Pikeman Archive

Thread: New Message sent to SOE!!!

Gunman21
Sat Aug 30, 2003 12:20 am
#14

Taunt (novice brawler) diverts agro.




Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

DukeP
Sun Aug 31, 2003 2:48 am
#15

Thank You.


If only they would be considered for implementation.



WhiteFur

dstalker
Sun Aug 31, 2003 8:38 am
#16

i totally agree knockdown thing will ruin me, i need knockdown to kill mobs in high end game .i cant pvp already since i cant hit running targets but they can hit me it seems. ggeeez u myruined pvp already for melee.put the timer on pvp only i already gave up on that aspect of game now so dont ruin my creature killing also GRRRRRRRRRRRRRRRRRRR
DukeP
Tue Sep 02, 2003 12:01 pm
#17

Good work here, XSilverS.



Keep it up, eventually it will pay out.



WhiteFur

buttabean811
Tue Sep 09, 2003 10:49 pm
#18

duke i really like your idea, would make pvp much more enjoyable and give pikeman something to do after they go master.




Intrepid's RoadRunner
"Meep!! Meep!!

DukeP
Tue Sep 09, 2003 11:11 pm
#19

Thank You Buttabean.



Now if they get implemented... Yay!



WhiteFur

BlaCkBirD-
Sat Sep 13, 2003 2:12 pm
#20

I'm nearly master pikeman on Eclipse


and got a few problems:
why can't i solo a novice marksman? i mean, the only thing i can do is run after him and he keeps on running so i'm not faster, the burstrun "trick" worked, use it, then sweep him down and then you can hit him, but now even that doesn't work anymore after they nerfed the sweeper, so i had a duel with a PA friend for like 5min or something, he just started the game and i'm as said before nearly master pikeman.


How can this be? This means the whole melee (at least pikeman) is pretty (very) crap in pvp. Isn't there a way you can give us an extra speed burst that we can use for like 30seconds but then don't have to wait 10min or something to use it again.


2nd problem: so if you run after your enemy and it says that the enemy is 2meters in front of you (he's running) you can't hit him, but if he stand still you can hit him from 6 meters, doesn't make any sense

GillMister
Sat Sep 13, 2003 3:19 pm
#21

Whats even wierder is that npc's melee attack range is greater and for some reason when you kite a imperial npc he gains on you.


Maybe they should increase our melee range and give a boost to speed when a melee weapon is equiped(or none if your TK) and you have novice in a melee profession.

GillMister
Sun Sep 14, 2003 12:21 am
#22

Somone on the BH forum had a good idea to fix the mind problem.


He suggests that mind shouldnt be healable but have it where 0 mind just means you cant do specials. And they would have to give rifleman and 2H a special that can kill when mind is at 0. But make it miss realy easy unless your master at rifle. And novice 2hcan hit all the time since they have to run up to someone.

Conceptor
Sun Sep 28, 2003 8:51 am
#23

god bless you, maybe we have a chance to get fixed after all hehe.



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Jarell_
Wed Oct 01, 2003 5:23 pm
#24

Hi all! I am Jarell, I am a pikeman on Radiant. I have two points that are frustrating for me as a pikeman. They all are around PvP.

1. Melee vs gun users. The marathon run. I get tired running after these people...

When PvP starts, every melee user knows the drill when they are attacking gun users. They run away. ALL DAY LONG! Keeping you away so they can shot over their shoulder and pelt you from afar. I accept and expect this, no problems here. However, the problem I do have is when I am in range of my target (5 meters, which i think needs 2 be increased...) while I am running, I STILL cant swing and even hit my target much less do a special move to knock him down or change his posture. This is not a problem when attacking NPC's or creatures.

2. Pistol whip. Han Solo vs Darth Maul.

*Han Solo uses pistol whip on Darth Maul for 300 damage.*

*Darth Maul is dizzy and is knocked down*

WHATEVER!!!!

When PvP melee vs any pistoler we have to deal with pistol whip. I have a HUGE problem with this. Melee users are trained in the arts of physical attacks and train for years to profect their technique in weapon use. This training would include BASIC DEFENSIVE MOVES that would allow them to parry incoming blows from unarmed and armed attackers. A pistoler is a marksman and has been trained in shooting, NOT MELEE combat. Pistol whip SHOULD NOT WORK on a melee user... EVER! If you wanted to give the pistoler a percentage to knock down a melee user, it should start at maybe 60% for novice melee users and go down as the melee user advances in defensive techniques to the point that they have a 0% at master.


3. Weapons. I am tired of seeing EVERYONE in the same professions looking like clones of each other with a different name. Everyone uses the best weapons and armor that does the most damage and offers the most protection. Give us a reason to diversify between pikeman (or even other classes). Each weapon should have its pro's and con's to the weapon so people can make their own style of combat (i.e. a pikeman that use short staffs for speed and accuracy but deal mild damage or pikeman that use long heavy axes and are slow but deal out monstrous damage).

Certain weapons should also have special move specific to that weapon. (i.e. a certain polearm should have a special move that hits multiple times because it is lightweight and easy to control. a heavy axe should have a body bleed hit or armor piercing move that would negate armor worn.)

4. More Skill and/or Special moves. Some1 with a pistol can shoot a gun out of your hand, but we cant knock one out of someones hand with a pike?

I would also add new skills such as:

Disarm: Knocks a weapon unusable for x amount of sec multiplied by the pikeman skill rating. the counter balance to negate this should be based on two attributes. the other players raw strength (ham). If they are melee users, the second variable is adjusted by their defense skill.

Defensive Stance Skill: increases chance of blocking attacks and reduces damage of blows taken. this should be a HUGE chance since a polearm is the best defense weapon.

Thats all I have to say. I hope some of these ideas can come to light in the game. It would make it allot more worth while to be a melee user.

Thanks for your time

Jarell






Jarell - Zorin White Knight
Pichi
Sat Oct 04, 2003 8:40 pm
#25

Khrim,


Awesome letter, perfect in all regards.


PS you get MAJOR kudos for having a Cowboy Bebop quote for your signature




Pichi Atice

Masters:
Medic
Doctor
Brawler
current professions: merchant, heavy swordsman
Ahazi


"Do or do not. There is no try."
Olympusguy
Mon Oct 06, 2003 5:15 am
#26

You're all missing the point!!!


Now that i have your attention I first want to commend the great ideas like more weapon choice, jousting and gaurding. But...


1.I think the range penalties are appropriate as i dont have any problem hitting when i ensure i am 5m away for vibrolance and 6m away for long vibro axe. What i'd like to see is the ability to automatically maintain that distance.


2. special moves costs... they are supposed to be expensiveto stop spamming and the cost is modified by your strength, i have maxed strength at the expense of vitality and my costs are very low (?50-70?). My regen is slow but the old stimB fixes that.


3. dodge not working, are you kidding!!! i can stand toe to toe withcombatants swinging and not get hit for almost the entire mellee.


4. spend your time chasing marksmen, diddums! go back to the lair and attack that since thats what you're supposed to be doing, or run the other direction orstand behind a rock/tree and they cant hit you and when they try to get to you they will be in range . Saying all that I admit it can be frustrating when your hot on an enemies heels and look to be withing range but cant land a hit, but I put this down to lag issues and stop trying.


5. in my opinion sweep should not be restricted to once every 30 seconds (what ninny came up with that completely absurd nerf) anyone dumb enough to get close enough to a pikeman deserves to be dumped onto thier fanny but the damage should be negligable and they should be able to get straight up again (I know I'd want to get up right away) and the time you're combatant is down should be used to heal or move to a better distance (run away if thats you're want) and allow your group members to get some safe shots in.


heheh well i look forward to your scathing replies


DrHeinz Master BioEng/Pikeman Starsider






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