Development Cycle Archive

Thread: IC 1-7: Combat Roles; Fencer

TheTrueLord
Wed Feb 04, 2004 1:18 am
#53


the fencer as a mind healer would be a great addition, as to how it would work consider this:


Theater use only (gives the building perpose)


when you fencers duel you can /watchduel


all 1hand wepons are considered "broken", doing only 1 dmg per hit, for the duel (long lasting performance)


special attacks dont work normaly but count as florishes (SP?)


bisicaly this is based on the idea that nobles in the galaxey enjoy watching mock bloodsports , as do the rich in any civilization.





----{-------------------------------
Zarlia Atoral.. Blademaster(22 months as a master fencer and still lovin it )..
Mon Calamari..
Vice Admiral, MC40a Light Calamari Crusier Vigiliance
Alliance To Restore The Republic
Abbot of the monastic order of SouL
Elemmiire
Wed Feb 04, 2004 5:15 pm
#54

When I think of what I believe a fencer should be in combat, I think of sort of a "paper tank", auxillary melee. We shouldn't be soaking huge damage, and all of our defense should be in avoidance rather than mitigation. We shouldn't be the indesputible kings of DPS, but we should give them a run for their money. We should have a lot of "utility" moves more than anything. The ability to inflict status ailments in lieu of doing uber damage. We should be nimble, lithe,combatants who are light on our feet and difficult to pin down. We need some actual "fencing" weapons. Give us a decent rapier, for pity's sake



Just my 2 credits.


Akavar
Thu Feb 05, 2004 5:29 pm
#55

Here is a thought, Heavy swordsmen can usually hitpretty darn close toas fast as we can, they have better AP (which is okay) and more damage


I would like the speed of the fencer reduced a little bit this would balance out the lack of armor peircing we have compared to heavy swordsmen.


It might be going to too fat but lowering the speed capfrom 1.0 to .9 or .8 that way when the new HAM changes come into effect fencers can still do damage on Par with other classes without the use of specials


or just give us better AP


Jeanine2003
Fri Feb 06, 2004 6:36 am
#56

Unique Ability : Dual Wield would be a great Ability at Master Title



====================
Sharee Nightsky
~Master Bounty Huntress/Pistoleer/Carbineer/Starsider~
~Swordswomen/Dragonlady/Flurry EOF~
~Imperial Colonel & Royal Security Pilot Ace~
_.-=*=-._"HELL HATH NO FURY AS A WOMAN IN BATTLE!!."_.-=*=-._
====================

Koveros
Mon Feb 09, 2004 1:23 am
#57


This is a general post of how I see the non-hybrid combat professions in relation to each other


Brawler- melee, basic attacks, pretty tough, master box has moves for any weapon, not specific weapons


Marksman - ranged, speedy, stays out of melee, pretty much good the way it is.


Elite roles:


Pikeman - action damaging tanks that are at home fighting many opponents at once. that should be their specailty: taking out groups and being the center of attention. they also take damage like nobody else can. give them skills to help with armor, like encumbrance reduction, such as -50% at master(great suggestion, wish I could claim inventing it). Also, give them a chance to hit. they can't hit anything right now.


Heavy Swordman - if you must have specific pools, then just stay with mind. They should be the damage monsters of melee. slow, accurate, but heavy damge with that katana of power hammer. They should exel at taking out single opponents, but massive damage works no matter who you are fighting. give them the same armor incentive that pikemen have.


Fencer - Evasion masters. they parry, they dodge, they jump, they roll, all with style. I feel they need to have precision type specials and moves, great get-out-of-the-way mods. They are great in single combat but can also goagainst groups too. should not have bonuses for wearing armor


TKA - They should be the masters of states. Blind, dizzy, stun, etc. They should get great bonuses to inflicting states and great resistances to all the states. They should get some damage evasion abilites, though nowhere near the fencer. A TKA's role is that of crippling and wearing down an enemy. their attacks should be both single and area. Being able to target any pool they want is great, but not to the extent of the other classes. Fix the force of will ability, but leave the med tree. it is the single most unique tree out there.

I feel that TKA's should not wear armor and as such, have penalties for doing so. this is reflected in their inherant Badassness that whiners complain about.


Carbineers - like Pikemen, but at range. action pool draining masters of taking out multiple people at once. All ranged elite professions can wear armor if they want, but no big bonuses. medium range is their specialty


Riflemen - should do damage like no other elite ranged profession (excluding hybrids like commando and BH.) they pick off the large targets with a head shot. they don't need armor. They are similar to Heavy swordsman, only at range. long range is their specailty.


Pistoleers - the trickshots, the experts, the masters of precision damage, kind of a hybrid of TKA state mods with fencer presicion and similar dodging. they should be short range , weaving in and out of the opponents, shooting them right where it will be the most effective.
IntoTheGarbage
Tue Feb 10, 2004 11:39 am
#58

I am not a fencer myself, but it seems to me you guys should be one of the few professions that can fight effectively from a mount. Fencer’s specialize in light, one-handed swords. That should include cavalry swords.


Just a thought, and probably one that has been suggested before.





___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
emo-kor
Wed Feb 11, 2004 3:12 am
#59






Xenozx wrote:

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








Its called Lunge2 in master brawler or lunge1

Sumus
Fri Feb 13, 2004 10:11 am
#60






IForgotMyName wrote:

Your the same guy who wants the Combat Medic's nerfed aren't you? Well anyway here's a few proffesions never in the movies:



Artsin


Besbin was crawling with em'


Droid Engineer


Luke was a Novice Droid Engineer (New Hope), as well as Chewbacca (Empire strikes back)


Weaponsmith


Armorsmith


Chef


Aunt Baru


Tailor


Architect


PS: None of the crafters are in the movies I couldn't think of them all.



Medic


The 2-1B and the FX droids


Doctor


Combat Medic


Bio Engineer


PS: None of the medical professions are in the movies.



Brawler


Ewoks


Fencer


Teras Kasi Artist


Pikeman


The Imperal Guards (the guys in red that followed Palpitne around)


Swordsmen


PS: None of the brawler professions are in the movies.



Marksman


Anyone who used anything other than a CDEF type of weapon was a Marksman


Pistoleer


Han Solo was a novice Pistoleer


Rifleman


Hoth Battle you saw a few


Carbineer


Leia was a novice Carbineer (New Hope,again, she handled a eliet Carbine quite well)


Commando


Whole squad landed on Endor


PS: Bounty Hunterand Smuggler are theONLYprofessions so far that's in the movies.



Scout


Imperal Scouts (On Endor)


Ranger


Creature Handler


Saw several on Hoth


Squad Leader


Every time the Rebels fought the Imperals there was a Squad Leader in there some where.


PS: None of the scout proffesions are in the movies.



Woah. Look at that. There's a total of 3 proffesions that are in the movies: Jedi, Smuggler, Bounty Hunter



Now do you see?





Now Do you see?




N

Sumus
Fri Feb 13, 2004 10:13 am
#61






o0SyntaX0o wrote:


BRING BACK THE RYYTOK SWORD!








What do you mean bring it back? Did it leave? I have one sitting in my house as a wall decoration.



N

SlasherZet
Fri Feb 13, 2004 10:55 am
#62






Sumus wrote:



Medic


The 2-1B and the FX droids


Well, these droids were made exactly for that - for healing people. They wouldn't even touch a gun (sort of a Kryton in Red Dwarf, altough he was more of a cleaning droid)... There were medics in the movies (maybe), but definitively use droids as an example.



Pikeman


The Imperal Guards (the guys in red that followed Palpitne around)


That' a little bit complicated. Crimson (or Red) Guards aren't Pikemen in this sense of meaning... They are the most elite Stormtroopers, trained in every way in combat (close combat, pistol, carbine, rifle, heavy weapons, use of mines, piloting starships, tactics, stealth and such) and selected by Emperor himself. The Force Pike is their ceremonial weapon, normally they use Double - Bladed Sword for close combat. The rumour is that Emperor can reward the most potent of them with Force Sensitivity... Just to clear things up, they're sort of Jack of all *combat* trades.


Creature Handler


Saw several on Hoth


That may be, but there was actually one more CH... The man who handled Rancor in Jabba's Palace.








Just to correct things.
Sumus
Sat Feb 14, 2004 5:42 am
#63






SlasherZet wrote:





Sumus wrote:



Medic


The 2-1B and the FX droids


Well, these droids were made exactly for that - for healing people. They wouldn't even touch a gun (sort of a Kryton in Red Dwarf, altough he was more of a cleaning droid)... There were medics in the movies (maybe), but definitively use droids as an example.



Pikeman


The Imperal Guards (the guys in red that followed Palpitne around)


That' a little bit complicated. Crimson (or Red) Guards aren't Pikemen in this sense of meaning... They are the most elite Stormtroopers, trained in every way in combat (close combat, pistol, carbine, rifle, heavy weapons, use of mines, piloting starships, tactics, stealth and such) and selected by Emperor himself. The Force Pike is their ceremonial weapon, normally they use Double - Bladed Sword for close combat. The rumour is that Emperor can reward the most potent of them with Force Sensitivity... Just to clear things up, they're sort of Jack of all *combat* trades.


Creature Handler


Saw several on Hoth


That may be, but there was actually one more CH... The man who handled Rancor in Jabba's Palace.


Yea I forgot about Jabba's Rancor handler.


What about the Gammorian Guards as Two-handed swordsman? They had Vibro-Axes I think.








Just to correct things.









N

Elgand
Mon Feb 16, 2004 2:20 pm
#64

Ok lifesavers i just have to call you logic into view, You said one hit would certainly kill a fencer


The main FLAW of this logic is that any melee profession hit by a large creature i.e. rancor, kimogila, krayt, etc. would DIE or be incapacitated. Your logic also says we should have the best dodging abilities and be able to strike key areas to injure our enemies more efficiently: Wouldnt a lumbering heavy swordsman have alot harder time dodging a rancor attack then a swift fencer? What you have said may work in a FPS/fantasy game but then it gets to be the dexterity of the person playing. simply put, nobody could take a hit from a rancor and live. This is a game logic is not always a option.


I dont want fencer to be god mind you, it just seems that all the things we are asking for tk is asking for and heavy and pikeman, we need to find ways that this profession can be UNIQUE.


As for fencer we dont need more dmg we dont need more defense and we dont need more evasion. I myself think fencer is a fun and unique experience already, nothing compares to CoBblinding all around you and spinning, effective deadly and efficient.


The one thing i would like to see is more combat animations and a larger variety of weapons available. Duel wielding would also be a good addition if HAM cost's were increased by 50% on both weapons and both factored into every special you used, also a reduction of 25% max dmg on the total dmg of the weapons. That would make dual wielding worth while for normal attacks but less efficient for special attacks.


One thing that i think would add to fencer's uniqueness would be to take out our bleeds, and in-turn make every attack we do deal a very small bleed which over attaks would grow to larger bleeds. A fencer attacks and retreats while the enemy suffers waiting for the next opportune time to attack. Our weapons are very unlikely to kill in one hit (unless you happen to hit the right area in a lunge or are lucky enough to come up under the ribcage towards the heart, also the Neck is efficient) But are meant more to injure a person and bleed them to the point of which they can not fight back for loss of blood. I know this is a controversial concept but if carried out correctly could add much more flavor to fencer.


And lifesaver i do not mean this as a flame, I am just saying logic is not a viable defense for a nerf in most games. Plus im defending my favorite profession 8)


Btw my tag is way outdated.





House Located at -2883 -4596 Outside Bestine
Elgand Thornfeld
Previous Professions: Avenger Creature Empath, Master Artisan, Master Scout, Master Ranger, Master Architect, Master Marksman,Bladmaster. Current Prof's Master heavy Swordsman, Master Doctor.
unity200
Tue Feb 17, 2004 12:33 am
#65

although i respect choices of the people who choose this profession, i want it to be nerfed.

as a matter of fact no swords should be swung in swg.

this is an interstellar sci fi epic story game.



Carbineer MottoI can kill MYSELF way faster than YOU can kill me


Enako Ero, Ainas Flyingcloud - Eclipse, Freedom Fighters
Page 5 of 7