Development Cycle Archive

Thread: IC 1-9: Combat Roles; Pikeman

Travixius
Fri Jan 23, 2004 11:25 am
#40

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.





....An Idea is infectious, so everyone is going to have one....
SlasherZet
Fri Jan 23, 2004 3:33 pm
#41



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.


The first tree can be Staff, which, as already said above, would be concentrated on speed and blocking. The second tree can be Lance, which will concentrate on high damage, special attacks but slow speed. The third treecan be about any other weapon you can think of (Halberd wouldn't actually be good choice for that). And the last one can be about the general progress of Pikeman, his endurance or toughness and his ability to do "Rebundant Abilities", as Thunderheart mentioned...


If you want an inspiration, look at Commando skill trees now.


Just my 2 cents.
Renairdor
Sat Jan 24, 2004 4:17 pm
#42






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

annelid0
Sun Jan 25, 2004 3:16 am
#43

I'd just like to voice my agreement with those who say that pikeman should be the crowd-control tank of melee. One-on-one there's no reason we need to be better than anyone else, but the stregth of our area attacks should make us the best class to have at the front dealing with the enemies face-to-face. Area is what it's all about. Increase our range a bit, make polearmspin2 into some other area affect. As it is, it becomes pretty redundant after polearmareaattack2 comes in play and does the exact same thing, but with a chance to stun.

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



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

Wolfmourne
Sun Jan 25, 2004 5:41 am
#44

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.


Xenozx
Sun Jan 25, 2004 6:33 am
#45


My point of view on thePikesmen'Gimp extraordinares - sorry folks :/'- and melee proffessions in general


For reference I can mention that I am Master TKA / Master Heavy Swordsman / Master Fencer on Chilastra - also had Master Brawler....


1. I see thePikesmanas the absolutley best tank in pve as well as pvp andanabove averagedamage dealer - the way things work now a tka do way more damage in pvp than any other melee proffession due to their high damage bonuses and the effect of damage mitigation which seems really odd as it is hard to understand how a fist or kick even with armored boots or a knuckler in your hand can do as much damage as a two-handed weapon etc. ehh ??.


2. I think this proffessions should have more area specials and different bleeds due to the nature of pikeweapons. Also the Pikesman should be really great for defending himself and maintaining crowd / aggro control.


3. ThePikesman should havegreatand varied bleedsandbest tanking abilitiesof all the melee proffessions. Furthermore I think thePikesman proffession should have access to more different damage type weapons as well as better to hit mods than currently. I would also like to see special melee weapon powerups that could be made by weaponsmiths only maybe different types for different effects and lvl's of weaponsmithing. etc. poison powerups / fire powerups immagine phosphor injectors in a blade... maybe armorpiercing powerups...


4. As for defensive abilities I think the melee proffessions should all be rewamped so that we get stances. etc. light stance that allows for really good speed / lower damage- medium stance with great defence medium damage and medium speed - heavy stance that allows for extreme damage and AP but low defense.


5. Some nasty specials like -Pikesman crowd control shouldsoak up your hams but boost their ability to take aggro as well as give a huge defensive bonus vs being hit as well as special states protections like blind / dizzy / stun and bleeds etc. and last like 1 - 2 and 3 minutes based on the skill you have this would mean that you need a doc to heal you while youdefend or have some really good buffs at the ready. Special armor piercing attacks would also be an asset. An really heavy attack like last ditch for smuggler that can scare or shake even the thoughest mobs.


6. Should add a morale boost that enables groupmemebers to perform more valiantly and thus get better defences against special states like bleeds / stuns / dizzy etc. or maybe even a combinationt - maybe this could be done so that thePikesman can run an aura like effect and thus decide what boost he or she wants to add to the group.


7. The HeavyPikesman should be a really good asset for when you want to go take on some heavy mobs as well as take on a huge group of mobsor do mass pvp.


8. ThePikesmanshould rely on doctors and combat medics as well as firesupport from the rear ranks of a battle as well as theoffensive skills of aheavy swordsman,fencer and tka due to their superior damaging abilities...


9. ThePikesmans role becomes clear when you take a look at the advanced technology that allows for extreme personal armors and shields that protects against firepower of all kinds along with the many raids that to take place to clear out bunkers here you often get in close where the skilled melee fighterwith powerfull weapons can be vielded for good results in battle / factional headquarters as well as when big game hunting needs to take place.


Yours Sincerely

Xenozx
Xenozx
Sun Jan 25, 2004 7:06 am
#46

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


Travixius
Sun Jan 25, 2004 11:05 pm
#47

Another thing to focus on is a higher defense rating or armor bonus. Maybe something along a melee mitigation 3, since we are usually in the middle of 3 people. That could be included in a defense skill or something. Also, when we reach master maybe be able to craft a customized polearm once we harvested certain rare components? That would make an awsome "Epic" quest for master Pikemen



....An Idea is infectious, so everyone is going to have one....
jol69
Mon Jan 26, 2004 3:05 am
#48

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.





~ Eseex Aptopack: Master Image Designer, Aspiring Carbineer~
jol69
Mon Jan 26, 2004 4:12 am
#49

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.



~ Eseex Aptopack: Master Image Designer, Aspiring Carbineer~
Travixius
Mon Jan 26, 2004 2:17 pm
#50

I think alot of the confusion about Pikeman comes from what people see in movies like LOTR. A wall of pikeman with 15 ft long spears. This is not the type of Pikeman in SWG. We are more of a martial arts style pikeman, or a staff fighter. Therefor, I don't really think that we should be slower on defense... I mean that is the whole reason for Polearm Defense Skill boxes.



....An Idea is infectious, so everyone is going to have one....
jol69
Mon Jan 26, 2004 3:35 pm
#51

I think most people hear "Pikeman" and think of a guy with a long pike, because that is what Pikeman were in rl. With pike lengths varying of course from military to military. I think we pikeman might be best described as Spearmen or Polearms Specialist. Lots of the Profession Names suffer in this manner, Swordsman being the first to pop into my mind. Their best weapon is a hammer, so maybe they should be called Heavy Melee Weapons Specialist or something like that. That would be an unwieldy name, but it would be accurate. Or the addition of a couple more swords for them might alleviate the problem. Personally, I'd like to see some more spears added for us pikemen.



~ Eseex Aptopack: Master Image Designer, Aspiring Carbineer~
MiloPEZ
Mon Jan 26, 2004 4:13 pm
#52

Actually... Staffs are extremely fast weapons, arguably the fastest of the basic melees...


think about this...


When you swing a sword at someone (in the most general since) you have to prepare it to swing again.


When you swing a staff at someone at the same time your first swing 'ends' you have prepare the other half of your stick to swing.


The advantage of the two handed sword was its wieght but it two was not necesarily slow due to the fact that you pivoted the sword with the hilt with one hand and balanced it on the folcrum with the other. Recovery time on this weapon was as nasty as the damage.


The benifit to carying a one handed sword was not its speed but the ability to carry a shield.


Not that any of this really partains to SWG just the fact that a staff was wicked fast not extremely slow.
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