Pikeman Archive
Thread: List your major issues (again)
A-#1: Ultra high HAM costs. As much as I enjoy being able to incap myself in five swings of my long vibro axe, sometimes my hunting buddies just get tired of rezzing me.
2: constant -50 to hit modifier. I'm confused as to how I can swing an eight-foot metal pole at a two-tonanimal standing two meters directly in front of me and miss. What did I do, accidently swing behind me?
3. Blocking would be nice. As would actually being able to absorb a hit. Although this point is moot if #1 isn't fixed, since blocking doesn't matter if you can incap yourself.
-Gryfh Brombelly: Ex-Armorsmith, Ex-Master Combat Medic, Ex-Doctor, Ex-Pistoleer, Ex-Master Artisan, Curren Pikeman/CH/Medic, regardless of what the sig might currently say.
Master here.
Ham costs. Getting slightly better, but still outragous.
range. This should be obvious. Although i hear all brawlers will get like 10m soon.
75% of our moves are the same thing named differently. Polearm hit two stuns and does mediocre damage, what's stun two do? Spin two dizzies, area two dizzies and stuns. Take spin two away, and make it an area bleed.
Toughness. As a master i have 2 toughness more than a novice tka. Might not be silly if we blocked.
I really don't know what's on TC. So excuse me if i fouled up.
oh btw
I'd like to have pikeman have the special ability of wielding lances from mounts. Dealing 5x damage with each pass ( each pass means a run of minimum 25m folllowed by a hit kind of like build up momentum, being released at the lance tip.)
wouldnt it be just so cool and make u pple distinct ![]()
A general idea for brawlers is a very very heavy increase in knockdown defense. I've got pistoleers walking up to me and bonking me on the head.
Dizzy kd shouldn't work on other brawlers, we're used to getting beaten in the head. Marksmen are the ones who should be worried about this, not brawlers.
1. When comparing melee classes, there are two numbers that matter: damage per minute and toughness.When calculating damage per minute, you must include accuracy modifiers (because missing means doing no damage for that shot). My biggest issue is that TKA's are far superior to pikemen in BOTH of these categories. That's absurd. They spend the same number of skill credits and have the same attack style (melee). In addition to doing more damage and having more toughness, they can target any bar (we can only target action), they have dizzy and blind, in addition to all the attack types that we do. All melee classes should have the same power as TKA - the fact that they don't is a bug, pure and simple. I don't mind if the melee classes have different strengths and weaknesses, but as it is all the strengths are in one class. The answer is NOT to nerf TKA - it's to give all the same abilities to all the other melee classes. I don't care that ranged characters are more powerful - they spend more skill credits and they suffer in close combat. But TKA is better than the other melee classes any way you choose to measure and costs nothing more. That's just badly designed.
2. Inability to stop a monster or character from running away. Monsters get mostly dead and they flee and there's not a **edit** thing I can do about it except run along and curse. Players never stop in the first place. Knockdown is a joke now, so the only way to kill anything is if that something is stupid- fortunately, the monster AI is pretty stupid.
3. High cost of specials. The only way we have to focus damage on one bar is to use leg shot, which costs too much, especially since we miss all the time. I don't use specials except to either get a creature's attention off of the doctor or if random chance gives me a big advantage in green damage already. Or to show off because our attack animations are very cool to watch.
--Insomnia
My $0.02,
I really really like pikeman animation moves, it would be great if my friends liked to play with me enough to appreciate them. Also I'd like to, for once beat someone up in PvP. Maybe I'd be overt more often if it wasn't such a sad state of affairs.
So to wit
1) I second (or third) the #1 best idea I've seen today - add a cripple move for us. I for some reason I can catch the guy having fun with me, a pikeman should be able to break his leggs and beat that guy into the ground. so ---> Add Cripple move
2) Melee Defense - As already suggested, we fold way too quickly
3) HAM costs - let me do my way cool special moves. As it is today, I just sit and watch
Thanks - I really hope we get some changes to Pikeman I like to watch them fight! In-fact I think a lot of people do (ever have people stop by to watch you fight with the pike, its pretty cool)
i'm a novice pikeman 2,0,1,2 the biggest promblem i see is when i Kd a target, the target blocks or counterattacks my hits when he is KD'd.
We need our to hit mods on specials raised considerably all moves add a +10 to hit mod except sweep2 which adds a +15 to hit mod.
We also need a KD+Dizzy move most all proffesions have them, or justa dizzy attavk on a single target not a area target.
2.) HAM Costs
3.) Range
4.) PVP vs TKA, ok i cannot get up thanks
5.) Block/Defense states needs fixed
6.) Maybe a weapon on Master (for all combat profession imho)
-----Durik Lakmor
-----1,1,0,1 Pikeman
Accuracy
RangeBlock/Defense v. States/posturechange/KD, upping maybe.
**edit** enter button....
~ Range
~ Accuracy
~ Nothing special combat wise for our class. We have nothing to difine us in combat. At least nothing that works.
~ Skill points??..In our skills trees thepointswe actually do get need to be spread out better
~ HAM cost.