Development Cycle Archive

Thread: IC 1-9: Combat Roles; Pikeman

Koveros
Mon Feb 09, 2004 1:22 am
#92

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.
Braglor
Mon Feb 09, 2004 3:47 am
#93


How could/should they interact with other professions?



Khardis
Mon Feb 09, 2004 5:20 am
#94


Given the basic considerations listed above, please answer the following questions:


What defines thePikeman role in combat?


First, the role of the pikemen in combat in medieval times were as massed polearm infantry. That is of no interest whatsoever in the star wars universe, however. The pikeman class encompasses the fighting style of two characters seen in the movies - Darth Maul and the Imperial Guard - and neither were in any way, shape or form near the medieval pikemen in equipment or fighting style. (We never did see the imperial guards fight, but a common impression - in the EU, definitely (Crimson Guard series)- seems to be they would probably be ... impressive. Most impressive.


Why do I claim this? It is obvious - the vibro lance is the weapon the guardsmen used, and pikeman is the combat template for the double lightsaber wielders.


However, going from there to say what role that actually was... that is beyond me, unfortunately. Darth Maul were highly mobile, highly aggressive, and took on two jedi with quite a bit of success. (He killed the master of the two, after all, but as a villain, he just had to go.). He did best in 1 vs. 1 but were also able to handle 1 vs. 2 successfully - which is why saying what that role is is beyond me, because it must be balanced.




Akaria
Mon Feb 09, 2004 8:11 am
#95

Do not forget however...... Darth Maul was a Sith..... trained in the ways of using the force. Pikeman are not trained in using the force. So to say we should be able to do the things that Darth Maul did is rather silly. (I wish but it isn't going to happen.)

The biggest issue I think I see is that everyone is on two playing fields as of now. On one side you have people who are aggressive and think we should be all about the offensive while you have others who feel we are defensive in nature like Pikeman from the Middle ages. I can see both sides but they are not going to make Pikeman the best offensive and best deffensive Melee in the game. I mean if wedidwe be on the same playing field as TKA......


So with that in mind we all need to get to some level of aggreement on what this class really should be. I am more on the side of being for more Damage. I think that a master should have decent Def mods but no where near as a TKA or the Fencer. However we should be the only ones with high dmg AOE. Then again this is going to go back to what your idea of a Pikeman is. Think of that Heavy Long Vibro Axe and you will see where I am going with this. Also, my God we use lances... we are the Heavy Weapon Melee user, give us a weapon that has heavy armor peircing and better dmg than the LVA..... Its rather pathetic what we use....


Akaria Tusamai
Travixius
Mon Feb 09, 2004 9:29 am
#96

I think that alot of people are relying to much on the name of "Pikeman" and continually think of the mediaval pikeman (standing in a line with 15' pikes) or mounted knights charging into battle. THIS IS NOT THE PIKEMAN IN SWG!


We are a martial art discipline, I mean look at the way we fight. To even bring up these to previously stated proffessions is just going to confuse the DEVS and we will be worse off then what we are now. There should be NO INSTANCE of us using mounted combat. It isn'g going to happen anyways, they were very specific about combat and mounts.


Though there are some really good ideas in this forum, lets try to keep it real everyone


And as simple as possible since we are in fact dealing with the devs rofl



....An Idea is infectious, so everyone is going to have one....
Khardis
Mon Feb 09, 2004 6:45 pm
#97

Akaria, Travixius, I agree mostly with what you say, at least the essence of it.


Akaria, I don't think it is fruitful to argue, however, that we are 'Just like 2H Melee, only heavier'. They have the large axe, I do not understand at all why we then have the 'large vibro axe' - it sounds like an upgrade of the other weapon, but in a different profession?


However I do believe the pikeman is a bit heavier on the offensive side in the offensive/defensive equation, just like fencer is a little on the defensive side, so I agree in principle - but I do not want the LVA to define the profession; I don't think we should have it at all, but that is my personal opinion.


After reading Antares' posts I find I roughly agree; although perhaps the profession should be a little less schizophrenic than argued for. AoE's, and a little stronger on the offensive, be roughly balanced 1 vs. 1 and let expensive AoE's give options to try to handle groups.


But I am not sure if that is what I want or if that is.. 'the one role none of the other classes cover is 1 vs. X fighting, so.. pikemen, you're it.'.

Yesurb
Mon Feb 09, 2004 9:04 pm
#98

Q. What defines the Pikeman role in combat?

Q. What basic combat elements should they possess?

Q. What offensive abilities?
A. Ability to take on crowds of people. Ability to do sweeps. Longest range of all melees

Q. What defensive abilities?
A. Ability to block.

Q. What unique abilities?
A. Single Target Knockdown with a hit combo.

Q. Should add what advantage or asset in group combat?
A. Can knockdown, dizzy, stun, hit groups of targets.

Q. How could/should they interact with other professions?
A. Weaponcrafter for Lance. Can team with a heavy swordsman to be very effective. (Pike knocks down, swordsman hits with bonus cuz they are knocked down). Pikeman can deal the most damage out of all melees.

Q. What interaction / dependencies should exist with other combatants?
A. Pikemen are less maneuverable vs other melees when ranged combat is concerned. They should take the most damage vs ranged.

Q. What should be their unique role in the Galactic Civil War?
A. Foot Soldier



----
Eatibus Postmanicus
Ranger/Rifleman
Jimbostein
Sun Feb 15, 2004 6:50 am
#99

Q. What defines the Pikeman role in combat?


High Damage out-put, ablity to maintain aggro.

Q. What basic combat elements should they possess?


A form of Meditate as should all brawler elite classes since they all are a Martial Arts form and thus should all share in that benefit, keep the current stlyes and move the AOE and Spin attacks in the same line would make more since, and add a meditate line over the stances one.

Q. What offensive abilities?
A. Only miss 1/4 the time instead of over half the time, I have died more times then I can remember because I couldn't hit the mob one last time to finish it off.



Q. What defensive abilities?
A. Dodge and type of parry would be nice to see, so that the mitagation is not the only real damage defense we have in pvp.

Q. What unique abilities?
A. More then 4 weapons to choose from



Q. Should add what advantage or asset in group combat?
A. Higher knockdown rate, with a AOE type attack.

Q. How could/should they interact with other professions?
A. They should be around to protect the range attackers agenst melee combatents.



Q. What interaction / dependencies should exist with other combatants?
A.Well currently they are dependtent on doctors to rez them since their attacks kill them more then most mobs do, but a range fighter is a good dependancy since most melees cant kill people who stay at 55m out, well except TKA since they seem to be gods for some stupid reason.
Q. What should be their unique role in the Galactic Civil War?
A. Front of the charge going in at clearing a base out.


Travixius
Tue Feb 17, 2004 1:26 am
#100

Maybe let the player choose defensive/offensive? What I am saying is in the skill boxes, have 2 rows added. These skills would not cost any points, so no more SP would be used for pikeman. But 1 could be a defensive or offensive tree. As a pikeman you can choose to build one or the other up using combat exp?



....An Idea is infectious, so everyone is going to have one....
atimes
Wed Feb 18, 2004 2:51 pm
#101

Or it can be based on your weapon.


Use a fast, lightly damaging highly accurate pike for when you want to be defensive. Use a slow highly damaging inaccuracte pike for when you want to put out massive amounts of damage.


vonbraat
Fri Feb 20, 2004 6:29 pm
#102

To be honest, I just haven't seen much pikeman action in the SW universe and I haven't read deeply into their role in SW.

My personal view is that they should be able to hold off entire groups of enemies at a time.

The weapon a Pikeman weilds is used to block attacks while simultaneously damaging another attacking oponent. It is all about versatility. If you are one vs. one you will be able to recover from blocking a blow very quickly and be able to strike back in an instant. If you are one vs. multiple targets you will be able to block multiple blows while hitting multiple targets. A single move with a polearm against multiple targets should be able to block and hit.

The only decent example of a polearm in action and it being used properly is (God forgive me for this ) in the matrix. When Neo is in the courtyard and fighting hundreds of Smiths, he picks up a sign post and starts swinging away. I'm really really sorry that i brought that movie into this, lol, but that particular seen illustrates very effective usage of a polearm. It depicted AoE KD's and several other moves indigenous to the pike.



and there was much rejoicing...
Laerenian
Sat Feb 21, 2004 4:42 pm
#103


What defines thePikeman role in combat?


The Pikeman is the melee crowd controler. The Melee Fighter's Heavy Tank, does less damage per hit than a heavy swordman, doesn't hit as fast as a fencer, but is damn good at tanking and very hard to kill.


What basic combat elements should they possess?


A great melee defense, good melee offense, and crowd control abilities.


What offensive abilities?


Pikemen should be able to keep on close combat a whole group of ennemies. To do that, they need Point Blank Area of Effect KnockDown moves.


What defensive abilities?


As they don't hit as hard as TKA or Heavy Swordmen (wich isn't normal), they should have better defense. Polearms are great weapons, protecting the whole body from attacks, from the feet to the head, that's why pikemen should have big defenses versus knockdown or dizzy and a better melee defense.


What unique abilities?


Pikemen should be the unique melee profession able to fight while mounting because their long weapon allow them to hit an opponent from very far away. They also should be able to use their melee specials while mounting.


Should add what advantage or asset in group combat?


Pikemen are the group's main tank, or really should be. To do that, it should be able to keep ennemies on close combat with him, in order to let medics and range fighters do their job without being attacked, that's why AE Knockdowns/Dizzy/Posture Down and crowd control abilities are needed. Pikemen also needa better melee defense.


How could/should they interact with other professions?


Pikeman isn't a support profession, it goes fast into close combat, the interactions between it and the other professions are the same than other melee professions.


What interaction / dependencies should exist with other combatants?


To me, each combattant is different, hits a different pool, but the four combattants should be balanced. I mean that if the fencer hits 3 times when the pikeman hits 1 time, the pikeman should be able to make as much damage in one hit than the fencer in 3 hits. Other melee combattants are here to help the pikeman tank by taking on them other ennemies, and ranged fighters just hit the ennemies that are fighting with the pikeman as hard as they can, to reduce tanking time.


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


I had a dream last time ... in my dream, there was an army, a rebel army defending Hoth. There was snipers hiden into the snowy mountains and headshoting stormtroopers, there was artisans using turrets, there was carbineers doing support fire for the melee fighters that were charging ... The melee fighters were of 4 types. First, there were Teras Kasi Artists, they were just few because Teras Kasi is a jedi art, then came fencers and heavy swordmen on close combat with stormtroopers, and finaly came Pikemen ... a Pikemen Cavalry ! There was a great charge of pikemen mounting taunt-taunts, that type of strange snowy cu-pa, charging very fast and hitting ennemies with their long heavy polearms ... that was beautiful ! The unique role of pikemen in the GCW should be ... two roles as well First, melee tanker, then, cavalry.


Addition


WE NEED TO BE FIXED, WE CAN'T HAVE ANY ROLE IF WE DON'T HIT OUR ENNEMIES ! PLEASE MAKE PIKEMEN MORE USEFUL ! GIVE US MORE ACCURACY !




Guls BadLuck
Pistoleer/Smuggler/Fencer

-- KAURI --
Zarkonan
Wed Feb 25, 2004 9:44 am
#104

To add a bit of science to the discussion of offense vs. defense...



A melee weapon's innate force on impact will be mainly due to its momentum (conservation of energy). Momentum is mass x velocity. The longer the lever arm (i.e. the length of the shaft), the greater the velocity of the end of the weapon for a given swing. The heavier the mass at the end, the more momentum. So, a long weapon with a big heavy thing on the end has the most force on impact per a given swing.



Translation into Polearm v. fencer v. Swordsman v. unarmed:


Heaviest damage dealers should be swordsman- longest lever arm, greatest mass at the end (axe, powerhammer, etc.). Its not easy to block with a heavy weapon though, so weak defense.


Second should be polearm- second longest lever arm, less mass or equal mass than swordsman weapons. Don't be confused into thinking polearm has the longest lever arm- watch the animations. They are held in the center. Moreover, to swing a heavy polearm head downwards, you are also brining up the other end- this is harder to do. Less velocity. On the other hand, because of thier overall length, they are excpetionally good at area attacks and blocking. Accordingly, high defense.



Then Fencers-lighter weapon, more accurate, perhaps stronger specials as they can pinpoint specificweaknesses in armor due to their controls. Should have decent defense due to the ability to get the weapon around to block.



Unarmed- blah. Should be weakest as things are now. Throws and grappling are really the only way they would beeffective against someone holding a weapon.



So, i think Pikeman should be the best or second best defenders, and the second best offensors (i didn't want to say "offenders"). Maybe overpowering, but hey, you've been gimped long enough...


Also,i suggest a damage bonus to large targets such as rancors-the truevalue of a really long weapon.





Draxas Draavat, Master Heavy Swordsman, Blademaster, MBrawler
Order of the Silverflame
Starsider

Zedar Xang, Master Commando, Master TKA
Bloodfin
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