Pistoleer Archive
Thread: Parts of the Combat Balance to be rolled out in Publish 7
Randonb wrote:Thunderheart has disclosed some information on what is planned for Publish 7. Here is the stuff relevant to Pistoleers:-Defensive modifiers will be getting a hard cap. No more stacking Pistoleer/Fencer or what have you to be nearly unhittable. There is expected to be some benefit from the stacking, but it will be limited. The cap has not been publicly disclosed yet.-Melee attackers will get a bonus to hit against ranged combatants. I am trying to find out if this applies to Pistoleers as well, since this is to replace the removal of the melee damage multiplier agianst Carbineers/Riflemen.-Dodge enhancing food will decrease your chance of being hit.-Initial strike damage from bleeds will target the appropriate pool, rather than be random HAM.There you have it. He has a whole slew of other information (some combat related, some not) that he plans on posting pretty soon.
So Melee types will beable to kick our butts more than they already do?
Message Edited by DrakeWindwalker on 02-20-2004 08:22 AM
PLEASE Randonb bug them to fix our specials! like PMD2
I already get my butt served to me on a platter by TKMs - I cant believe they are going to improve Melee! They already win most PvP and it seems like 75% of people on my server are TK/something now.
Sigh. So our best special is still gonna be stopping shot ? What a waste...
The only way we should be able to beat a TKM in 1 on 1 PvP is if we can kite them. Up close they SHOULD kick our butts. That said... Stopping Shot should be a ranged knock down. Of course, I guess we could just use Suppression Fire from Ranged IV. I've never tried that in PvP before though. Does it work?
Anyways, if you accept a duel vs a TKM in the starport and start out within 20m of the TKM, you deserve to lose the duel.
You basically gave yourself up to the lunge, KD/Dizzy, spitting rawl spam.
I agree though, our specials need to be fixed as well.
I agree with finally fixing defense stacking. If I wasa dev, combat professions would give specific defenses and non-combats would give general defenses (like specific aims for rifle, carbines and pistols and general aiming from the support discipline.) The specifics wouldn't stack with each other, but would stack with the generals. So you get the defense bonuseswhen using the weapon that earned you the skill box. I'd also not allow speeds to stack from the BH discipline. That's just my beliefs though. ![]()
Nifty wrote:
The only way we should be able to beat a TKM in 1 on 1 PvP is if we can kite them. Up close they SHOULD kick our butts. That said... Stopping Shot should be a ranged knock down. Of course, I guess we could just use Suppression Fire from Ranged IV. I've never tried that in PvP before though. Does it work?
Anyways, if you accept a duel vs a TKM in the starport and start out within 20m of the TKM, you deserve to lose the duel.
You basically gave yourself up to the lunge, KD/Dizzy, spitting rawl spam.
I agree though, our specials need to be fixed as well.
I agree with finally fixing defense stacking. If I wasa dev, combat professions would give specific defenses and non-combats would give general defenses (like specific aims for rifle, carbines and pistols and general aiming from the support discipline.) The specifics wouldn't stack with each other, but would stack with the generals. So you get the defense bonuseswhen using the weapon that earned you the skill box. I'd also not allow speeds to stack from the BH discipline. That's just my beliefs though.
It looks like the upcoming combat balance could nerf us even more. If we're supposed to lose every fight that's within 20m of a TKM then we'll remain the most gimped class of them all since everyone wants to cap our range at 40m or something crazy like that! We'll have to fight within 20m of our opponents.
BTW: What good is Warcry to a brawler if he can't attack while his opponent is delayed? Wouldn't that be just delaying yourself also?
Hawaii5_o wrote:
It looks like the upcoming combat balance could nerf us even more. If we're supposed to lose every fight that's within 20m of a TKM then we'll remain the most gimped class of them all since everyone wants to cap our range at 40m or something crazy like that! We'll have to fight within 20m of our opponents.
BTW: What good is Warcry to a brawler if he can't attack while his opponent is delayed? Wouldn't that be just delaying yourself also?