Pikeman Archive

Thread: About Misses and Weapons

rook818
Sat Aug 09, 2003 9:45 am
#1

Lets face it, the reason we miss as often as we do is our choice of weapon. We have 3 low level weapons to choose from, Reinforced Combat Staff, Metal Staff and the Wooden Staff. Then we have 2 high/mid level weapons to choose from, Vibro Lance or the Long Vibro Axe. Not a lot of choices...Plus,no other class faces the kind of severe penaltes on high end weapons that we do. Take a look at a random sampling down below:


RANGED:


E11 Carbine
Avg. Attack Mods : 40/0/-80


CDEF Pistol
Avg. Attack Mods : 10/36/-80


T21 Rifle
Avg. Attack Mods : -90/0/0


MELEE:


Vibro Knuckler
Avg. Attack Mods : 7/7/7


Vibro Blade
Avg. Attack Mods : 5/5/5


Vibro Axe
Avg. Attack Mods : -20/-20/-20


PIKES:


Wood Staff
Avg. Attack Mods : 14/14/14


Metal Staff
Avg. Attack Mods : 0/0/0


Reinforced Combat Staff
Avg. Attack Mods : 10/10/10


Long Vibro Axe
Avg. Attack Mods: -50/-60/-50


Vibro Lance
Avg. Attack Mods : -30/-30-30


The most powerful weapon in the game (to my knowledge) is the T21, it does 110 - 405 dam, and even it, doesn't suffer the kind of universal penalties that we do. The only weapon that comes close is the Vibro Axe but they don't have it near as bad as we do. What we need is a high level alternative to the LVA and the Vibro Lance. Something that balances damage and penalties better. It doesn't have to do the same dam as the LVA, just something moderate and appropriate for any Elite Pikeman.


What do you all think?

Master_Lowbacca
Sat Aug 09, 2003 9:49 am
#2

I agree that our weapons need to balance the mods better with damage and such, but hell....I'd be happy just to get some better defense mods in the defense tree....I mean pikeman is a defensive profession, not an offensive one. Offensive would be fencer and heavy swordsman. Even tkas are more of a 50/50 between defense and offense....or SHOULD BE. Really the whole melee set needs some major balancing issues fixed.



Zyarcah
Scout 4,0,4,2
CH 1, 2, 1, 1
Rifleman 1,1,2,1
Medic 2,2,2,4
Fencer 0-0-1-1
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