Pikeman Archive

Thread: A simple way of fixing the Ranged vs Melee problem!

TuskcatTamer
Tue Jul 15, 2003 11:49 am
#1

Us Brawlers, Fencers, Pikemen, Teras Kasi Artists and Swordmen are having a serious problem in Pvp combat. We are all getting smoked by the ranged weapon users from far away . and close hand combat. I am a Teras Kasi Artist novice and when I decided to become one I knew I would have a hard time fighting from far away. However I had no intention of having a hard time fighting in close hand combat. I was under the impression that melee weapon users would dominate ranged weapon users at a close distance. This is not happening because the ranged weapon users are not standing around letting themselves get hit. Ranged weapon users simply run when a melee weapon user comes too close. Now here is the problem because Brawlers, Fencers, Pikemen, Teras Kasi Artists and Swordmen can’t catch up with a ranged weapon user to hit them so all they have to do is keep running and shooting.
Now here is the solution allow Fencers, Pikemen, Teras Kasi Artists and Swordmen to run faster then their ranged weapon adversary. This is similar to terrain negotiation but instead of letting you walk/run up slopes faster it lets you walk/runeverywhere faster. This is not like burst run because it it always working.
Here is how it should be put into the game. When a Brawler reaches a novice elite profession like Fencers, Pikemen, Teras Kasi Artists and Swordmen they get a +20 walk/run speed then when they master it they get another +20 walk/run speed. This should allow a Fencers, Pikemen, Teras Kasi Artists and Swordmen to close the distance to a ranged adversary quickly. The reason brawlers should not get the +20 walk/run speed at novice is because then ranged weapon users could get the +20 walk/run just by becoming a novice brawler
Dragonviper
Wed Jul 16, 2003 12:33 am
#2

Does this still happen if you have follow on? Is it really a speed issue, or is it a twitch issue. Just curious, I haven't done any PvP and don't know. I do have problems with creatures sometimes, but when I get the follow going, there doesn't seem to be an issue. I guess Exploration IV helps too.



Spender Misrach - Imperial 2nd Lieutenant - Radiant
Vaevistis - Scylla
Hrothfuurd
Wed Jul 16, 2003 5:47 am
#3

I think people should move slower the bigger their gun is. Could have it got in accordance with the melee damage multiplier that ranged weapons have for wielding them when you get hit.


Pistol wielders go slightly slower.


Carbiners go moderately slower.


Riflemen go a lot slower



Then they wouldn't be able to just run away and shoot with perfect accuracy over their shoulders.




Itzic
Corbantis
perl2go
Thu Jul 17, 2003 1:19 pm
#4

one issue to consider with holding a ranged weapon to slow ya down... if you put in in your backpack you would prolly end up running at full speed again. there would have to be a timer of some sort before you could perform such an action.
IEnjoyThisGame
Thu Jul 17, 2003 3:04 pm
#5

No its not a question about speed at all, you can catch them. But it just doesn't seem like it because you never hit them. Thats because when we run and try to hit, we get horrific penalties, but the ranged player acutally gets bonuses because hes so close. Wana test it? Go find a lair, I'll use my char for an example. When Im standing still attacking, a pretty fair distance(im galde to see polearms actually do get a bit of range over a unarmed fighter) I get +6 to hit. Now if i take ONE STEP even walking, I get -50. If you keep walking WHILE you attack you get that -50. Therefore- you never hit a ranged user because your always running and if you use lunge they are up and running before you get another swing.
Dragonviper
Thu Jul 17, 2003 3:07 pm
#6

Okay, I agree that needs to be fixed. I think I could hit someone with a stick while moving, and I am in no way trained in any melee combat.



Spender Misrach - Imperial 2nd Lieutenant - Radiant
Vaevistis - Scylla
lincaserus
Fri Jul 18, 2003 3:31 am
#7

I soo agree with everything everyone said....I got rocked by a stupid novice marksman who had no skill what so ever. I was soo pissed of and I am sick of it.
OneMeanBastard
Tue Sep 23, 2003 4:27 pm
#8

I also get a problem with out of range messages, even though it says I am in range(a number appears next to there HAM) it will not hit. This is really bogus as you are in range and still cant take a strike. They really need to fix melee characters. I am also sick of stopping in mid run when I go into or out of combat.


They should make players/creatures run slower when attacking with a ranged attack.

Metroid
Tue Sep 23, 2003 6:23 pm
#9

My personal suggestion is a continuesly firing snare ability, maybe a high end weaopn effect or skill, or just a combat effect, when being attacked in melee you simple can't move very fast. You can't dodge people while your running- it's stupid. Yet here you can. I also think if they used this idea, they should give pikeman an ability that functions as a root.. maybe a "leg breaking" attack, because were SUPPOSED to be targetting peoples legs. I dont know about you guys, but the last time I got hit in the legs with a long metal pole, I was uot for a few DAYS. x_X




(ggggggggggggggggggxnnntnnnntnnnxgggggggggggggggggg)
- Zorlon Starwind - Leader of Imperial Special Tactics Strike Force Darkfalls -
~ Master Shipwright ~
"NOOOOOOOOOOOoooooooooooooooooooooooooo" - VADER

OpethRebel
Tue Sep 23, 2003 6:47 pm
#10

I think it was a mistake to use the same accuracy system for melee combat as they used for ranged combat.



-------------------------------------------------------------------------------------------------------------------

"6 Pikeman X $15 = $90 / month" - SOE's revenue generated by pikemen.
Gunman21
Tue Sep 23, 2003 9:11 pm
#11

I'd rather see it to where ranged players lose all accuracy while moving. Pistoleers would still get their bonuses for moving, which would give them some chance of hitting,but everything else would have a verysmall chance athitting a moving melee player.






Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

Puusher
Wed Sep 24, 2003 4:33 pm
#12

marksmen and especially rifleman should definatly get reductions while moving. if you're laying prone with a sniper rifle and some dude with big axe rushes you, you can't just jump up and while on the move, eyeshot him and knock him out.


that's why you snipe. so you don't have to move.


the issue comes because if you're close up to someone you can punch them, running or not.


when fighting crystal snakes on yavin, they always step (slither?) like 1m out of range and then attack. when i walk up to them, i can't hit and run at the same time and get a horrible to hit reduction. i miss one shot before the slither 1m out of range again.


just stupid.


i like the leg break idea, but the only way i've been able to kill somethings is because i have ranger traps and can mesh them to the ground, but so far there's no ranger traps that work on npcs/players.





-puusher (TRA)
Working to Master Pike and Chef on Lowca
"Pikeman/Chef, huh? what, there's like 1 of you?"
"It could be worse, you could be starving....or a pikeman...."
Puusher
Wed Sep 24, 2003 4:36 pm
#13

forgot


i also have a really high terrain bonus (forget what it is, but better than IV, i'm in ranger) and it doesn't matter. i can run up hill faster than on flat ground, speed is not the issue. it's the fact that i can't hit and run at the same time. the ONLY way i've been successful is to burst run past them and wait, hoping that they'll run through my path and i'll get a swing. than do it agin. this technique doesn't work, however, so i'm not offering it up as a solution. it's not cool that this is the best we've got.






-puusher (TRA)
Working to Master Pike and Chef on Lowca
"Pikeman/Chef, huh? what, there's like 1 of you?"
"It could be worse, you could be starving....or a pikeman...."
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