Pikeman Archive
Thread: A simple way of fixing the Ranged vs Melee problem!
Now here is the solution allow Fencers, Pikemen, Teras Kasi Artists and Swordmen to run faster then their ranged weapon adversary. This is similar to terrain negotiation but instead of letting you walk/run up slopes faster it lets you walk/runeverywhere faster. This is not like burst run because it it always working.
Here is how it should be put into the game. When a Brawler reaches a novice elite profession like Fencers, Pikemen, Teras Kasi Artists and Swordmen they get a +20 walk/run speed then when they master it they get another +20 walk/run speed. This should allow a Fencers, Pikemen, Teras Kasi Artists and Swordmen to close the distance to a ranged adversary quickly. The reason brawlers should not get the +20 walk/run speed at novice is because then ranged weapon users could get the +20 walk/run just by becoming a novice brawler
I think people should move slower the bigger their gun is. Could have it got in accordance with the melee damage multiplier that ranged weapons have for wielding them when you get hit.
Pistol wielders go slightly slower.
Carbiners go moderately slower.
Riflemen go a lot slower
Then they wouldn't be able to just run away and shoot with perfect accuracy over their shoulders.
I also get a problem with out of range messages, even though it says I am in range(a number appears next to there HAM) it will not hit. This is really bogus as you are in range and still cant take a strike. They really need to fix melee characters. I am also sick of stopping in mid run when I go into or out of combat.
They should make players/creatures run slower when attacking with a ranged attack.
My personal suggestion is a continuesly firing snare ability, maybe a high end weaopn effect or skill, or just a combat effect, when being attacked in melee you simple can't move very fast. You can't dodge people while your running- it's stupid. Yet here you can. I also think if they used this idea, they should give pikeman an ability that functions as a root.. maybe a "leg breaking" attack, because were SUPPOSED to be targetting peoples legs. I dont know about you guys, but the last time I got hit in the legs with a long metal pole, I was uot for a few DAYS. x_X
I'd rather see it to where ranged players lose all accuracy while moving. Pistoleers would still get their bonuses for moving, which would give them some chance of hitting,but everything else would have a verysmall chance athitting a moving melee player.
marksmen and especially rifleman should definatly get reductions while moving. if you're laying prone with a sniper rifle and some dude with big axe rushes you, you can't just jump up and while on the move, eyeshot him and knock him out.
that's why you snipe. so you don't have to move.
the issue comes because if you're close up to someone you can punch them, running or not.
when fighting crystal snakes on yavin, they always step (slither?) like 1m out of range and then attack. when i walk up to them, i can't hit and run at the same time and get a horrible to hit reduction. i miss one shot before the slither 1m out of range again.
just stupid.
i like the leg break idea, but the only way i've been able to kill somethings is because i have ranger traps and can mesh them to the ground, but so far there's no ranger traps that work on npcs/players.
forgot
i also have a really high terrain bonus (forget what it is, but better than IV, i'm in ranger) and it doesn't matter. i can run up hill faster than on flat ground, speed is not the issue. it's the fact that i can't hit and run at the same time. the ONLY way i've been successful is to burst run past them and wait, hoping that they'll run through my path and i'll get a swing. than do it agin. this technique doesn't work, however, so i'm not offering it up as a solution. it's not cool that this is the best we've got.