Pikeman Archive

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

Mercurion
Fri Feb 06, 2004 7:57 pm
#27


Offense/Defense


Offense -- 40

Defense -- 60

Specials


Bleeds/Wounds -- 20
Delay -- 0
Snares -- 0
Knockdown -- 40

AE attacks -- 25
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 15

Other Affects -- 0


Defensive Abilities

Melee Defense -- 25
Ranged Defense -- 15
Counterattack -- 5
Toughness -- 25
Active Defensive Abilities -- 30

Weapons

Damage -- 35
Speed -- 25
Armor piercing -- 20
Accuracy -- 20
Other -- 0

Group Role

Tank -- 40

Damage dealer -- 20
Crowd Controller -- 40

Utility -- 0
Other -- 0



/ / / / Zenom | Ce'tith \ \ \ \
Teras Kasi Master | Bounty Hunter Scum
\ \ \ \ Chilastra / / / /

BuriedLight
Fri Feb 06, 2004 8:39 pm
#28

Offense/Defense

Offense: 70

Defense: 30

(our defense should be an extremely good offense, nothing should reach 0m except on rare occasion.)


Specials:

Wound/Bleed:20 (More leverage=more damage and greater pain)

Delay: 5

Snares: 10

Knock Down: 25

AE attack: 20

Intimidate: 0

Stun:10(again leverage would stop me what i was doing if i got hit over the head with an axe, even the broadside of an axe)

Blind: 0

Dizzy:10 (things should get lightheaded from blood loss and sharp pain from where they were stabbed.)

Other Abilities: 0


Defensive Abilities:

Melee Defense: 35

Ranged Defense: 20

Counter Attack: 10

Block: 20

Dodge: 0

Toughness: 15

Active Defensive Abilities: 5


Weapons:

Damage: 10

Speed: 0

Armor Piercing: 80 (poking people with pointy objects should hurt them regardless of how strong their armor is!, if an arrow can go through it so can a pike with greater mass behind it, even at a slower acceleration it makes no sense for anyone not to be able to be stabbed...)

Accuracy: 10

Other: 0


Group Role:

Tank: 10

Damage Dealer: 20

Crowd Controller: 70

Utility: 0

Other: 0

Pikemen are strictly used to create places in battle where you do not want to go, fortunately for the longer weapon, the pikeman creates a 10 meter radius rather than just a lousy 2 meter radius which people would be in the danger zone, a group of 3 pikeman strategically placed 20 meters between each of em should be able to successfully "herd" any group of anything in any direction you want... on the other hand they should not be taking damage, they should kill stuff before it gets to them. They should be able to knock down anything, a swift hard blow to the ankle of anything should make it fall, if not passing out from pain the fact that they have no more foot attached to the rest of their leg... Pikemen need a special ability that allows them to push enemies back out of attack range for all other melee classes, maybe even pin them to the ground. Also I know I'm going to get yelled at for this but we should have the same accuracy we do, because it is hard to place a hit where you want if its far off, on the other hand if you are not going to increase our attack range to a decent distance farther than the rest of the melee classes than we should get more accuracy unless the target is at 0m from us.



Glaurung: Sunrunner (ok so im not quite pikeman... but working on it... and not cause a holo told me to...)

Dancer: 2-2-1-1

Entertainer: 0-0-4-4

Brawler: 2-0-0-3
OutbackWookiee
Fri Feb 06, 2004 8:47 pm
#29






Gunman21 wrote:
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.







LMAO!


Since when?




LegwandLongfellow
MasterPikeman/Brawler
TKA/Fencer/HeavySwordsman
There'sabigblackholegonnaeatmeupsomeday
Somedayfadesaway,likeamemory


vze1
Sat Feb 07, 2004 1:20 am
#30

Offense/Defense


Offense -- 60

Defense -- 40

Specials


Bleeds/Wounds -- 10
Delay -- 5

Snares -- 5

Knockdown -- 30

AE attacks -- 30
Intimidate -- 5
Stun -- 5
Blind -- 0
Dizzy -- 10
Other Affects -- 0

(Snares is the ability to slow down a running enemy if i got it correctly... we pikers should be able to stick a pike between his legs and trip the m0f0)


Defensive Abilities

Melee Defense -- 25
Ranged Defense -- 15
Counterattack -- 30
Toughness -- 30
Active Defensive Abilities -- 0

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


Weapons

Damage -- 50

Speed -- 0
Armor piercing -- 25

Accuracy -- 25

Other -- 0

Group Role

Tank -- 20
Damage dealer -- 30

Crowd Controller -- 50
Utility -- 0
Other -- 0

MasterOfCombat
Sat Feb 07, 2004 1:51 am
#31

Offense/Defense


Offense -- 60
Defense -- 40

Specials


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

(Snares is the ability to slow down a running enemy if i got it correctly... we pikers should be able to stick a pike between his legs and trip the m0f0)


Defensive Abilities

Melee Defense -- 15
Ranged Defense -- 15
Block-- 30
Toughness -- 30
Active Defensive Abilities -- 10

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


Weapons

Damage -- 40
Speed -- 10
Armor piercing -- 20
Accuracy -- 30
Other -- 0

Group Role

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


I see the Pikeman as a hard hitting second line of defense, but think that the various polearms (3 different styles are presented i believe, based upon the weapons)need to be represented by the stats on the weapons. ie faster staffs with no AP and moderate damage and good range modifiers. Lances with OK range modifiers, a little slower and some AP, and Heavy weapons (like the LVA) which are slower and less accurate, but hit hard. Also, as it stands, crowd controlling abilities only seem to work well if either A) You're a good tank, or B) you can spam the attacks. Currently, Pikeman has neither of these, although repeated use of the basic lance can provide some help towards the "spam" end of the spectrum, its not really feasible against high level content. Both A and B are key towards creating a character truly able to perform crowd control.



Tosedred -
Teras Kasi Artist 4000 |
Master Swordsman |
Master Brawler |
Master Pikeman
vonbloodworth
Sat Feb 07, 2004 10:17 am
#32



Offense/Defense


Offense -- 70
Defense -- 30

Specials


Bleeds/Wounds -- 10
Delay -- 5

Snares -- 5

Knockdown -- 25
AE attacks -- 50

Intimidate -- 0

Stun -- 5

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

(WE ARE CROWED CONTROAL)


Defensive Abilities

Melee Defense -- 25
Ranged Defense -- 20
Counterattack -- 30
Toughness -- 25
Active Defensive Abilities -- 0

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


Weapons

Damage -- 50
Speed -- 0
Armor piercing -- 30

Accuracy -- 10
Other -- 10
Group Role

Tank -- 30
Damage dealer -- 20
Crowd Controller -- 50
Utility -- 0
Other -- 0


crowd controal.....let the tka's be the self blowing...i mean buffing people....>.>...<.<....O.o


we controal the crowed...making them atain statis effects and others...but mostley we keep the crowed at bay and "hold the line"


Message Edited by vonbloodworth on 02-07-2004 09:18 AM





Trucegore vonbloodworth,wonderhome
Mayor/guild master

Pikeman, Polition, Merchant,Master Artisan
***** Im easy to talk to once people get to know me, but holding my personal audiences on a throne of bloody skulls tends to put them off at first. *****
Moheb
Sun Feb 08, 2004 11:18 am
#33

I'm with Gunman on this one. We're meant to be heavy hitters, and our AE attacks *should* be our bread and butter


Behom/Moheb


Aros_Atox
Sun Feb 08, 2004 4:20 pm
#34






SlasherZet wrote:


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





i almost completely agree with this one. My only revision would be to change the staff armor piercing to 10 and increase its accuracy by 10.
CommandoCreatureHandler
Sun Feb 08, 2004 6:09 pm
#35


Offense/Defense


Offense -- 40

Defense -- 60

Specials


Bleeds/Wounds -- 10
Delay -- 0(we already have warcry so why do we need more?)
Snares -- 30

Knockdown -- 35

AE attacks -- 15
Intimidate -- 0
Stun -- 0
Blind -- 0
Dizzy -- 10
Other Affects -- 0


Defensive Abilities

Melee Defense -- 20
Ranged Defense -- 20
Counterattack -- 40
Toughness -- 20
Active Defensive Abilities -- 0

Weapons

Damage -- 30
Speed --10
Armor piercing -- 25
Accuracy -- 35
Other -- 0

Group Role

Tank --30

Damage dealer --60
Crowd Controller -- 10

Utility -- 0
Other -- 0




cheb
Aristo
Sun Feb 08, 2004 8:06 pm
#36


Offense/Defense


Offense -- 40

Defense -- 60

Specials


Bleeds/Wounds -- 10
Delay -- 0

Snares -- 20

Knockdown -- 20

AE attacks -- 20
Intimidate -- 0
Stun -- 10
Blind -- 0
Dizzy -- 10
Other Affects -- 10 (short duration fear such as warning shot)


Defensive Abilities

Melee Defense -- 30
Ranged Defense -- 30
Counterattack -- 20
Toughness -- 20
Active Defensive Abilities -- 0

Weapons

Damage -- 20
Speed --20
Armor piercing -- 25
Accuracy -- 35
Other -- 0

Group Role

Tank --40

Damage dealer --20
Crowd Controller -- 40

Utility -- 0
Other -- 0
OutbackWookiee
Sun Feb 08, 2004 8:58 pm
#37






Moheb wrote:

I'm with Gunman on this one. We're meant to be heavy hitters, and our AE attacks *should* be our bread and butter


Behom/Moheb








If you want to be a heavy hitter with no defenses go be a swordsman. They fit that bill.



LegwandLongfellow
MasterPikeman/Brawler
TKA/Fencer/HeavySwordsman
There'sabigblackholegonnaeatmeupsomeday
Somedayfadesaway,likeamemory


Envoy3113
Mon Feb 09, 2004 7:39 am
#38

I gotta agree, pikemen in history (rl and swg) are defensive roles. Royal guard, Jabba's guards. Also in history there is nothing really defensive about TK (martial arts, to a degree of course, but fighting unarmed brings the methodology of finishing the job as quick as possible, there is no long term 'tanking' ability involved in unarmed unless your in a ring with gloves and bystanders). Fencers of course train extensively to parry incoming attacks, but in a realistic manner if the next guys weapon is 10 times as heavy the notion of parrying said weapon is no longer an option, but if they see an opening you get skewered.



Now for the concept of aggro, picture 4 people running at you. One of em has no weapon, the other is carrying what resembles a tire iron, the next has a very large bladed sword, the last has a massive staff with a large axe blade on the end of it. When confronted by these four if you had the opportuntity to disable 2 of them before the attacks started taking place which two would you choose? Granted common sense doesn't always prevail, but being new, wanting a tank and looking at the classes the migration is toward the two classes that SOE says can't tank. Regardless if history tells us they can.





There comes a time in every mans life when 86 years is just too damn long...
Milgram
Mon Feb 09, 2004 10:46 pm
#39

Offense/Defense

Offense -- 60
Defense -- 40

Specials

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

Defensive Abilities

Melee Defense -- 55
Ranged Defense -- 15
Counterattack -- 20
Toughness -- 10
Active Defensive Abilities -- 0
thingy)

Weapons

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

Group Role

Tank -- 25
Damage dealer -- 25
Crowd Controller -- 50
Utility -- 0
Other -- 0




I'm With-Stupid n I-am With-I'm
The Jedi Jeweler - Outside Theed at -3990 4485
I go Bakersfield Chimp on Krayts and Nightsisters. You Savvy?
- I support keeping & balancing the current combat system You can too


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