Fencer Archive
Thread: Ways to make melee vs ranged more balanced in pvp.
Now the way I look at this, is that they're trying to introduce 'realism' through the comment of "Don't bring a knife to a gunfight". So, the way to balance melee vs ranged is same way.
First... introduce higher accuracy penalties for shooting on the run. So instead of a -50 max, bring it up to about -70 or so at least. Second, introduce penalties for cone of attack. For example, if you're firing directly in front of you, no penalty. However, if you're firing the opposite direction you're running, should be another -30 penalty or so.
So basically, if agunfighter isgoing to try kiting a melee, they're going to need to stop periodically to get any reasonable amount of accuracy to hit us(that or get extremely high accuracy while moving mods). This is where we get a chance to come in close and get a few hits off.
Another thing is to give brawlers some sort of snare attack, so that if we do get in close we can slow down the opponent to give us a chance to stay close.
Of course, fixing things so we can actually hit someone while we're moving would be nice too.
Very neat ideas. I like the cone and angle of attack penalties. It makes sense. You should repost this in the brawler forum.
Also one quick question, if I do burst run while being shot at, does the shooters accuracy bonus decrease or stay the same?
this would lead to another nerf of in pvm. in my opinion the developers should clearly divide between pvm and pvp when balancing the game. meleers should be able to run a lot faster when running normal speed to quickly catch up with a ranged opponent and be able to hit while running. this wouldnt affect pvm at a whole and give you all a significant boost in pvp. if anyone of you ever played anarchy online im thinking about the "enforcer" type class which could boost themselves with a buff called rage that let them run about 2-3 x times as fast as a normal char. just make it a passive trait for meleers that affects them 100% of the time.
I like the ideas here. I personal feel it should be a cocktail of all the major points here.
Melee practicionerson a whole, especially in this star wars, shoot and run universe, should more than likely focus a lot of time on learning how to compensate for their range disadvantage. It would be easy enough to assume that a melee class would devote a lot of time learning how to keep moving, evade and run up to their ranged adversary all at the same time. In fencer terms, footwork, footwork, footwork
Take the current footwork tree, and actually add some footwork onto it!
Game wise, I'm talking raised range defense while running. Keep our usual ranged defense mod, but add a new one that only applies to the defense while movind at run speed (not just stuttering around an oponentor walking). Embody the idea that a swordsman, running up to a man with any form of gun, would not simply run in a straight line. Furthermore, to prevent this from being taken up by any and all who want to have ranged defense, perhapse add the better parrt of these additions onto the later tiers of the tree, and even make the exp needed for said tree more. I know, I know, its hard enough to get exp, but I for one would take double the exp needed for the footwork tree, if it meant I had more than a snowball's chance in h.e.l.l to make it to my opponent. :-)
I agree that making a penalty to the ranged individual would also work, but that would kill them for PVE too, and I'm not so much interested in taking that away from them. Make the balance in PVP come on our skill tree, and you pretty much save them from the nerf bat as well.
As always, my 2cr
Kudos and Forever RAR!
Rooksarii, Fencer and Smuggler of the Watchkeepers, Radiant
See, that's the wrong way to look at things.
If we're not using the skills, they don't see a need to change them.