Pikeman Archive
Thread: Real Solutions
all right. here is what i would do. And i think it would make most every one happy.
In PvP-
Ranged weapon users do 75% damage to other ranged weapon users. and 25% damage to melee users.
Melee users do 100%(200% to rifleman who let you get that close while they hold a rifle)damage to ranged users and 50-75%(i can't decide) to other melee users.
This would give melee's a valuble edge, that still dosen't over power us. It gives us our 'chance'. A time to shine, and it EVEN makes sense. It seems realistic and everything.
Berserk- Free to use(no HAM costs)- X2 damage- apoun a succesful hit with berserk Pikeman and swordsman take30 HAM damage, and One handed sword and Tera Kasi take15. When a miss occurs, you take a SET 10 damage but your next attack comes up almost imidiatly(TKAs should only take 5 HAM damage since their next move would come up that fast anyway.
I haven't given a ton of thouht to specific numbers becouse i am at work and have a job to do. : ) And i can't really test them.
or maybe berserk could work as a, 'the more damage you take the more damage you do' kinda thing. Or be relitive to your current helth situation.
Horrible accuracy modifiers mixed with excessive HAM- When we miss we take 25% of the HAM the special would normaly cost. Simple and clean.
But this would only affect melee people, since ranged users put the same effort into a shot that misses as they do inone that hits.
Horrible range modifiers in general- if all the stuff i mentioned already gets fixed I see no reason to change the range modifers. When we become Masters we will hit more than enuff.
Range on Vibro weapons- common, we know what needs to be done to this- FIX IT. it has the range that a unarmed has, what good are area attacks that only hurt people standing on your head?
Thats all, I hope you guys will give thought to the concepts i have laid out and not flame me becosue you don't agree with specific numbers, although comments on the numbers are welocme and encoruged(i can't spell). The numbers are just to show you what i am thinking. Without testing i can not say if they are unfair or not.
Ark
XOXOXO
that also would be a worth while way of doing it. You would have to +doge+ and +block+ a lot of stuff though to equal the defense modifiers. But your idea would also defend against status effects that mine wouldn't without some other mod. Like ranged people have a 30% chance of doing what ever status effects they were trying to do or some such thing.
Your idea is more straight forward. i like that. But a little bad luck could cut thru the block and counterattack defense.
Who knows. That is why we discuss.
I'm sorry, but I don't see a point at all to damage increase.
The problem in PvP isn't the damage we do, its the fact that we rarely get close enough to inflict it.
Maybe I'm just crazy, but I tend to think that melee people would generally be quicker in battle than ranged folks. Maybe an in combat speed increase for melee? We should also be able to hit(non-specials) while running.
Of course, this includes fixing the horrible accuracy that current vibro weapons have.
How does this prevent a guy with any ranged weapondoing the chickendance (run around a brawler in circles, firing while his torso twists to a painful degree)? Seems to me the only way I'll hit a guy in PvP is if he isn't looking....
Themble
i said this somewhere else anyone who gets master in a melee class should get a 10% speed mod that would help us catch them and since u gotta be master to get you will not have all the shooters doing the melee tree to achieve, set it up so if u get any shooter skill u can not get the 10% skill mod thats in the melee treeunless u unlearn shooter skills
if anyone likes this post it on more of are boards maybe it will get some notice then or a variation of it ![]()