Carbineer Archive
Thread: Will there be Guns in SWG after the CU?
Craxus wrote:Just curious. Since one of the biggest problems with this game is the overall uselessness of most ranged weapons. I remeber the picture of the live event on Corbantis when Vader rallied Imperials to attack Theed. It was so fun because if you see all the Imperials behind the Jedi standing right in front of Vader, 9 out of 10 are holding Vks, Swords, or stun batons. I am also hoping tha Kiting goes away. Nothing breaks emersion more than running half way around a planet shooting a guy with a stick.
One of the main reasons they are doing the CU is to make ranged more powerful.
The dev's realize that ranged atm is crap and after the CU, from +6m ranged will rule, but don't get to close to melee or they'll pummel you.
Craxus wrote:
But, don't you find kiting...."lame". I weant it to go away. I want my fight to be a tactical game played in a 64 meter arena, not a site seeing tour between theed and keren.
Message Edited by Sylow on 03-21-2005 05:46 PM
TheOneWhoTopes wrote:
the commando corr said that bh will be MUCH better post-cu which probably means that most ranged will get much better.
QFE
Craxus wrote:
You'd think so, but I fear it won't matter much. Tanks don't hide. They'll run after you.
The ability to "kite" does not mean running across the planet, it means keeping a target or targets at a distance YOU want....that can happen many different ways
Craxus wrote:
You'd think so, but I fear it won't matter much. Tanks don't hide. They'll run after you.
Brave. But not smart. The system of "tank" works pretty fine in PvE but since in ever saw an NPC doing some kiting, the whole conversation is about PvP. Due to the fact that players choose their targets themselves and the in-game mechanisms of pulling agro don't work, the whole concept of "tanks" goes to nothing. (Unless you have absolutely superior tell-based taunting skills or can convince the enemy that they'll definitely loose the fight if they don't remove you from the scene right away...)
So better don't see yourself as a tank ina scenario with fighting over 50 meters and more, see yourself as a specialist for a specific combat task. As the whole "tank" concept only makes sense in teams, you just have to redefine your role in a team, in melee terrain you cover the team, as your ranged people will have a significant problem when sprung by melee fighters. (There you'll even to some degree be the tank again... who to take down, the rifleman who can't hurt you, or the swordsman who'll finish you off in no time if you don't remove him from the scene first?) In more open terrain, you'll have to be clever, use any available cover and make your way to the enemy without being taken down... your ranged teammates have to keep the enemy busy, so you can approach unseen. (Or stay with your team and cover them, if the enemy melee fighters have a similar plan about your ranged personel.)
I can't say if the system will work, will require a good deal of playtesting, but when properly balanced it should work out fine.
Craxus wrote:
Oh I have no problem backing up.
I guess we have different definitions of kiting.