Pikeman Archive

Thread: Why do Range Mods exist for Melee?

CLab2021
Mon May 31, 2004 11:32 pm
#1

I have asked this to my self many times even posted about it once I belive.


Why do range modifyers as they are exist in SWG for Melee combat?


I understand the reason for Range mods, but why do with have the 3 tier system? Every time we are attackiong something once you get close enough to the target it will always go melee, and then get right up on you in the closest range possible.


For example if the mods on the weapon you are using are -3/+5/-6, an you want to get in to the +5 range to attack

you have to pull away from the target, then hope you swing,punch or whatever in that very second you are in range, then the target jumps back in to the closest range.


This is silly, it makes for un-fun game paly, and plain goofy looking when you atempt this.


I understand the reason for this in ranged combat but as melee gose its plain dumb.


Whynot at a Max distance of 10m, and only 1 range mod and each profession has its own 'range'.


TK - +3


1Hand - +5


2 Hand- +5


Pikeman- +7


Using this when in battle, @ 10m is the max distance you land a hit on the target. With in that range the above numbers come in to play. Those numbers up there are just to represent who has the highest, medium, and lowest Range mods. Each weapon in a professions tree would have 1 number for its range mod.


TK's are only using there hands they get the closest range mod


1 Hand, and 2 Hand are pretty similar as they are extending there range with a sowrd, or hammer. Give them the medium range.


Pikeman having the longest weapon gives them the longest reach so they get the Higest range mod.


This makes way more sense to me than the current system.


Any thoughts, flaws or agreements here?



J.I.A.S.F.C
Tholcrist
Tue Jun 01, 2004 4:49 am
#2

simple fix would be to move the 5m mod to the 0 meter mod, there by making it acurate, but hey what do i know, i'm a silly lil customer at the whims of the mighty devs



Vanima Tholcrist-Chilastra
A Calorie Counter You Need To Read
Jenky
Tue Jun 01, 2004 12:12 pm
#3

Kiters will always be a problem, and it is a thing this game will live with until it dies.


Meleers best option is, if they have master brawler, to use Lunge2, which is a KD working 20meters away!

But thís is starwars after all...


"never bring a knife to a gunfight", as they say!



______________________________________
Regarding Star Wars Episode III: "Right or wrong this is my movie, this is my decision, and this is my creative vision, and if people don't like it, they don't have to see it." -George Lucas

"What we do in life, echos in Eternity" - Gladiator
CLab2021
Tue Jun 01, 2004 12:50 pm
#4

Not really talking about Kiter, and yea I am aware of our Lunge2 20m hit, Im more confused why they have a ragne mod system on weapons with 3 levels. What is the point if 99% of the time ,in PvE, that the target you are fighting is right on top of you making the 3 tier system irrelevant.



J.I.A.S.F.C
CLab2021
Tue Jun 01, 2004 4:57 pm
#5






Tholcrist wrote:
simple fix would be to move the 5m mod to the 0 meter mod, there by making it acurate, but hey what do i know, i'm a silly lil customer at the whims of the mighty devs





Humm, well I guess no one else cares Tholcrist, see this is what happens when I try, I always end up failing...thats why I never really try...



J.I.A.S.F.C
Daros
Wed Jun 02, 2004 2:02 pm
#6

/bumpage


Agree here



---------------
Reynna Shadowfire - Lowca
Master Pikeman, Master Brawler, Master Scout, Novice TK, Novice Medic

"Do the people who threaten to quit really think some FotM dotmonkey who tried to buy his way to uberness is going to be missed? Nobody cares if you quit." -annelid0
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