Development Cycle Archive

Thread: IC 1-15: Combat Roles; Swordsman

raider7734
Thu Jan 29, 2004 3:58 pm
#66







An AP3 weapon would be great!


I agree with the person thatsuggested making the cleaver AP3,for a couple reasons:



  • It seems a bit inequitable that there is a ranged profession with AP3, but no melee profession has it. I can see AP3 going to either Swordsman or Pikeman, but I think it fits our character better


  • ATKartist can do more damage per secondvs. heavy armor than we can(and Iaccounted for differentAP levels,ideal slicing, the speed equation, etc.)This is obscene.If we arenot better at damaging armored targets, will someone please tell me what our strength is supposed to be?An AP3 cleaver would allow us to do833 dps against heavy armor(a modest22% more than the TK artist). This is not unreasonable, and would make us better in an area where we should excel


  • The cleaver has lousy DPS.Upgrading it to heavy armor piercing would give it a muchneeded 25%damage increase againstthe most common armor levels (none, light, and medium), thus making what is arguably our best looking weapon a more viable choice




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IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
NovaSpice
Thu Jan 29, 2004 6:31 pm
#67

"Dropping turrets fast. dropping ATST. ranged kiting is real problem tho with players. if reached, no KD or dizzy to aid us in keeping our targets within range."


Guys. Swords should never cut through Turbolaser turets or AT-ST armor. I hope the Swordsman profession gets a boost too, but the ability to take down an Imperial walker of turret with ease should NEVER be a quality of your profession.


Swords in Star Wars are not Conan the Barbarian style. As a GM of an actual Star Wars RPG (D20), I emphasize the fact that you don't bring a sword to a blaster fight (just like you don't bring a knife to a gun fight).


I do believe Swordsman have their place (just like Fencers and Pikemen), but taking down heavy armor should never be something a melee profession (save for the Jedi) should be able to do.


-Jowltharr, 2/4/4/3 Teras Kasi Artist
raider7734
Thu Jan 29, 2004 8:09 pm
#68










NovaSpice wrote:

"Dropping turrets fast. dropping ATST. ranged kiting is real problem tho with players. if reached, no KD or dizzy to aid us in keeping our targets within range."


Guys. Swords should never cut through Turbolaser turets or AT-ST armor. I hope the Swordsman profession gets a boost too, but the ability to take down an Imperial walker of turret with ease should NEVER be a quality of your profession.


Swords in Star Wars are not Conan the Barbarian style. As a GM of an actual Star Wars RPG (D20), I emphasize the fact that you don't bring a sword to a blaster fight (just like you don't bring a knife to a gun fight).


I do believe Swordsman have their place (just like Fencers and Pikemen), but taking down heavy armor should never be something a melee profession (save for the Jedi) should be able to do.


-Jowltharr, 2/4/4/3 Teras Kasi Artist





Well, I agree that it should not be easy to take down a turret or ATST, butin case you didn't know,weare already effective against them. They gave us theAP2 blast damagepowerhammer...what else do you do with such a thing but demolish turrets and walkers? Especially when you get a number of Swordsmen together, anything vulnerable to blast damage is going down...fast.


Long story short, we're not asking for much new here, just inlcuding part of our current abilities in our vision of what we want to be, when the dust settles.





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IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Ldwater
Fri Jan 30, 2004 2:51 am
#69






raider7734 wrote:










NovaSpice wrote:

"Dropping turrets fast. dropping ATST. ranged kiting is real problem tho with players. if reached, no KD or dizzy to aid us in keeping our targets within range."


Guys. Swords should never cut through Turbolaser turets or AT-ST armor. I hope the Swordsman profession gets a boost too, but the ability to take down an Imperial walker of turret with ease should NEVER be a quality of your profession.


Swords in Star Wars are not Conan the Barbarian style. As a GM of an actual Star Wars RPG (D20), I emphasize the fact that you don't bring a sword to a blaster fight (just like you don't bring a knife to a gun fight).


I do believe Swordsman have their place (just like Fencers and Pikemen), but taking down heavy armor should never be something a melee profession (save for the Jedi) should be able to do.


-Jowltharr, 2/4/4/3 Teras Kasi Artist





Well, I agree that it should not be easy to take down a turret or ATST, butin case you didn't know,weare already effective against them. They gave us theAP2 blast damagepowerhammer...what else do you do with such a thing but demolish turrets and walkers? Especially when you get a number of Swordsmen together, anything vulnerable to blast damage is going down...fast.


Long story short, we're not asking for much new here, just inlcuding part of our current abilities in our vision of what we want to be, when the dust settles.








Yeah, although the name says swordsman, were really "melee heavy weapon specialists". It would be good to see a multitude of weapons and damage types to help us tactically, eg, swords, hammers, maces, flails etc.



-ldwater
WarFerret
Fri Jan 30, 2004 3:16 am
#70

The cleaver is fine as it is, it's an intermediate melee weapon, putting an AP3 weapon into a brawler skill is imbalancing, it should be in swordsman, maybe the new scythe would fit into that category, but frankly a sword shouldn't be able to do jack against heavy armour - that's what our power hammers are for, I have no problem with the concept of a massive blast power hammer rending metal plating, but seeing a little sword do it just feels wrong.

Unless of course that sword is a light saber - which, let's not forget *IS* a two handed sword, no matter what anyone would like to think (and no, that's not a call for us to be given lightsabers )

Because we're melee fighters, we are at a substantial disadvantage out in the open, but God help you if you let us get within swinging distance - I like the idea of a "charge" skill, a very short duration burst run to help us close on ranged fighters - who's accuracy should go to hell by the way as soon as they start running (especially riflemen, less so carbineers and even less so pistoliers) - can you honestly see a sniper with a 4 foot long rifle hitting ANYTHING if they're running away as fast as they can ? Hell, if I close to within melee range you shouldn't even be able to hit me because the barrel of the damned thing ends behind me - but that's another discussion entirely, suffice to say that kiting is extremely naff.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
NastySavage
Fri Jan 30, 2004 9:04 am
#71

I have to disagree with some of the assessments, disregarding my rant up above. First off, we do not do as heavy damage as we used to, Damage mitigation wiped that out. Our most feared and useful attack was the mind bleed incap which doesn't do as much damage as it used to and of course no longer incaps. Our accuracy is a joke (though not quite as bad as a Pikeman from what I understand).

The immediate concern which CAN be addressed with minimal dev revamping, we need to in my opinion be able to hold our own against a Fencer and a TKA in pvp. You whacked our abilities to do massive damage and quite frankley we had a momentary chance to survive a one on one with the bleed incap knocking out the TKA giving us time to recover from the dizzy. My suggestion for immediate consideration is give us better state defenses...especially dizzy (we are tanks...shouldn't we have hard heads too?). If not that, then give us a knockdown-slow to recover attack that we can use reliably. Put us on common ground...

OR Roll it back to get bleed incap a (or make it a swordsman only ability and re-establish our Damage factors.



BAH!
Ldwater
Fri Jan 30, 2004 9:09 am
#72

I think they are gonna nerf the TKA with the KD / Dizzy, simply because its too exploitable to keep an enemy defenceless and motionless, so I dont think we should worry too much about that.


The bleed issue was also removed because of exploits, cus you could just whack a bleed on everyone and then run off, only to return when there incapped.


Just have to wait and see..



-ldwater
Gojita
Fri Jan 30, 2004 2:47 pm
#73

1. What defines theSwordsmanrole in combat?

It should be a a good tank, but not as good as a pikeman. The emphissis should be on mostly absorbing damage but doing quite formidible damage also.


2. What basic combat elements should they possess?

The ability to do strong sweeping moves that does overall good damage but give some defensive and stopping mods, sorta like warcry but a shorter duration that gives actual damage.


3. What offensive abilities?

Sword sweeps that should stop a person from attacking for a short time. To prevent spamming and overpowerful advantages with this move, there should be a timer that doesnt allow the move to be done over and over again.


4. What defensive abilities?

The abiltiy to block attacks with the heavy sword they carry. It should be a passive move that can also be controled by the player to prevent boredom from clicking over and over to block. There should be 2 types of blocks, Defensive and Speed Blocks (which should be used alot by TKA's) Swordsman should use Defensive blocks depending on skill, either subtract the amount of damage in an attack and at higher levels, completly avoid the attack.


5. What unique abilities?

The ability to chop of a body part, depending on which body part, it creates special mods only available to swords man. For example, if you were to chop off a leg, the enemy's motion speed would be reduced, to prevent kiting.


6. Should add what advantage or asset in group combat?

For a group of melee players, the chop ability willgive the players a chance to defeat a ranged player.


7. How could/should they interact with other professions?

Medics would heal them. If with a rifleman, a swordsman would distract the enemy from the sniper.

Maybe a new armor could be added that resmebles knight's armor

8. What interaction / dependencies should exist with other combatants?

The ability to add more efficency when taking down a target.


9. What should be their unique role in the Galactic Civil War?

They should be able to be good at distracting enemies for the swordsman's allies to do there job, like taking down a base. They would make good distractions do to being able to block some attacks and take some damage.




Just to let you know , im not a swordsman




Account is closed on August 7, 2005, untill then, TROLLING TIME!

jokerevo
Fri Jan 30, 2004 4:26 pm
#74

in addition to some of the cool stuff mentioned above i want to see


more fluidity added to melee combat...by that i mean more types of dmg and status specials and therefore more decision making player side instead of just...ohh i have +2000 dodge you will never hit me so i will just spam special A


example:


/sidestep


this is a dodge move, it would not work aswell against ranged attacks but for example if a tka opened with a KD move and i did /sidestep i would gain a bonus to avoiding the KD.....instead of the current scenario where i have to loot for skill tapes etc to give me "artificial skill" and the numbers do the work for me. /sidestep wouldnt be spammable because it would only work against certain moves...lets say some tka moves would be too fast for it and so it would always fail against those...leave that to the player to work out..don't declare numbers


/parry


the swordsman makes a conscious effort to block the next incoming attack taking less dmg, a swordsman might do this when he is in trouble and needs to pop a few heals etc..it buys him some time



now these moves might be in the master only box to further define swordsman but they will add new tactics to combat and give the epic encounter feel that i believe SOE are trying to achieve, they want battles to last longer..and not just be about first one to shoot who wins etc




give us chained moves and more MOVES!


so combos...but multi linking..not the daoc style of doA then D then C but A B C A B....allow swordsman to become unique among themselves by giving them a whole new set of movesand spread these across theall boxes of each line....so like in JK wewould have


heavy specials

Bodyblow - loads of dmg but very slow swingand stun statusand knocks opponent back 10m



medium specials

Ankle breaker, fairly slow, avg dmg with a snare



light specials

Stomach jab (sucky name i know) a fast special that has a chance to parry



so swordsman can do this /sidestep /special /parry /big slow special etc






Evo- Romark
Chrysahor
Sat Jan 31, 2004 10:39 pm
#75



Ldwater wrote:
I think they are gonna nerf the TKA with the KD / Dizzy, simply because its too exploitable to keep an enemy defenceless and motionless, so I dont think we should worry too much about that.





Is it really a tka nerf? Every combination of KD+ (delay or dizzy) is overpowered. (actually KD+delay is worse than KD+dizzy). It's a I win button, your foes are just laying on the ground, defenseless and waiting for being slain. While KDed, they take more damages, so it's broke even more the damage dealing comparison between profession.

Swordman should be the greatest damages dealer in melee, but what does it mean if a tka can do more with a KD+delay (like warcry 1 on novice brawler) that swordman doesn't get?

I worry more about stats effect and the like, that's the real imbalance in combat. Stats effect should give you an edge, not be a guarantee of victory (with combo or not). If you have stats effect, you shouldn't have the same power/speed/bonus than an other profession.



Stacy Whittaker - CommanDoc
Mandalorian Commando - TC-EP3 Tester
Ocaigann
Sun Feb 01, 2004 11:31 pm
#76

What defines theSwordsmanrole in combat?


Working sort of as an tank, taking damage, dealing it in large sums, and keeping attention away from more vulnerable players.


What basic combat elements should they possess?


Being able to deal some the hugest amounts of damage in the game, using powerful moves that can have effects like stun, and knockdown.


What offensive abilities?


They should be the hardest hitting melee profession, although not as fast or accurate.( However, they still can't outdamage a TKA, since fast, medium damage, high speed hitseasily outdamage the heavy damage, slow hits of the swordsman.)


What defensive abilities?

They should have some of the highest melee defense stats in the game, as well as toughness, since right now, they don't, as they actually have some of the lowest defenses of the melee.


What unique abilities?


They should be able knock their foes around with their blows.


Should add what advantage or asset in group combat?


The advantage of reducing the damage to the entire group, by knocking down foes, or smacking them away from players that are in danger.


How could/should they interact with other professions?


Not too sure... Maybe just rely on doctors for buffs to let them withstand more damage, and the occasional heals.


What interaction / dependencies should exist with other combatants?


Other professions should rely on the Swordsman to protect them from threats.


What should be their unique role in the Galactic Civil War?


Their unique role should be to help deal damage to large vehicles, and buildings with their mighty attacks.

SinjenRandall
Mon Feb 02, 2004 3:26 am
#77

It seems as though some level of relativity is implied. But since I don't want to speak for the other professions, I did some free-association.



Teras Kasi Artist



  • Bruce Lee

  • black belt

  • Fast, efficient, agile

Fencer



  • Zorro

  • Long lasting,flourishing battle style - parry

  • Fast, deadly, agile

Heavy Swordsman



  • Samurai

  • Conan the Barbarian

  • Heavy-Hitting, deadly, quick dispatch

Pikeman



  • Knight

  • Front line defense

  • stone hard defender

What defines theSwordsmanrole in combat?


To me, the swordsman role in combat is that of the samurai. They dispatch opponents as quickly and thoroughly as possible. Although savage fighters, I see an inward quality to them, much like Teras Kasi. The Swordsman is a heavy damage dealer,vulnerable to ranged attack but very deadlyonce they get into range to use the sword. Althoughnot the best atdefense, they are hard to kill at close range.


What basic combat elements should they possess?



  • Heavy damage dealers (lower than pikeman's but faster, much heavier hitting than TKA or Fencer's, but slower)

  • low ranged defense (lower than fencer or pikeman, same for TKA)

  • medium to high meleeabsorption (lower than pikeman, higher than TKA or Fencer)

  • Low melee evasion (higher than Pikeman, lower than TKA or Fencer)

  • medium speed (slower than TKA or Fencer, faster than Pikeman)

  • optimal against 2-4 opponents (not as devastating crowd control as pike, but better than TKA or Fencer)

  • Accuracy - better than we have now

What offensive abilities?


Through the use of bleeds and focused attacks, the ability to focus high damage on the Mind Pool is our most defining ability. I would like to see the arrangement and skill to be geared even more toward this precedent. For instance, Head Hit 3 should probably be in the Master box, and make the HAM cost and speed reflect the mastery.


The bonuses of armor piercing and blast damage are also defining characteristics of our offensive capability.


What defensive abilities?


Our best defense is a good offense, although I think our current defenses are fine where they are. Counterattack sounds like a logical defensive ability. Defensively, I think we should be weak against ranged opponents, but not when running. We should be strong absorber types, but not as agile as TKA or Fencer. From an idealistic viewpoint, I think the bare-chested brute lugging a huge melee weapon fits us best.


I think the TKA and Swordsman should be un-armored style fighters, whereas the fencer and Pikeman should be armored style fighters. I read an idea in another thread that classes such as Pikeman get some sort of "armor mitigation" that assumes they will be wearing it, and thus compensates them a bit in terms of encumberances. TKA and Swordsman, then, would get some bonuses for not wearing armor.


What unique abilities?


I would love to see some sort of skill - like meditation -that focused our offensive capability for a duration of time. TKA focus inwardly on defense when they meditate (and recieve healing and buffs). Swordsman should focus inwardly on offense when we meditate (and recieve modifiers to accuracy and damage).


Should add what advantage or asset in group combat?


We should be the "shock troopers", as stated elsewhere. We should be sent in to the enemy lines for quick and deadly strikes, but not holding the attention of the enemyforever if we cannot dispatch them. We are the anti-tank offensively, smashing through everything but the best armor. A group would gain the advantage of a highly focused strike on key positions with a swordsman in the group. In a group with a TKA, Pikeman, or Fencer, we would not be the tank.


The Pikeman should be the heavy tank, the Fencer should be the most evasive tank, and the TKA should be a good mix of a defensive and evasive tank. Swordsman would be a medium tank (ranged being light).


How could/should they interact with other professions?


Suppose there were unique combinations that only happened in a group dynamic with a Squad Leader. A swordsman could perhaps give a "battle aura" to the group. Each profession could give a different aura. So when in a group led by a squad leader, bonuses to some stat or roll could be given by the swordsman to the rest of the group. In this way, the game would encourage playersto form varied groups with Squad Leaders at the helm. Thisshould not be limited to combat professions.


What interaction / dependencies should exist with other combatants?


It would be great if there was some way to bring different combatants together and on the same page when fighting. For instance, when I am in a group with a carbineer, a TKA, and Pistoleer, we would be fighting the mob as if we were solo, basically. In other words, we all just start wailing on the enemy willy-nilly, attacking all different HAM bars and applying DOTs and status changes and hoping they somehow work together. I don't depend or interact with a pistoleer in any meaningful way whatsoever. However, if we could somehow focus our attacks on the same HAM, or we had status change combos that bridged professions, we would be getting somewhere.


What should be their unique role in the Galactic Civil War?


That of the Samurai or the barbarian. In the GCW, we should be warriors on the fringe of technology and society. We lend our blades to the cause we believe in, smashing through enemy armor wherever the battle is hottest. We should beeffective against heavy troopers or shock troopers and small groups, but weak against snipers at long range. To reflect ourrole, wecould perhaps get some sort ofbonus when in enemy territory. Or perhaps we can get a plus tooffense vs. enemy faction. To compare, Pikemen for instance could get a bonus to defense vs. faction.


Just my thoughts.






Sinjen
Elder Ticklemonster - Unlocked Pre Publish 9
Master Pilot
THE Hero of Tatooine

Mojowookie
Tue Feb 03, 2004 1:33 am
#78

1.)What role should the profession fill?
2.)What basic combat elements should they possess?
3.)What offensive abilities?
4.)What defensive abilities?
5.)What unique abilities?
6.)Should add what advantage or asset in group combat?


1.)This profession is the most damage dealing fighter in the galaxy! Due to longer delays between attacks, they are somewhat more vulnerable to attacks than their counterparts, but their Toughness makes up for it.


2.)Hands down the most damage dealing single opponent melee profession with better than average area effect attacks. I feel that targetting the Mind Pool for this class is way over balancing due to the amount of damage capable of being dealt to a virtually unhealable pool.


3.)Offensively they deal the most damage in a group and will reduce most opponents to slivers or pulp in short order one-on-one. They can also handle themselves well vs. multiple opponents but not as well as they can vs. single enemies.


4.)Defensively they have to rely more on their Toughness and their active defenses.


5.)Unique abilities: Being able to deal Blast damage and Medium armor piercing is a very good ability to have as a melee profession.


6.)Hvy. Swordsman offer any group damage output with some area effect attacks.



Vilentia Novaflare: Lady Scourge and Warrior Fashion Goddess
~Saving the galaxy in style!~
Doctor/Combat Medic of the Scourge
"May the Fashion be with you... always."
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