Pikeman Archive

Thread: The PIKEMAN vision experiment (stole this one from the swordsman forum)...

Justarous
Fri Feb 06, 2004 9:42 am
#14



Offense/Defense


Offense -- 50

Defense -- 50

Specials


Bleeds/Wounds -- 20
Delay -- 0
Snares -- 20
Knockdown -- 15
AE attacks -- 45
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 0


Defensive Abilities

Melee Defense -- 40
Ranged Defense -- 15
Counterattack -- 30
Toughness -- 15
Active Defensive Abilities -- 0

Weapons

Damage -- 35
Speed -- 10
Armor piercing -- 35
Accuracy -- 20
Other -- 0

Group Role

Tank -- 30

Damage dealer -- 30
Crowd Controller -- 40

Utility -- 0
Other -- 0



_________________________________________________________
Justarous -Gorath Master smuggler-

"Send Lawyers, Guns and Money, The Sh1t has hit the fan!"
Gunman21
Fri Feb 06, 2004 11:15 am
#15

Most of you re thinking we're a defensive class by the numbers you're putting down. Fencers and TKAs are the defensive classes, Swordsman and Pikeman are the heavy hitters.




Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

Gunman21
Fri Feb 06, 2004 11:18 am
#16



Offense/Defense


Offense -- 90
Defense -- 10

Specials


Bleeds/Wounds -- 10
Delay -- 0
Snares --
Knockdown -- 10
AE attacks -- 60
Intimidate --
Stun -- 20
Blind -- 0
Dizzy -- 0
Other Affects -- 0


Defensive Abilities

Melee Defense -- 10
Ranged Defense -- 10
Counterattack -- 10
Toughness -- 60
Active Defensive Abilities -- 10

(Active defense stuff is things like the TK meditation or the Center Of Being thingy)


Weapons

Damage -- 50
Speed -- 0
Armor piercing -- 30
Accuracy -- 20
Other -- 0

Group Role

Tank -- 0
Damage dealer -- 50
Crowd Controller -- 50
Utility -- 0
Other -- 0

Message Edited by Gunman21 on 02-06-2004 10:31 AM




Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

Psykeman420-HS
Fri Feb 06, 2004 11:48 am
#17

Offense/Defense

Offense -- 60
Defense -- 40

Specials

Bleeds/Wounds -- 20
Delay -- 10
Snares -- 10
Knockdown -- 20
AE attacks -- 30
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 10
Other Affects -- 0



Defensive Abilities

Melee Defense -- 30
Ranged Defense -- 10
Counterattack -- 20
Toughness -- 20
Active Defensive Abilities -- 20

(Active defense stuff is things like the TK meditation or the Center Of Being thingy)

Weapons

Damage -- 40
Speed -- 0
Armor piercing -- 40
Accuracy -- 20
Other -- 0

Group Role

Tank -- 30
Damage dealer -- 30
Crowd Controller -- 40
Utility -- 0
Other -- 0



--------------------------------------------------------------------------------------------------------------------------------------
StGabriel
Fri Feb 06, 2004 12:06 pm
#18

Offense/Defense

Offense -- 55
Defense -- 45

Specials

Bleeds/Wounds -- 0
Delay -- 20
Snares -- 20
Knockdown -- 20
AE attacks -- 30
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 0
Other Affects -- 10

Defensive Abilities

Melee Defense -- 10
Ranged Defense -- 5
Block -- 20
Toughness -- 35
Active Defensive Abilities -- 30

(Active defense stuff is things like the TK meditation or the Center Of Being thingy)

Weapons

Damage -- 40
Speed -- 10
Armor piercing -- 40
Accuracy -- 10
Other -- 0

Group Role

Tank -- 30
Damage dealer -- 30
Crowd Controller -- 40
Utility -- 0
Other -- 0




Hey, thanks for yanking this.

I may end up writing a perl script that will attempt to parse these and if I do then I will end up trying to parse as many profession as I can and write up a comprehensive listing.

Anyway, I see pikeman as a brawler profession that controls the fight. They should bring to bear the best AE specials and these specials should have various affects that can help keep a group of enemies under control. They are not the best damage dealing melee profession, nor the best tank, but they are definitely competent at both roles.

But that's just my opinion.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

annelid0
Fri Feb 06, 2004 12:12 pm
#19

Offense/Defense

Offense -- 70
Defense -- 30

Specials

Bleeds/Wounds -- 10
Delay -- 15
Snares -- 5
Knockdown -- 20
AE attacks -- 35
Intimidate -- 0
Stun -- 5
Blind -- 0
Dizzy -- 10
Other Affects -- 0

(assuming they all retain their current efficacy after the combat pass)

Defensive Abilities

Melee Defense -- 25
Ranged Defense -- 10
Counterattack Block -- 30
Toughness -- 35
Active Defensive Abilities -- 0
(the above template if block would actually stop all damage, if it stays as is then drop block to 5, raise melee def. to 40 and toughness to 45)

Weapons

Damage -- 50
Speed -- 0
Armor piercing -- 40
Accuracy -- 10
Other -- 0

Group Role

Tank -- 5
Damage dealer -- 45
Crowd Controller -- 50
Utility -- 0
Other -- 0



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

CerebrusTantarrris
Fri Feb 06, 2004 12:54 pm
#20

ok first off this is what is SHOULD be not what i WANT it to be as i would love pikeman to be the end all be all 20k hit damage profession (but we shouldnt be)


Offense/Deffese


Offense 35

defense 65

(we are a defensivly minded profession pike man have always had the mental advantage as when an attacker is facing one they immiadetly think "how am i gonna hit that" and "if i do hit that how do i doo it without taking a pike to the face on the way in"


Specials


Bleeds wounds-3(if someone hits you with a polearm it is more likely it will kill completely crush your bones and leave you a bloody pulp as opposed to just create a flesh wound that needs attention or will become a proble later)

Delay-(if this means delay put on opponent)-10(if someone hits you with a pike you arent gonna be ready to fight anytime soon)

snare-10(historically pikes have been equiped with hooks ect to hold an opponent and were use often in disarming a horseman for the purpose of keeping him grounded)

Knockdown-30(again if someone hits you with a pike you aint gtting up soon)

AE Attack-32(A pikemans overall strength is that he has a heavy weapon and can swinng it in huge circles with little to no resistance when his huge pike hits and crushes your body immiadetally moving through you on to the next poor fool to be standing in the path of the pike,which consequently is always the path of least resistance)

Intimidate-5(BIG WEAPON)

Stunn-5(BIG WEAPON

Blind-0(sorry guys be when you swinging a pike you really dont have the accuracy to judge what is gonna hapen to your foe)

Dizzy-0(are you kiddng me we are not gonna tipsy around our opponent and float like a buttafly)


If you look at where i put the points it is a represintation of a brute with little control. Which is what we should be.


Defense abbalities


Melee defense-35

Ranged Defense-5(well this has always been the down fall of pikeman, not fast enough to get away from randed opponent

Block(i added it)-30

Counterattack-0(i dont see how we have this to begin with, in my oppinion a counter is a you were gonna hit me but i evaded it and hit you, how are we gonna evade anythign with a 2-3 meter pole in our hands)

Toughness-30


Over all defense is where the pikeman should stand out. Against a non ranged opponent we should have the easiest time of tanking of any profession.


Weapons


Damage-40(we should have the highest base damage of any melee profession)

Speed-20(big weapon with little chance to change direction or target direction)

Armor Percing-30(ok if you read sw lore you find that the force pike, we better get one soon grr, is use with boarding parties in some cases to help cut bulkheads and other parts of the ship to help in the boarding)

Accuracy-10(this should be low but my god not as low as it is now)


Our weapons as a rule should be brutes. With the one exception imo of the force pike(if we ever get it). It should be agile with a heavy armor peircing but not have the base damage of our other weaps. It would be the equilivent of a fencers type pike only with the pikemans armorm peircing capabilites


Group role


Tank- 40(we have the advantage of the most defensive weapon we should be able to hold melee or creatures at bay easy)

Damage Dealer-30(big weapon but i would like to note though i think our weapons should have the highest base damage i think we should tie not exceede 2 hand in damage delt. There weaps may not be a powerful but i feel that they should be more capable with them and our 2 professions should balance out or we should be slightly lower as we should exceed them vastly in defensive capabilities)

Crouw Control-30(long sweeping weap)

Utility-



ingame names, ThreeHeadeddog and Cerebrus

I am a master pikeman. That is who I am and who I want to be. I am not a rifleman who uses a pikeman tag to decieve his opponents, I am not a holo grinder who wears his pikeman tag as a testimemt to the pain he has gone through grinding. I am not a pikeman who has mastered another combat proffession to support my offense, I will not degrade my pikeness in this way. I am a master pikeman. That is who I am and who I want to be.
Blindalley
Fri Feb 06, 2004 2:21 pm
#21

Regarding some on MasterOfCombat's comments;

If you're forced to move slower with a weapon it should be more accurate not less. You'd want to make the swing count. The faster weapons such as the basic lance which should have increible speed should be less accurate.
PBN
Fri Feb 06, 2004 2:28 pm
#22


Offense/Defense - depends on weapon


Specials - depends on weapon


Defensive Abilities - depends on weapon

Weapons - depends on weapon

Group Role - depends on weapon


-- Believe it or not, there was no sarcasm or humor intended with the above. As stated in the "In Concept" thread, I truly believe that as a class we are defined by the weapon we are wielding. This is primarily due to the fact that the 3 main classes of weapons that we use: Staff, Lance, and Polearm are used in 3 very distinct ways, and toward very distinct ends.


PBN
Aureman
Fri Feb 06, 2004 2:57 pm
#23

Offense/Defense


Offense -- 60
Defense -- 40

Response to Gunman21 here polearms are very defensive in nature. Unlike 2h swords where the proposition in battle is 'win fast or die' (i.e. very offensive), polearms can keep an opponent at bay in realative safety for a good amount of time. Also, the best defense at times is a great offense, or threat thereof. And BTW... why would the Imperial GUARD choose pikes as their weapon to defend the Emperor if they were not defensive?


Specials


Bleeds/Wounds -- 35

Delay -- 0
Snares -- 0

Knockdown -- 20
AE attacks -- 40

Intimidate -- 0
Stun -- 5
Blind -- 0
Dizzy -- 0
Other Affects -- 0

Heavy weapon hits: the gift that keeps on giving. so definately bleeds. AE of course. Knockdown is certainly a good possibility. But I think there should be a random chance of stun/dizzy/blind with any heavy weapon hit.

Defensive Abilities

Melee Defense -- 25
Ranged Defense -- 0
Counterattack-- 40
Toughness -- 25
Active Defensive Abilities -- 10

Definately Counterattack, and that would be higher if it included Block. Although if they were split, i would make them 25/25 and drop toughness by 10. Polearms are good defensive weapons and counterattack well. But 2H counterattack a LOT more and block significantly less. Truthfully, most 2H blocks use the energy of the attacker redirected into a counterattack from a block.

Weapons

Damage -- 50
Speed -- 0
Armor piercing -- 40
Accuracy -- 10
Other -- 0

Group Role

Tank -- 35
Damage dealer -- 35
Crowd Controller -- 30
Utility -- 0
Other -- 0
ZomKalla
Fri Feb 06, 2004 3:18 pm
#24

Offense/Defense


Offense -- 60
Defense -- 40

Specials


Bleeds/Wounds -- 5
Delay -- 15
Snares -- 0

Knockdown -- 15
AE attacks -- 55
Intimidate -- 0
Stun -- 15
Blind -- 0
Dizzy -- 0
Other Affects -- 0


Defensive Abilities

Melee Defense -- 14
Ranged Defense -- 11
Counterattack -- 20
Toughness -- 50
Active Defensive Abilities -- 5


Weapons

Damage -- 50
Speed -- 20
Armor piercing -- 20
Accuracy -- 0
Other -- 0

Group Role

Tank -- 0
Damage dealer -- 40
Crowd Controller -- 60
Utility -- 0
Other -- 0




---------------------------------------------------------------------------------------------------
6 times 9 equals 42 (at least in Base 13 it does)

SWG Wiki
SlasherZet
Fri Feb 06, 2004 4:15 pm
#25


THANK THE JESUS FOR THAT!!!


I won't abandon my vision of 2 fighting styles. So you'll get one number for LANCE style and for STAFF styl fighting. Well, maybe there are 3 fighting styles, but I would stick with 2. I reallydon't like halberds much.






Offense/Defense


Offense -- 80/30
Defense -- 20/70

Specials


Bleeds/Wounds -- 40/0
Delay -- 10/20
Snares -- 15/10
Knockdown -- 0/40
AE attacks -- 25/25
Intimidate -- 0/0
Stun -- 0/0
Blind -- 0/0
Dizzy -- 10/0
Other Affects (as presented in game upon this time)-- 0/0

Defensive Abilities

Melee Defense -- 25/25
Ranged Defense -- 5/5
Counterattack -- 0/40

Block -- 20/0

Dodge -- 0/10
Toughness -- 30/0
Active Defensive Abilities -- 20/20

(Active defense stuff - I vote for Stances... but they won't be implemented, so I can as well forget them.)


Weapons

Damage -- 35/15
Speed -- 15/50
Armor piercing -- 35/20
Accuracy -- 15/15
Other -- 0/0

Group Role

Tank -- 10/30
Damage dealer -- 30/10
Crowd Controller -- 60/60
Utility -- 0/0
Other -- 0/0







I will always keep a small hope that something like that will be implemented.


Now the talking part...



I see Pikeman as a bothDefensive(with STAFF) and Offensive (with LANCE) class. There are also few problems with some things - not to dishonor Swordsman (I am one actually:smileyhappy, but I don't see how they could counterattack with 10kg or more weight sword. It should be us who counterattacks (at least with STAFF). Also, like it waspointed in the Swordsman thread, I can't see how such a sharp weapon like a LANCE could't be able to get someone to bleed...


I may add more, if God (I don't believe in him:smileywink gives, the Force be with me and the **edit**ing EDIT button works.

Message Edited by SlasherZet on 02-07-2004 12:18 AM

Z-Rifton
Fri Feb 06, 2004 6:37 pm
#26





Offense/Defense


Offense -- 40
Defense -- 60

Specials


Bleeds/Wounds -- 10
Delay -- 5
Snares -- 20
Knockdown -- 30
AE attacks -- 20
Intimidate -- 0
Stun -- 0

Blind -- 0
Dizzy -- 10
Other Affects --5

IMOwe could use at least 1 unique"othereffect" (pin? guard?)

KD, Area Attacks, and Snares are our strongestpoints, followed up by wounds and dizzy, Delays would be nice just for some extra time to heal back a little HAM and such.

I really like the Idea of two fighting styles for lance and pole.

Defensive Abilities

Melee Defense -- 30
Ranged Defense -- 5
Counterattack (Im guessing this is Block)-- 50

Toughness -- 5
Active Defensive Abilities -- 10

I like the Idea that pikeman activley defends himself so much, but if one hit gets through it can be devastating. After all TKA are all about focusing their bodies to receive punches and such, pikeman are just about defending themselves with long reach and a large area to block/counter with (plus two ends too attack with)

Weapons

Damage -- 40
Speed -- 0
Armor piercing -- 30
Accuracy -- 30
Other -- 0

As it stands we really dont need any "other" things on our weapons because we get some of the best loots in game (Nightsisters....) but I see pikeman as a slow, heavy hitting class, with armor piercing.
However this means we are slow on OFFENSE our defense should be on the very fast end.

Group Role

Tank -- 50
Damage dealer -- 10

Crowd Controller -- 40

Utility -- 0
Other -- 0






All in all because of the slow offensive speed I see pikeman as a powerful tank/crowd controler that can be useful in many situations, however only getting off slow Heavy hitting attacks when the situation calls for it, more likely a pikeman will be a "living wall" for the rest of the group, holding multiple creatures at bay and blocking huge amounts of damage while delivering some to the target (slowly).



=Zarin Rifton=
-Master Pikeman of Scylla-
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