Pikeman Archive

Thread: Current Pikeman Issues

chardin
Tue Sep 21, 2004 8:35 pm
#105

I am all for makign the profs what they are supposed to be! most profs are what they should be (excluding a few flaws
i.e swordsmen being able to get a 1.9 speed or higher, high hitting weapon) so what i think needs to be done is add to make us better in that catagory but KEEP OUR DEFENSES THE SAME! (i.e the defense vs. ___ and melee defense) but make block just as effective as swordsman's counterattack. IMO the LVA needs to be heavy AP with the speed increased a little bit. Th VL needs to maintain its electricity dmg but raise the min and max dmg a tad. also i would choose that hit3 be changed from a posture change to maybe stun + dizzy? stun + blind? something! the posture change does suck when using it on a KD'd opponent. Have the action bleed tick a little bit more as well. im more for having each profession have its ups and downs instead of having others much more effective than others. Having our dmg and speed close to or higher than swordsman is what would be most prefered but we are more of an area attack, state giving type so maybe give us some more states to apply than just stun and dizzy. BUt for me the biggest is the heavy AP on the LVA. Maybe put a bit more OOMF into leghit3 or enhance the dmg output on spin 2? atm stun 2 is the better area attack for me. These are the main changes I would like to see from the combat rebalance. (ps i know its a little all over the place)
From what I understand Pikeman is a HEAVY hitting, rather slow, low defense profession which gives off many states [like carbineer]and meant for area attacks, and thats what i want
thanks for the time and post any comments here



.:x:.TEH OMARRI.:x:.
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Crawler
Tue Oct 05, 2004 6:18 am
#106

There is zero sound associated with polearmleghit3 - total, completesilence. Gimme some noise! And pleasepleaseplease take the friggin posture change offa polearmhit3.
Totenbach
Sat Oct 16, 2004 4:34 am
#107






antares_Kauri wrote:

I'm beginning to wonder how things would be if we did get even more accuracy...we are no longer the most inaccurate profession, we do good damage, and at master can definitely manage in some way or another. We do not stand out in any one particular field and our defenses (mostly the toughness/block combination) are our large issues now it seems. We are not as broken as I see people mentioning in different posts. We used to be, but have slowly gained a few things here and there to make us passable.


With all our potentially-powerful reliablylooted weapons and the good damage we already do, I fear a backlash or some other effect that might come if we received things like more defenses or more accuracy or speed. We need to have something to stand out on, most definitely, but we want to be careful to not make ourselves too overpowered. If it wasn't for the DoT weapons, we would be one of the worst pvp professions in general, but with them, we are one of the best. Like a close-range CM with extra, powerful melee skills. I just don't want to see a backlash or any sort of overpoweredness. I hope the NS weapons don't come back to bite us in any way. I think it says something about the state of the profession if we have to rely on looted weapons to bring us up to par or above.


antares

master pikeman






Hmmm, let me see. The main reason I lose in pvp is DoT. Not of course a pistol bleed, or something as silly as that but to DoT's from CM's or Pikemen. Now, you could argue all day back and forth about other defenses but coming from one if the best stacked templates def wise(Master Pistoleer/TKM/4,4,4,0 Fencer) myself, I find it does not matter vs DoT warfare. As for the rarety of the drops on pike weaponry?? Where is that and how?? Every pikeman I run into is carrying lances capable of rendering me dead within minutes. So, seeing as they are obviously not balancing anything at all, all they ever do is make something stronger within a prof every time they get enough cries for nerf against another prof (CM nerf?? whats that?? ohhhhh, just live 4 seconds now to wipe ot whole groups...lol) I'm joining the ranks of the new fotm (Rifleman/Pikeman) until I see something change. Can't beat em, join em I guess



*Look not into the abyss, for when you do the abyss shall also look into you*
Totenbach
Sat Oct 16, 2004 4:38 am
#108

Forgot to add, this also from a guy who took the famous 823 dam initial hit from poison tonight in theed (cm overpowered??? nah....) and as for my soon to be new template..run jedi run, cuz all i gotta do with a pike is last long enough to land a few dots then run out of his range(which is easily done, even with pikeman) and blast him down with a rifle.



*Look not into the abyss, for when you do the abyss shall also look into you*
Covertops24
Mon Nov 15, 2004 5:24 am
#109

i'm new to the pikeman prof, so please don't go off on me for voicing some things i've noticed, that have more than likely been discussed.


for one thing, we need more pike/polearm weapons. i like my long vibro axe, but i don't see myself using the damn thing till i master. maybe i havn't seen all the weapons we have, like i said i'm new to the profession.


another thing is, we need some kinda range thing fixed. -46 to hit? sometimes i luck out and get -30 and thats when the powers at be see fit to give it to me. now thats with a range of 2m. am i missing something as to a power up or what not? i've seen a few but not much to fix the range thing.


the damage to me isn't a problem. i do over 1k on yellow conned stuff, sometimes on red. if theres something i'm missing please let me know. so to recap i think we need the range thing fixed most def, cuz thats kinda ridiculous . i hate missing 7 times in a row. well my record is now 10, got that earlier this morning. the weapon issue, i do know there are ns stuff but i have no idea where to get them other than spending an arm or a leg to buy one from a vendor. umm i think thats all i've noticed. i like pikeman, i think its a kool prof, but we need some fixin. theres a lot of techno stuff i'm missing. yes i do understand that but i'm sure some of the other pikemen have addressed them as i have done with these.


oh another thing, i think we could use a little more melee defense. personnaly it looks good right now, but i havn't dabbled in the pve arena yet. also, some of the threads are really old so either pikemen is dying out or no one cares. i care. thanks for reading.



Skitevez
Dark Abyss Elite
annelid0
Mon Nov 15, 2004 11:24 am
#110


Covertops24 wrote:
also, some of the threads are really old so either pikemen is dying out or no one cares. i care.



We care, but there's not much we can talk about now that hasn't been discussed a million times already. Once the combat upgrade gets up to speed and more information is released to the general public there will be a lot more to talk about in here.



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

Covertops24
Mon Nov 15, 2004 12:16 pm
#111

yeah thats what i saw myself. i was REALLY tired haha when i wrote that so, i prolly shouldn't have said that. it does look like all the issues have been discussed. thanks again




Skitevez
Dark Abyss Elite
Novock
Mon Dec 13, 2004 10:58 am
#112

My thoughts in blue. They are just suggestions for consideration.




Gunman21 wrote:








Here are the currenttop issues for Pikeman. I saw a lot of people requesting aspecificthreadfor there so here ya go


Please note that this is not a discussion thread. If you would like to discuss adding/removing an issue, please start a new thread.


Thanks


Top-5:



Damage:


According to the description, Pikeman are "The hardest hitting melee profession." However, this is not reflected in the game. Polearm damage is mediocre at best, and needs to be increased


Suggested Solutions:


1) We need our Polearmhit3 modifier to be a x4 attack instead of a x3 attack

3) Heavy AP should not be out of the question for a hard-hitting profession, especially fora melee profession with short range and (easily-defended against) Kinetic damage.

or maybe consider giving us a spinattack3 or areattack3. This would give us anothe route to be the hardest hitting proffession. In groups we would outdamage by a landslide but one one we would not be the highest DPS most likely swordsemn would still fit that role. Just a suggestion.


Accuracy:


Two months ago, a change was made to polearm weapon accuracy mods. This change was a band-aid to tide us over untill the combat balance. However, the combat balance has now been delayed and accuracy is still an issue for us.


Suggested Solution:


At ideal rages, Long Vibro Axes and Vibro Lances should have positive range modifiers.

Agree our accuracy stinks.


Defenses:


Pikeman have very low defenses, mainly toughness. This affects us negatively as we take more melee damage than any other melee profession.


Suggested Solution:


Change the +4 toughness modifiers in boxes 3 and 4 of the brawler profession to +10.

Agree. Another suggestion though would be to add toughness in the weapons. A heavier weapon may move sloer but have a added toughness bonuses where a lighter (metal staff) may have no reall toughness modifiers but incredible speen and accuracy. This might be an interesting way to give us missing pieces and a little more use out of all our weapons rather than just the LVA. (this idea would be negated if the CU is converting the toughness to a generic melee toughness for all professions. Stacking would obviously be a way to get our increased toughness then)


Block:


Block is ineffective, and needs to be balanced to dodge.

Dodge is obviously the best active defense and block is the worst. I agree that it should be a bit more comparable unless we are given some other advantage. This is just a shot in the but there has been a pic floated around teh community of teh staff for froid henchmen in the upcoming Episode 3. It has been suggested that this pike in the movie would have lightsabre resists. Now if something like this made it into the game I believe I could suffer out the block issue if we had a polearm that could block lightsabre. That would be quite nice but again thats a shot in the dark there.


HAM costs:


Pikeman have huge HAM costs. With the combat balance delay, we request a decrease in our HAM costs as a temporary measure untill the new HAM system is in place.

Our HAM suck!


'Extra Issues'


Spin/AOE:


These two attack stylescomprisenearly half of our profession. However, there is very, very little difference between them. AOE has status effects, whereasSpin hashigher damage. Something needs to be changed to seperate these two types of attacks away from one another better. Also, Stun and Stun2 are rendered useless when compared to polearmhit2, polearmhit3, and AoE2, and should be redone to give more variation to the profession.


Uniqueness:


Pikeman have excellent animations associated with our moves. However,each attack we have is either a clone or a semi-clone of other attacks in various professions. Pikeman need a skill/ability/attack that is unique to the profession and viable to combat.

Energy Lance:

Axkva Min's resistances need to be changed as to allow pikeman to deal damage to her. (Electricitcal or Kinetic damage types)


The Energy Lance needs a great increase in stats:



  • Heavy Armor Piercing

  • Higher Maximum Damage

  • Improved disease dots

Attachments:

Polearm Damage Attachments do not work


Most Wanted Weapon:

http://www.darklords.net/cemp2-1.jpg


Or the wookie pike


Or the droid henchmen pike any of the three would be nice. All three would be party time



My one dream request (beside the droid henchamn staff /drool) is to have an attack animation similiar to that of the jedipolearm spinattack2. That spinning of the pole is awesome. I love to watch it when the nightsisters do it it just rocks.


Message Edited by Gunman21 on 06-10-2004 09:53 PM


Message Edited by Gunman21 on 06-10-2004 09:55 PM



I'm not sure what all we're looking at getting in teh CU but I hope gunma21 and the testers are pulling for some cool stuff to set pikeman apart from the others, that is make it more distinct and of course more fun. Rock on pikeman!!



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

VacaXXX
Tue Mar 01, 2005 7:04 am
#113

i was looking around the board, and I noticed that most of these issues still stand today..............



Vaca Dormir


-Master Pikeman-




Yo-Ma
Thu Mar 17, 2005 9:54 am
#114

is it me or is this a bit outdated?





Gunman21 wrote:









Top-5:



Damage:



1) We need our Polearmhit3 modifier to be a x4 attack instead of a x3 attack






i thought hit3 was a 4x dmg multiplier already.

http://forums.station.sony.com/swg/board/message?board.id=pikeman&message.id=30272


also, is hit3 still a posture down attack? i would think that would be a HUGE issue, if not my number one issue with pikeman. if you have an enemy KD/dizzy, and you use your master level attack, you end up popping them back up. that's a HUGE problem. you're forced to use area2 as your main attack instead of hit3. the damage output difference there is 2.75, versus 4.0.


i havent trolled through all of the pikeman forums yet, but is this not an issue for you pikemen?!
Yo-Ma
Wed Mar 23, 2005 4:27 pm
#115

god this pikeman forum's a joke.
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