Fencer Archive

Thread: Fencer's attacks ( Future of Fencer )

Aukness
Sun Feb 22, 2004 5:44 am
#14

Ah, perfect thread for an idea I just had. I don't know if this is possible in game mechanics but if it is it would solve our (lack of) armor piercing problem. I think there should be a special attack that boosts our weapon's AP for that hit. It is like using fencer's accuracy and strategy to find a weak spot in an opponents armor.

I'd also like to see some attacks that either apply the stun state, or cause the enemy to skip a round or two of combat. Like a flurry of blows to force the opponent on the defensive for a period of time (as long as it doesnt stack/cant be done over and over so the enemy can never fight back).

I like the idea of a "parry" mode too, like the parry in neverwinter nights. Something to give a boost to defense, but would have a good chance to counterattack whenever the enemy misses. It'd probably be underused though. Maybe our CoB should just give us a chance to counterattack whenever dodge saves. Anyway, only the first two are serious suggestions, this one is just musing.
tuskenssuck
Sun Feb 22, 2004 9:32 am
#15

Parry mode should be like Berserk, you cant use any specials during it.



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NRO-Tycster
Sun Feb 22, 2004 10:55 am
#16

i think that the delay in parry mode is good, although the idea of a parru (correct me if im wrong) is to try and put your opponant off balance and attack in the moment of weakness, therefore the delay would work well but i think that we should be able to use basic attacks. (im still getting used to all this so im just throwing ideas about)
tuskenssuck
Sun Feb 22, 2004 11:50 am
#17

ok, lets say that Parry mode is Fencer's best attack more or less. They get it at master. It should be a "mode" like berserk, no specials, BUT it delivers a stun, blind... a combo of states and lots of damge, but lets say either its a high HAM cost or it can only be done once in a certain amount of time OR both. Just make it worth while.



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IVIafioso
Sun Feb 22, 2004 8:22 pm
#18

umm.......lower the cap to .5 for fencers


raise the cap for swordsman and carbineers to 1.5


and pikemen to 2.5 or 3 and rifleman to 3


then the game would be balanced (attack speedwise anyways)





Lenoc wrote: Behold my awesome might as I fearlessly chase you across Talus with my stick and butterknife, deftly catching every bolt of energy you kindly toss into my face!!! I will remove all of my clothes to hit you better! Nudity saves!! Armor and Clothes kills!! I will laugh as you kite me, since you do not know the glory of the naked butterknife/stick wielder! Your pets will whine and cringe, licking at my unshod feet just before they DB me and still I will laugh! Why?! They are naked and do not wield a butterknife or carry a stick! Only a fool does not fully follow the true path of the Fencer! Long live nudity, sticks and butterknives!!!
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tuskenssuck
Sun Feb 22, 2004 9:01 pm
#19






IVIafioso wrote:

umm.......lower the cap to .5 for fencers


raise the cap for swordsman and carbineers to 1.5


and pikemen to 2.5 or 3 and rifleman to 3


then the game would be balanced (attack speedwise anyways)






/agree




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MrHyde
Mon Feb 23, 2004 12:19 am
#20

A parry mode would be fun, yes, but I'd suggest that it be implemented specifically for melee vs. melee combat. That is what fencers are good at.


We should not be able to deflect blaster shots, ChibiCatman,as we are nto attuned to the Force.


A Fencer in the Star Wars universewould be elegant, yet since we cover all levels of 1h combat, we should also give nod to the fact that the underworld's preferred weapon is the vibro blade. In a sense we should be a bridge between TKA and Swordsman. Fencers of old were not afraid to get their hands dirty with a quick parry then an elbow to the face : ) That is something to think about. Moves that are quick and efficient with a hint of hand to hand in there.


Tenerbis


Fencer




Peace is a lie, there is only Passion
Through Passion, I gain Strength
Through Strength, I gain Power
Through Power, I gain Victory
Through Victory, my chains are broken
The Force shall free me!
Bannon9k
Mon Feb 23, 2004 12:49 am
#21

Can we get a freaking knockdown attack?!



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JorahRamsai
Mon Feb 23, 2004 2:40 am
#22

What should be the "basic flavor" of Fencer special attacks?


Fencer should have some area body hits, for example, body hit 3 could be an area body hit 2 where it hits all targets for their Health pool.


More state effects too, stun for example!


Maybe even a KD somewhere...please..?




Jorah "The carbineer of dewm" Ramsai
Self proclaimed title.
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Auhal
Mon Feb 23, 2004 2:53 am
#23

Adding a KD would be great, it seems silly that you must master brawler to get one.

To "hamstring attack" mentioned further up could possibly knockdown?



STARSIDER ORAS HAUKES / RAUL HAUKES INFINITY AVAV / AUHAL
DND_Cas
Mon Feb 23, 2004 3:45 am
#24

I think we need some weapon specific attacks. For example:


Tusken Warcry (can only be used with gaffi stick):


If hits: Delay opponent 10 seconds + next status attack automatically hits and the status change will stick (regardless of opponents defence vs status).


If misses:Our playergoes into bezerk mode,dodge modifieris decreased by 50 for30 seconds and you cannot go/beinCOB mode until that peroid ends.







Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
IdrisTycho
Mon Feb 23, 2004 8:32 am
#25

I have read that with the coming combat balance, the DEVs will be making the big weapons slower and more damaging and the small weapons faster and less damaging. So, eventually things should balance out. We probably won't see Pikemen who are able to do their special attack at once per second. This is a good thing.


So, I guess my point is we probably don't have to campaign for speed, the DEVs know this. What we do need to do is maybe be a little creative in the kinds of attacks that fencers should have. Since I actually used to do quite a lot of fencing (the sport) I thought I might inject a little insight to this discussion. I understand that Fencer is just a term that SOE came up with to describe a user of one-handed weapons, but that doesn't mean that the principles of fencing don't still apply to the kind of fighting we do.


The Lunge - This is already covered by the game and while it isn't exactly the way lunges work in real life, it's good enough.


The Parry - We have dodge, and while this is also a fencing skill, there is no animation or skill named parry. Normally a parry is simply using your weapon to deflect your opponent's weapon. This could be something we gain at higher levels to further strengthen our defenses.


Prise de fer - This is an attack whose name in french means approximately "catch the iron" or "take the blade". This attack takes control over your opponents sword and then uses that temporary control to drive home a fast attack. In game terms this could mean we delay our opponent's next attack and strike harder at the same time. Stun anyone?


Fleche - This is a diving attack. Basically the fencer extends the point of his weapon at his opponent and leaps, many times crossing great distance in very little time, towards him. The point of this attack is to surprise an opponent whose balance is not quite right. You take advantage of a mistep by springing forward and hitting him square in the chest. There is no recovery from this attack. You can only continue to run forward. In game terms this would mean that we extend our reach beyond lunge range, and possibly knock the opponent down. If we fail, we must wait longer before we can attack again.


Feint - This is a deceiving attack used to lure an opponent's defenses away from the true target you are attacking. For example you might aim your intial attack at the opponent's head and as he attempts to block that attack you capitalize on the fact that his weapon is no longer protecting his abdomen and hit him there instead. In the game this might equate to a bleed. Since the resulting slash across the abdomen might cause quite a bit of that.


Ballestra - This is a jump attack. It involves a small hop before the actual attack procedes. The purpose of this in fencing is to startle your opponent and catch him offguard. Many times a startled opponent over reacts in his defenses making them less effective. In game terms maybe this is intimidate. However maybe in this case the intimidation is only for the duration of the attack. Could it possibly be that this could end up being sort of like the melee version of the /aim command? Maybe instead of greater accuracy it grants us more damage for the next hit, thus we could chain this with feint and get a more substantial bleed, or chain it with "prise de fer" and do even more damage.


Remise - Normally this is not so much an attack but a continuation of the first attack. If the opponent was unable to counterattack, he allows the remise. In game terms this means that you get 2 attacks in a row. This would be an automatic thing in that you wouldn't so much press a /remise key as have the game automatically use a queued attack if your opponent missed. You would not sacrifice your chance to attack again in the next round. Unfortunately this sounds too much like counterattack.


As far as spin attacks go, there is little precedent for those in the sport, however I can see that a person swinging a shortsword in a quick arc around him would not be terrifically damaging, certainly not to the extent that a big cleaver or pike might be. Instead it might simply be a way to ward off approaching opponents. Thus maybe stun or posture change or a mini-warcry? Anything that would delay your opponent's next attack. Also, since this would not be a brute force slamming ofa big heavy axe into your opponent type attack, it could maybe be more like a bleed. So we could have a few different ones like spin-bleed, spin-warcry, spin-stun.


If you read all that, thanks!


-- Radric, Eclipse


Rizzaka
Mon Feb 23, 2004 9:26 am
#26

I would like to see a TRUE lunge attack where we over extend ourselves and pierce their armor with a weapon that should not be able to. This attack should have a significant delay or drasticly drop our dodging/defese abilitys for a brief time at the same time giving us the ability to increase the armor piercing quality of by one level (0ap to 1ap, or 1ap to 2ap)


I agree with a parry 'mode' much like berserk and that it should give us chances to blind and stun as well while we are in this state


Another possible attack could be a disarming strike, much like the disarm shot of pistoleer (i think they have it, or is it smuggler) something of that nature would fall right in line with what we 'should' be








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learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

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