Fencer Archive

Thread: Things I have so far, post here to add please.

Kentou
Thu Jul 24, 2003 11:16 am
#27

Is it just me or does it seem a little ridiculous that marksman can run at full speed and shoot (accurately) at targets BEHIND them? I realize that it's a little uncool of me to ask that balance be found by nerfing other clases and that kiting is the main offensive strength of marksman, but physically it doesnt make sense to me. I can understand running SIDEWAYS while shooting, but how often do you see in th emovies where a villain being chased can run at full speed while shooting backwards and not run into a tree or a wall? You don't. In fact, they'll run, turn around, slow down a bit to shoot and then keep running.


I say that attacks while running should be at a huge penalty or that running is slowed down significantly while attacking.



Kentou


Novice Fencer, Ahazi

SharLugard
Thu Jul 24, 2003 11:25 am
#28

I normally don't post on forums but felt compelled to in this instance.



I really see only one issue that has been grossly overlooked except by a few. Balance is the key to any succesful MM to date. So ask yourself, what is the largest imbalance in SWG? Simple...



The inability to attack in melee form while running. I am not saying kiting a mob as a melee is viable, clearly you can not kite while remaining in melee distance. When grouped if a mob moves, as a meleer, you have to follow it, get ahead of it, stop then attack it. Or in terms of pvp(no need to post on pvp tactics are some are highly successful if used correctly), with the currect state of TEFs as red on radars melee is simply worthless in any realm of pvp save large scale battles. Attacking while running will help alleviate the unbalance. The only possible successful remedy however would be to remove opposing factions from radars. Honestly, I feel radar takes away an aspect of any succesful MM. If you can not figure out what is around you without it then perhaps you should have been a dancer.



Ugh. Not sure that made any sense as I am at work and havae done this hastely

nehoc101
Fri Jul 25, 2003 12:24 am
#29

I agree with many that the first things that should be fixed are the game play issues, most notably the stopping when you autododge, and the addition of some sort of run bonus when equipped with a melee weapon as opposed to a ranged weapon.


Heck, I'd like to see three levels of run speed:


Run speed 1, the standard we have now, is with no weapon equipped.


Run speed 2, a slightly slower run speed when equipped with a melee weapon.


Run speed 3, slightly slower than 2 when equipped with a ranged weapon, including a pistol.


Yes, it can take away something from the ranged, but really, it makes sense and it gets folks to think about their tactics, instead of just blindly running and letting the autoattack take care of your pursuer...


As a wish list Item, I'm fully backing a holster or even a holster item on the paperdoll, that would let folks stow their currently equipped weapon, so you can see it in the holster but they don't have to carry it. I know that many many ranged players have commented on wanting this in game, and it would help to get folks to stop walking around cantinas with their rifles and pistols and swords out, which not only just looks lame (who wants to dance with someone waving a gun around?) but also kind of kills the immersion for roleplayers. BUT, that is a wishlist item, that I'm fairly certain would not be easy for the devs to model... The only game I've seen that did it well was DAoC.




Josef Delrulian
Ahazi, Naboo
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