Pikeman Archive
Thread: Hey Pike's an Range Mod Question for ya
I understand why they are there (the range mods). What I dont get is why there are 3 ranges for melee. With Ranged Weapons I see why theres 3 ranges it makes since. The majority of the time they never get with in 15m of the Mob.
But us melee wea re alwasy pretty much at the nearest range there is. The Mob if its a critter will always get right up on you, and if it is an NPC shooting at us, we run up to him, and then the NPC is right up on top of us.
No being Pike's we all know that our range mods are screwed, but even when they do get fixed it still seems screwy.
In order to get in to our best range(I am assuming that it will be the furthest range mod) we have to Hit the mob, then run 2 fet, rinse and repeat. I just seems silly to me. Since the Mob WILL ALWAYS RUN UP TO US AND BE AT 0m AWAY
It makes more since to me if range mods for melee worked like this:
Instead of having 3 ranges we would have a median of ranges we can hit the target. Pretty much how it is now BUT the + or - to hit the target wouldnot vary if you are in range it would vary for theProfessoins.Itwould be PROFESSIONSPECIFIC.
Example: The range for all Melee would be 0m - 15m, There would be no close, medium, far ranges. As long as you were with-in 15m of the target you would be able to hit them. The accuracy mod applied would be like this:
Unarmed/TKA= +0 to hit,
One-Handed/Fencer=-5 to hit,
Two-Handed/Sowrdsman = -10,
and Polearm/Pikeman = -15.
Now again the reason I think it would be better is when fighting melee THE MOB WILL ALWAYS RUN UP TO US AND BE AT 0m AWAY.
Anyone like this or is it just a retarded idea on my part. Let me know Thanks.
"You swing and Miss"![]()
Sounds like a nice idea, but with all our weapons, (all melee weapons, actually) the range mods are the same for each range, so in effect cancelling out any difference in point black/ideal/max range for melee. As long as you're within your max range, you have the same accuracy mod as you would at 0, works just like what you were saying. Your idea seems a little smarter than what we have now.
antares
master pikeman
Hey antare /wave I have seen some of your Pike resarch here and is good stuff thanks!
I did sorta did mention how are Mods are screwy, should have phrased it better
"Now being Pike's we all know that our range mods are screwed, but even when they do get fixed it still seems screwy."
So yea beaically what we have now is they way I want it to work, but "they are looking in to it" for us..
....and are range is -50, or so..lol..
And as far as all melee weapons have one range mod..I have been playing all 4 branches in melee as of late, and I notice a change in the to hit #. But again its effectivly going to end up being the closest ranged mod anyway, as the Mob will step up to you and be at 0m away.
So if the Mob always does that there really is no point in to having 3 ranges for melee classes.
Hi! and thanks!
I agree, there isn't much point in melee having 3 ranges, but at least melee weapons have the same range values so it kind of works out ok, currently.
antares
master pikeman
Yea Kinda...lol...If they fixed our range mods it would, but from what I understand they cant fix us, its the weapons mods they need to fix. It was supposed to be patched in a while ago for the Weaponsmiths but hasnt been.
....
...Id be ok with having 3 ranges, IF they added a Grab/Stick command which would allow us to force the Mob in to our best range (for all brawlers) and stick them there for 10 seconds...much like War cry. Or better yet add that to Warcry.