Carbineer Archive
Thread: When did the devs forget this is Star Wars
Sithlord8705 wrote:
well im a tkm and carbineer.....melee needs to kick ass at close range because we get kited to hell anyways...but now that i got carbineer no more kiting me
As a carbineer you should know how hard it is to kite melee proffession, especially something like Pikeman, haha KD from 20m away. oooh look a lucky KD/Dizzy well good duel chap see you at the clone center. Or like so many people have mentioned TEF fighters, that is bull**edit**. I am a Ranger and i can't hide like they can.
Simple solution, remove TEF's If you want to play with the overts the command is /declareovert (make sure you are near a recruiter :smileywink
In PvP TEF's have no purpose but to be abused. Imagine how much the GCW would heat up if people had to be overt to run faction missions. You have an AT in your datapad welcome to being open game for rebels. I think at the start it would be a really big gankfest, but in time it would level out, especially after the shock of seeing so many overts wears off.
I am no PvP god, i am Carbineer/Ranger, carbs have been even somewhat competitive in PvP for what? 1 day
think that ever stopped me from being overt. Some of the most fun i have had was rallying a bunch of other imps non temploiters, like myself and just having a brawlfest, against some rebs. With the previous patch what was the worst that can happen in PvP? you need pay to clone and insure once, no death decay (as long as you declare) ... you lose some faction points, go run some missions, i pull like 120 per. Thats about 3 deaths in PvP for me, if i kill no one, which isnt the case most of the time.
Very good points and I agree 99%.
Some of this will be addressed in the Combat Revamp.....we hope.....
Your post sums up why the upcoming combat balance in pub 8 is so badly needed. I just hope it lives up to every ones expectations.
Melee should get owned by ranged the advantage should be that your dam weapons are super easy to make, and rely on one stat to make.
In addition you get to own pve targets, but the logic that is melee gets in range of ranged user the melee wins is insane
How can melee get in range? gtef, lag, 20 m range on melee attacks, 10m range on regular attacks, burst run etc its not hard to get in melee range, and consider that all pvp is basiclay in cities there is always somthing to hide behind
Heres SOE and SWG logic: "in the future guns will suck and all wars will hinge on woodend sticks and hand to hand combat"
ya that might be a bit of overkill but i have to admit it is nice to see a swordsman making some hits in pvp
Cakins7005 wrote:
The devs screwed up with the melee accuracy boost. It is way too high! I never pull out my carbine in PvP. I just use center of being and charge right after a ranged fighter. They will never be able to hit me with because of stacked counterattack that wasn't nerfed too bad.
Combat log of a duel with the supermen of ranged- the MasterRiflemen, starting at 64 m away after thecounterattack stacking "nerf."
http://www.imagedump.com/index.cgi?pick=get&tp=51248
http://www.imagedump.com/index.cgi?pick=get&tp=51249
http://www.imagedump.com/index.cgi?pick=get&tp=51250
I also tried a duel against a Pikeman using a carbine and I got wasted. The accuracy bonuses melee fighters get combined with lunge makes ranged very crappy in PvP/
melee would be FAR more accurate than blasters, and a lot faster to attack with, with the most status effects possible(a lot easier to KD/dizzy a person with a pole than with a gun....hit them on the head and trip them!) and a lot better dodging ability for ranged attacks and high defense vs melee. certain weapons would be very high damage if you're unarmored(potential of one hit kills). only blades could penetrate armor, but theyd rip straight through it unless it was specifically designed to stop that. melee weapons(especially the really high damage ones) would get damaged pretty easily.
blasters would do TONS of damage, but be very very low accuracy. you get hit with a blaster bolt from even a pistol in star wars, you're DOWN. but you'll note from all the fights you see that blaster shots rarely hit their targets. they dont fire slow unless you take the time to aim, but even then its pretty easy to dodge a blaster bolt. a blaster in SWG should do 10 times what it does now, but be 5-10 times less accurate. advancing through a profession and getting aiming bonuses should be a HUGE deal, because if you could get your accuracy up to what it is currently your targets would die and die fast. blasters, like guns in RL, should be highly durable.
fighting in PvE, most creature battles should be about how they are....but lets get serious. fighting against a rancor, a melee person doing more damage per hit than someone with a blaster? accuracy against creatures the size of a rancor should increase tremendously for both melee and ranged, and melee should be extremely capable of dodging the creatures attacks and being able to apply states to it, but the damage being dealt out should almost entirely be from the ranged professions, who against a target that size should never miss.
conversely, against NPC's or smaller creatures that still have very high HAM, melee should be the ones to whoop up compared to the ranged folks who have trouble landing a hit. NPC's never kite that i've found, so a melee running up to them suddenly has an extreme advantage and should be able to keep them on the ground, down for the count until theyre dead.
PVP, in melee vs ranged it should basically remain the same battle it is now....ranged trying their level best to stay out of the melee person's range until they manage to land a couple shots.
riflemen even at low level should be able to one-hit most targets unless theyre moving. i'd give rifles the best defense vs melee of the ranged profs because they CAN use their rifle as a melee weapon to block or attack back if necessary.
carbineers should be able to fire superfast(we're supposed to be similar to machine gunners) except when using specials....low low low accuracy all around, but lots of shots delivered, medium damage for every hit, and definitely being able to apply states.
pistols should be lower damage than rifles or carbines and not be able to fire as fast as carbines but be a lot more accurate at their close ranges, and even a pistol does a TON of damage when it hits. add to that that they'd have as high of dodging ability as any melee opponent and be able to dodge melee attacks to a point as well(its harder for a melee person to DODGE a melee attack because they have a big melee weapon in their hands, whereas a pistoleer would only have this little gun).
basically here's how i'd have it break down...
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MELEE PROFESSIONS:
Teras Kasi - very short range(0-3m, though with lag it would probably have to be upped to 7m still), very fast attacks, extremely high accuracy, low damage normal hits, but KILLER specials, including highly accurate and repeatable KD, stun, and a few other states. highest dodge ability of any profession, but no defense at all if they get hit by any weapon.
Fencer - short range(0-6m, upped to 10m if TK gets upped to 7m)very fast attacks, high accuracy, low/medium damage hits, medium/high damage specials, ability to skewer a non-armored opponent, best bleed attacks of any profession. high defensive ability vs melee, some dodge vs melee, good dodge vs ranged.
Swordsman - short range(0-8m, upped to 12m " "), medium speed attacks, medium accuracy, medium damage hits, high damage specials, most likely to intimidate. very good defense vs melee(blocking), good dodge vs ranged. possibly an automatically added bonus to constitution/stamina/willpower. drop this hammer thing too, swordsmen should be wielding swords and axes for the most part. every weapon should have medium or high armor piercing.
Pikeman - short range(0-10m, upped to 15m " "), depending on the weapon either very fast attacks or slow attacks(there a BIG difference between swinging a wooden staff and swinging a big metal pike!).
with non-sharp weapons: very fast attacks, high accuracy, low damage hits, most likely to stun, good KD, several multi-opponent attacks, very good defense vs other non-sharp melee weapons, medium defense vs sharp melee weapons, good dodge vs melee, medium dodge vs ranged.
with sharp weapons: slow attacks, medium accuracy, very high damage hits, very high damage specials, very good multi target attacks, high defense vs melee, low defense vs ranged(you can use a pike to block some ranged shots), low dodge.
RANGED PROFESSIONS:
Pistoleer - medium/short range(0-20m), far less accurate outside that range but CAN hit at 64m if theyre lucky. medium speed attacks, medium accuracy, high damage hits, high damage specials, able to occasionally pull off trick shots such as disarming the opponent(making their weapon autostore) or stopping them in their tracks by shooting at their feet, very good dodge vs both ranged and melee, no defense.
Carbineer - all range(0m-64m), equal accuracy across the board. fastest normal attack of any profession, but very low accuracy. high damage hits, very high damage specials, best at posture changes(both posture down and posture up), many area attacks, crowd controller. no loss of accuracy when moving for normal fire. some dodge ability vs ranged and melee, some slight defense vs ranged.
Rifleman - long range(0m-100m). yes thats right, i said 100m
Bounty Hunter - any range(0-64m). just depends on the weapon, varying from light lightning cannon to BH specific pistols/carbines/rifles to knives to thrown weapons, etc. speed varies from very fast to very slow depending on the weapon. very high accuracy at master, but once again accuracy would depend largely upon the weapon. very high damage normal shots, period. no specials, at least not for weapons(specials needed for live captures wouldnt involve weaponry, but other gadgets such as tranquilizers, trap wire, etc). high dodge vs ranged, some dodge vs melee, some melee capability(i'd not make master scout a prerequisite, merely trapping and hunting). not normally a combatant in large fights, a bounty hunter isnt meant for that. his job is to take out his bounty and those who get in the way, one target at a time. able to use almost any weapon from any profession, but gets a huge disadvantage when using non-BH specific weapons due to his complete lack of specials, whereas BH weapons are made for high damage per normal shot. the skillpoints invested should be worth the return.
Commando - any range(0-100m), depending on the weapon, varying from flamethrowers to shrapnel weapons to rocket launchers to tripmines to grenades of all types, along with capacity to use any normal weapon, melee or ranged. very high accuracy, medium speed attacks across the board, medium damage attacks, a few specials for flamethrower and other such weapons, but almost everything is an AoE attack(the commando is very much a multi-target person) and explosives used at too close a range damage the commando almost as much as their target. no dodge, no defense. while his attacks are almost impossible to avoid, they dont do that much damage per target except for the flamethrower, which has a very slow rate of fire(otherwise it would overheat and explode). but 3 or 4 commandos working together would take out large crowds of opponents in a very short time.
Smuggler - same as pistoleer, with more focus on trickshots...but to get the accuracy/speed/dodge bonuses, they'd need to combine it with pistoleer. a pistoleer/smuggler combo would have a lot of fun fighting in PVP....
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DANG thats a long post....yikes! sorry bout that, it doesnt even have all that much to do with the thread....ah well
anyway, theres my vision of combat, take it or leave it
Rhett
Yeah the DEvs just keep on giving the Melee classes all the breaks. Now they get an attack bonus when they fight a ranged profession.
With all the TKAs running around this is starting to feel like Jet Li online.
Message Edited by Dru_McNasty on 03-18-2004 01:09 PM