Pikeman Archive

Thread: The New Big Update! Good or Bad for Pikeman? Your thoughts here...

OpethRebel
Wed Aug 13, 2003 8:16 pm
#14

Whites should be an even matchif you use no specials.



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Ely0n
Wed Aug 13, 2003 11:01 pm
#15

I think this patch was great for pikeman. PVP rocks now! I have dueled several pisotleersand marksmanand havehad a great time pounding them into the ground with my lance. If you are having troubles with PvP you might want to changer your tatics a bit because I am having no problems wiping the floor with people. On average I can take out a marksman in 4-5 hits (this is counting at least one missed lunge =P ) but most of the time i take it easy on them so i knock them down , give them a chance to recover by running away and hiding behind a tree or something ,and then head back in to kick their butt again. I am very please with this patch considering none of our problems were addressed.



Boon, Master Pikeman, Lowca




Boon MBH Lowca
Bounder
Wed Aug 13, 2003 11:30 pm
#16

I don't see much change stat wise. My knockdown seems to be intact and overall I found PvE to be "quicker" (speed adjustment?). It just seems like I'm fighting better (1 on 1). I did get ganked by three white cons though, but that's to be expected.


Even though they MOBS don't stay down long, I can still get two good hits in before I have to knock em down again.


So far so good.


hamhed
Thu Aug 14, 2003 6:07 am
#17

After playing a while it seems as if there we no changes to use at all. Knockdown still the same. Combat in general does seem faster though. But the advanced vibro unit did get fixed so we can look forward to improved weapons.




Ryyhnaror
Bloodfin
BH/CH
Master_Lowbacca
Thu Aug 14, 2003 9:04 am
#18

yeah I didn't notice any change in knockdown costs.....except everyone else did. It was costing pistoleers about 30 ham for knockdown....30 that's it. While it costs me 117 and I miss 30% of the time. Eh....I still have fun. Does anyone know what kind of improvments there'll be on the weapons with advanced vibro units?



Zyarcah
Scout 4,0,4,2
CH 1, 2, 1, 1
Rifleman 1,1,2,1
Medic 2,2,2,4
Fencer 0-0-1-1
Khem07
Thu Aug 14, 2003 9:08 am
#19

It's good to know its just me then, maybe the con change was why I thought they did something. My vibro lance was pre patch too and that was givingme a ot of trouble post patch, so i switched back to my reinfoced staff and was hitting more often. So I think the culprit was the VL.


I have really bad days where i miss all the time and things beat me up a lot so maybe it was just one of those. : P


Thanks for proving me wrong.

Orkomage
Thu Aug 14, 2003 3:14 pm
#20

Augustine, I think the Dev's said in our report they were going to switch the LV and LVA since they were in the wrong spots. That would support why your test shows the LVA as superior.



I also have noticed the speed increase.



Our knockdown seems to cost the same. See this is the advantage of playing an unhyped profession. Devs overlook the nerfs we're supposed to get and other classes don't hear about itand complain about it because they rarely ever see us around. =)



--Jewel

braag
Thu Aug 14, 2003 3:23 pm
#21

i am almost master pikeman. i feel the hit. i was almost slayed by 3 mutant womp rats. the way they made the creatures stronger isnt a big deal for people with guns, but when we have to go toe to toe w/ them it hurts. i used to be able to take out a tusken capt, almost by myself. now im lucky to kill a skyk w/o gettin hurt. and its hard to buy stims if i cant finish a **edit** mission. oh well, im gonna go watch tv.....
Pikeman_Saint
Fri Aug 15, 2003 12:56 am
#22

Hi guys, as you know Im a big fanatic about our HAM costs iwth our class. I believe this patch fixed that for the most part. I ran some tests briefly and casually these are my observations (sorry no logs) with the following weapons: (these stats are rough, forgive me Im going off memory Im at work on lunch)


Prepartch Wepons of course:


LVA: min; 89 max; 389 speed; 3.9


LV: min; 45 max 340? speed; 4.2


RCF min;40 max;137? speed; 4.4


All of my weapons are made by a master, and sliced for speed.


Observations:


Vibro Lance Test:


Target: Flesh Eating Chuba/Fanned Rawl


Base Damage Range: 360's-570's


Special Moves Range: 460's- 730's


Noted Changes: VL now hits slightly harder but MUCH faster (without special moves) for some reason I can comprehend, perhaps a code change on the backend? HAM costs have been reatly reduced, although in need of a slight tweek downward for some special moves IMO. Accuracy seems slightly better. Leg sweep seemed to miss more (could have been lag also yesterday was bad) and do less damage (I assume the logic for this is that well be hitting the opponent with a normal attack as a followup to leg sweep)


Long Vibro Axe Test


Target: Flash Eating Chuba/Fanned Rawl


Base Damage Range; 450's-850's


Special Moves Range; 560's-1200's


Noted Changes: LVA hits MUCH harder and slightly faster (inverse realtionship intended?) Same conclusion on HAM. Same Conclusion on accuracy as VL



RCS Test


Target: Flesh Eating Chuba/Fanned Rawl


Base Damage Range; 280's-560's


Special Moves Range; 340's- 750's


Noted Changes: RCS is REALLY fast now and hits slightly harder than I remember. HAM costs are negligable. Accuracy is Better...


Please remember these are rough estimates from memory.


Remaining Concerns:


1) Slight tweek needed on HAM costs for some special moves


2) VIBRO LANCE is still not effciant as a weapon, nor is it the BEST weapon we have, for it to be a true Master Pikeman Weapon it needs to:


a) be faster than the LVA


b) hit harder than the LVA


c) have a neat little electrical currant particle effect on the tip area (heheh ok this is my wish list) I mean hell if they can make laser fire why cant my metal lance have an electrical currant...


Augustine<SG>


Ahazi





Augustine
Shadow Gypsies
"You aint no huckleberry"-My Hero
Darklief Nightweaver
Shadow Gypsies
"young fool, your skills are no match for the power of the Dark Side!!"-My Master
Makarish
Fri Aug 15, 2003 8:08 am
#23

anyone else notice that they hit a target much harder on the first attack after a successcull sweep? i kept doing sweep followed up by a polearmhit2 and hit several times at 1700-1800 when the target was down. also i do notice a little bit of a speed boost with my VL and the ham cost on my sweep has definelty gone down. i swear that sweep used to cost 170-180 ham and now its down to 112. i cant remember what hit2 usedbefore the patchbut it uses 135 as of last night so it actualy costs more than sweep now.



____________________________________________________________________________

Makarish the Master Doctor/ Novice Musician of Chilastra
Colonel Krith'cha Torak the Master Swordsman/ Master Brawler/ Master Fencer/ TKA of Chilastra
Proud member of Sacred Nemesis - www.SacredNemesis.com
Bounder
Fri Aug 15, 2003 9:30 am
#24

After playing some more, I think the changes are all good. I just seem to be a LOT more effective in combat now. The pack mobs can be a real problem, but if you're careful it can all still be done (it helps to have traps too).
Madmartagan
Sat Aug 16, 2003 8:55 am
#25

The worst thing about the patch for us is the berserk nerf. Our dmg output took a serious hit from this. We do a lot less damage withthe flat +75dmg bonus due to the higher dmg slower speed nature of our weapons (2Hs also got screwed by this, unlike TKAs or 1Hs). With a 34-330 weapon I used to hit for 120ish-1250ish berserked, now its more like 250-750.If they wanted to just reduce zerk dmg, they should have changed it from 2x to 1.5xinstead of making it a flat bonus that rewards weapon speed.Other than that, a lot of our special moves got a slight reduction in HAM costs. Polearmhit3 and Lunge2 are definitely cheaper now, the only move that still costs as much as it used to that I can tell is sweep2.


PVP is still retarded, but at least since it lasts longer it's a little more satisfying after you beat someone into the ground. Polearmhit3 is pretty much unstoppable in melee duels, andwe have the staying power to last through a coupleknockdowns by a pistoleer/bounty hunter because of the 75% redux. I've yet to lose a duel since the patch. The knockdown dmg bonus is nice and I look forward to them tweaking dmg for all non-standing postures. They still need to tune the knockdown state to match what you see on the screen (does the creature/player actually look knocked down) and also make sure that posture change attacks (like polearmhit3) will still receive the dmg bonus when used first after knockdown.


Even with the zerk nerf, PVE hasn't changed much. The things that are knockdown'able without too much work are still soloable, it just takes longer with wussy zerk.We can still solo big groups of creatures (sweep2 rocks). It's harder to bum rush 10k HAM lairs now since zerk doesn't do as much dmg, but spamming polearmhit3 works fairly well in that department too. 10k Baz Nitch missions on dathomir are still soloable if you know what you're doing.


There's still a lot of problems, and some of the fixes are creating more, but at least they're trying.




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Higgs Par'teckal - Human Master Pikeman - Master Brawler - Master Medic - Teras Kasai Warrior of Lowca
MarshalCreed
Sat Aug 16, 2003 10:05 pm
#26

Well, I group with other melees and can see how pathetic I am compared to them, I constantly miss and if I use specials to try to make myself more useful or just to get xp I end up killing myself with HAM drains. I then end up sucking up all the stims, it is ridiculous. Well, now I am a Master Marksman and do more damage, quicker and safer with my firearms. Now I really see the futility of this class. I still carry my LVA around for aesthetics only.


Oh I know, this is Sci Fi and melee weapons are outdated compared to firearms. The game design reflects this as it should.




Roboute Guilliman
Imperial Major
Northern Storm Command
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