Commando Archive

Thread: ALTERNATIVE to melee damage modifiers vs ranged that HELPS melee in PVP w/o killing ranged in PVE.

TickTock
Tue Oct 14, 2003 9:11 am
#14






DocSavag wrote:





TickTock wrote:

On a personal recommendation, I'd suggest using warningshot before the critter reaches you, so you don't have to run in the first place.







I would suggest it too if you could actually hit your second shot reliably more than half the time but many MOBS move immediately on the first shot landing and that means your accuracy goes away immeidatly. Your chances of hitting a warning shot before they close the distance isn't very good until your rifle speed is maxed out. And if there is going to be a 3 second hard cap you'll have the same problem at master that you have at novice with having 1-2 shots max before the MOB is on top of you. That is assuming you get ANY time because the warping issue is killing us.


As much as I don't like the 2.5 damage modifier I don't like the idea that I won't be able to get away either. It is tough enough to get away from certain MOBS now, if I am 25% slower it will be impossible. 25% btw is way to much. More like 10-15% tops.






Well, two things here. Firstly, I think riflemen should receive at least +20 more accuracy mod. They're rifles, they can't afford to miss. Secondly, I think taking only normal damage would allow riflemen a greater window in which to successfully land a warningshot before they are incapped. I think 25% sounds worse than it is, but maybe you're right. maybe 15% for normal ranged, 20-25% for commandos. These are only arbitrary #'s. All I know at this point is that the damage modifiers are ridiculous, always have been ridiculous, and always will be. Giving a close range profession like commandos a 2.5x modifier I think will highlight the stupidity of it, and hopefully that can be used as leverage to abolish it completely. The other issue here is of course brawler's relative uselessness in PvP. It's all about the kiting, and a speed penalty, even a minor one, will give brawler's the opportunity(assuming they don't die getting there), to stick to and fight ranged, without nearly onehitting them because of these damage mods.
TickTock
Tue Oct 14, 2003 1:52 pm
#15

Remember, movement is only penalized while fighting. Not under normal conditions. This will not impede normal transportation in any way.
The_Great_Destroyer
Tue Oct 14, 2003 3:15 pm
#16

But my other points completely invalidate your arguement. Brawlers in no way should hold the tiniest piece of ground against a Commando.



Destroyer
GRWRRHHGGAAGHUHURR
>Official Stamp of Disapproval on the CU <
...has fathered half of the Eclipse population

TickTock
Tue Oct 14, 2003 9:01 pm
#17

Brawlers need to have a chance, even if it isn't a great one. Just like all ranged professions, they have to deal with long range attacks, knockdowns, status attacks, bleeds, consumable weapons, etc etc. Saying they should have NO chance is a dangerous ultimatum that invites anger and nerf demands. I'd rather let them have their chance, without destroying riflemen and commandos in PvE.
The_Great_Destroyer
Wed Oct 15, 2003 10:46 am
#18

Maybe you're using the terminology wrong, but Brawler is a base profession. Commando is a hybrid profession drawing from Marksman and Brawler. A lot more work goes into becoming a Commando than becoming a Brawler; therefore Commandos should always be more powerful than a Brawler because otherwise what is the point of advancing? Perhaps if you said TKA, Fencer, or Pikemen, we could start to debate how powerful they should be versus a Commando; however, Brawlers just can't compare.



Destroyer
GRWRRHHGGAAGHUHURR
>Official Stamp of Disapproval on the CU <
...has fathered half of the Eclipse population

Terillian
Fri Oct 17, 2003 9:34 am
#19

that's arguing semantics.. change everytime he says brawler to meleer and you now include the elite profs of tka, fencer, swordsman and pikeman.
Terillian
Fri Oct 17, 2003 9:40 am
#20

also, i agree, the damage modifiers have to go and something else come up with.. afterall, why should someone holding a rifle take more damage when it's actually easier to block a melee weapon, including a fist, with a big stick (what a rifle becomes in melee terms) as opposed to a small club (what a pistol becomes). The weapon speed and accuracy of a rifle in melee sucks enough as it is.. they just need a way for a brawlers to catch their opponent..


now.. i dunno if anyone has thought of this before.. but what about special that meleers could get that gives them a short burst of speed? kind of like burst run, only just fast enough to catch someone. Make it usable only every 15 seconds and a moderate ham cost. That plus making them be able to attack while moving would greatly reduce kiting.

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