attitude toward melee is of poor quality. I demand melee representation among the devs. Someone devoted to making sure brawlers receive fair treatment.
Finally: the dev motto, "Don't bring a knife to a gun fight," IS NOTVALID in this game. If the devs thought that way, why don't all melee creatures die in one shot? They got shot by a gun and they are melee, they should have no chance. COME ON STUPID CREATURES! Don't bring claws to a gunfight!
Actually I do have a problem with the idea that unarmed and all melee weapons should have the same range. Your fist has an effective range of about 4-5 feet (if you take a step while punching), knives really dont add much range, just increase the damage potential. A sword typically gives and extra 3 feet of reach, usually with a sharp metal edge. 2 handed blades, claymores for example, and the larger axes and hammers, typically add about 5-6 feet to your range, at the cost of speed. The shortest staff I have seen someone practicing with was 6 feet long, and examples of RL pikes have been found over 20 ft long (just over6 meters, with most polearms typically ranging in from 12ft to 18ft, and thats usually just the shaft, not counting the hook, spike, or blade at the end.
Now if your unarmed, and your opponent is using a halberd (average length about 2.2 meters, or just over 7 feet with a really nasty sharp pointy end), and you both are equally skilled with your current chosen armament, guess who I'm betting on. I'd even go so far as to wager your not even going to get a hit in, as most of the point of a polearm is to keep you far enough away that you can't do damage to the wielder.
nym? BAF?What the heck is that? When anyone startsranting statistics and technical terms in any online game, I recommend they take some time off and try to regain perspective. There is no fun to be had trying to maximize xp/sec ratios or by memorizing all the stats of every creature, and fun is what the game is foremost designed to provide.
That being said, what sort of melee weapon has a 5 meter range? Or a 3 or 4 meter range for that matter? The only creatures that should be able to comfortably melee from such a range would be those of gigantic proportions, able to easily reach out and pick up objects more than 10 feet away. I can see having some problems getting in close in such a case, but that should notmean it is impossible to fight back.
A flying creature would have to diveor lunge atyou when attacking, which would (at least momentariily) open it to a counter-attack. Fromthe original post,it appears this is not implemented. Land bound creatures would expose themselves with each attack as well. You have an advantage in that they expose limbs or body while attacking and you need only expose your weapon shaft (unless the creature is sporting 10 foot long steel claws or something similar).
Each attack it makes on you opens it for a potential counter attack just like when two humans fight. That is why a real pikeman must be very careful with his form when fighting a man with a knife - if he overextends on an attack he can be struck before he is able to recoil and defend. This may be something to consider for enhancing the realism of melee combat.
And on the creatures fleeing right before you can finish them off, onecan't turn and run during a real melee because it leaves one exposed to an effective attack from behind. If someone near death turned his back to the one attacking him, without first tripping him or otherwise distracting him, would he be instantly killed or free to run away?The formerhas beenimplemented in role playing games in the past, though of course it can work against you, too.
For now, I keep a pistol in a quick slot and draw it the moment I see my opponent trying to get away. But if a "sliver" of life is more than what a couple shots from an poorly skilledmarksman can do, this doesn't work very well.