Development Cycle Archive
Thread: IC 1-9: Combat Roles; Pikeman
A pikeman is not a jouster. I think the above post has the best idea of a Pikeman. It is a martial arts descipline that comes from BoStaff techniques. We are not the nights of the Round table LOL. I think we should add some more weapons. Maybe have them more refined. I purchased 3 Vibro lances and have a long polearm axe.
I have some pretty decent splices and 2 polearms do serious damage and the axe is great 230-460 4.0 speed. But in all honesty I use the lower dmg staff the most 120-298 due to the fact that the speed is 2.8 and at 0111 I am pretty much hitting continuesly with no pause.
I plan on staying Pikeman, but if they turned it into a stabbing, or mounted profession it would yet be another disappointing change (much like the CH line) and I would drop it.
The speed adjustment, I think is fine the way it is. You start out slow, but as you level your speed greatly improves. I think that is a great way for people to look forward to leveling, like a true martial artist you would become more powerful and faster and more sure of your movements as your gained more exp.
I won't talk about the changes in general, because I would only repeat what was already said. But one thing that scares me is the skill tree.
As many people here already mentioned, Pikemen are men with choice. That can use either staff, lance or something like a halberd. The staff is primarily defensive weapon, which can be a lot fast. Lance is a offensive weapon, which can deliver hard hits or which can even impale opponent. It can also deal severe bleeds to our enemy. And last, the halberd. It's a weapon that has been used to put the cavalry down. I can't think of any similar use in SWG, but it could be something like a mix between the first two.
And this is where I finally get to the point of this post.
I think our skill trees should reflect the weapon armament of us.
CapnKill wrote:
I'm surprised that there's this many pikeman...
It is actually a fun profession
Visit the PIkeman boards for hints on how to 'survive' as a pikeman. Armor and buffs are a must. Without buffs, it's pretty evil. I can kill MYSELF in a few specials *grin*.
Not to say it's perfect- we have some definite issues like other classes.
Ren
Thinking of special abilities, they could well work along crowd control lines. We're up in the thick of things, face to face with hordes of enemies, we ought to be able to do more than just hit them. Give us area intimidate or warcry special abilities. Something to allow us to stay in this nasty situation as long as possible (having block not still take damage would also go a long way to helping this). Pikeman's defenses were clearly centered around the ability to keep things on the ground, which has been eliminated with the 30-second kd timer. Something needs to take its place, or we need special dispensation to use a shorter class-specific timer.
On one negative note, it's my personal bias that the mounted combat requested here is a horrible idea, for pikemen or for anyone else. If it were to be implemented, it should be its own class (or be a subset of CH). I won't bore you with my lengthy explation of how mounted combat would hurt the class (unless someone really wants to read it), but suffice it to say I for one think it's a terrible idea
First off......
Fix high as hell HAM costs
Horrible Pike Accuracy (Only class that regularly misses at master)
Weapon Damage (We do less damage than a two handed sword, what, are you serious? Ever seen a pike? Come on now!)
Fix that before you start changing a bunch of stuff. What good is polishing a rotten apple? Apple's still rotten, even if it looks new. My 2 cents.
BTW!
All melee proffessions should be given a charge abitlity to burst in close combat with their opponents . like a 10 seconds burst run ability that recycles like once every minute or 30 secs.
Xenozx
What defines thePikeman role in combat?
I think it is instructive to look at the role of pikemen during another period when armies composed of both melee warriors and those armed with firearms clashed. I am referring of course to Europe in the time of the Thirty Years War, English Civil War, and such. Pikeman have filled the role of defenders againstmounted unitssince at least the time of the Greeks. Mounted Combat is rare in SWG, and "Cavalry" finds itself at a distinct disadvantage(inability to use specials), so there is not to much say here. Pikeman served as a defense for troops armed with firearms while these troops fired and reloaded from relative safety. This would be roughly analagous to "tanking" ingame. Pikeman need higher defenses to fill this role more effectively. But the general idea is valid, just some values need adjustment. However, Pikeman were also a powerful offensive weapon. Thus the phrase "push of pike". Pikeman were needed to keep the enemies pikeman away from their ranged units. So ranged fighters without melee support should tremble at the thought of pikeman advancing on their position. However, Ranged units can simply run away as it currently stands. The solution to this should be vastly decreased accuracy while running. Otherwise, ranged characters and stormtroopers can simply kite pikeman. I chased one of Jabba's henchman halfway across Yaviv IV last night, not acceptable. Also, battles are usually won not by killing all or most of the enemy, (I could probably count on my own 2 hands how many times this has actually happened in the history of Western Civilization, the only Battles that come to mind are Cannae, the Alamo, TheIsland Hopping Campaignin the Pacific in World War II, and the Teutoberg Forest are the only ones I can come up with right now, I'm sure there are others). Instead, most battles are won when one side either surrenders or flees. Currently the game does not reflect this. A lowly nuna will stand and fight, while an entire squad of Stormtroopers with an Officer present will flee at the sight of a single melee player. With all due respect to the courage of Naboo's flightless birds, This is Wrong. Either program the PvE NPCs to stand and fight, or implement a system where chasing an NPC a certain distance from his base/lair is considered a victory, complete with xp and mission rewards. Also, Pikeman have always been the ones to first recieve the shock of an enemy charge and thewithering damage of enemy artillery and small arms fire. As such they should be immune to intimidation, or at the very least greatly resistant to it. The pikemanought to bethe best defensive player in the game. He is the one who must advance across fields under enemy fire, he must have some hope. Fencers have dodge, as well they should, they avoid damage. A swordsman defense is his ability to inflict damage. The pikeman should absorb it. I think greatly enhanced toughness may be the key.
I was rereading my post(I'm an e-narcissist I suppose), and realized that I forgot to make one of my main points. The pikeman ought to be the primary slayer of enemy ranged classes.
Carbinier, Pistoleer, Rifleman=Paper, Pikeman=Scissors. I would think that the best system for PvP combat would be some sort of Rock/Paper/Scissors system, but I suspect lots of people would cry foul over this, even though it would make sense. Granted it would be more complicated than just Rock/Paper/Scissors as there are around 10 Elite Combat Professions. It would be balanced, but even as I sit here typing it I realize it would be lame. Swordsman's primary role was to chop upthe Pikeman historically. Here is how I would set up the Melee Classes(I know nobody is listening to me, thats the biggest problem):
Pikeman: High Toughness, High Ranged Defense, Medium Melee Defense,High Damage, Low Dodge
Swordsman: Medium Toughness, Low Ranged Defense, Medium-Low Melee Defense, Very High Damage, Medium Dodge
Fencer: Low Toughness, Medium Ranged Defense, High Melee Defense, Medium Damage, High Dodge
TKA: Don't really know where these guys would fit into my whole historical context, so I'll just keep quiet on the subject.