Rifleman Archive

Thread: I died?! but but...I'm me! NERF!

Telakyte
Sun Jan 04, 2004 2:32 pm
#1

For everyone crying nerf because your combat class isn't killing all. A reminder of some things. (and because pvp is still broken to a large degree)


Here's a quick lesson in the "Art of War" as we've seen both in movies, real life, and in short...logic:


1. Ranged Units



  • Pistols - Despite what we all may think, the pistol is not a weapon to bring into a battle. Unless of course you like the idea of getting upclose and personal. In which case expect a hard time doing just that, since that means you'll be in range of your opponent. I guarantee he'll be firing at you. Hence why officers wear them as "sidearms." Even our police don't use pistols in heavy weapon engagements (SWAT Team time) You hope to hit any part of the upper torso and with multiple rounds to ensure eithera gruesome bleeding to death, or putting someone out of their misery

  • Carbines - You're the boysthat charge into the heat of an engagement blazing fire and scarying the little composite boots off your enemies (though right now your enemy simply waits for you to incap yourself :smileywink. You're skilled at breaking through lines and acting as a good offensive unit. You even are well suited for in city battles since you can effectively engage at will, building to building. You cripple your opponets most of the time, since you're not worried bout a sure shot. It's enough to know you've riddled your oppoenent with some good sized laser burns.

  • Rifles - You're the Main thing stopping any units from getting to your positions. Your weapons are made for distance and you're willing to compromise being everywhere at once for being in one place taking out everyone. If someone charges at you, you're ready to mow them down before they can even yell "mai give up!" If they do get close through some act of divine intervention, you're hoping that the riflemanwaving to you from the hillis ready to snipe. The head is always your main target, since you can actually take careful aim.

2. Melee Units



  • Swordsman - You men and women are the muscle of the melee. You believe in not only hitting hard, but hitting where it hurts. You canaim straight for an opponents skull, clearing through mass enemies with ease. The mere size of your weapons can cause fear since they have a good length in range and a sharp blade (or flat head blasting hammer) to go with it. You're not quite accurate, but you know that merely landing one blow can seriously injure your opponent.

  • Fencer - Seeking the balance, the fencers hope to stab viciously at your target's body, cutting him to shreds if necessary. You've sacrificed pure strength and offensiveness, instead opting for a more balanced fight. Optimizing speed with power you're deadly from a short range, and effective at displaying skillful weapon usage.

  • Tera Kasi -A master in the art of hand to hand, the Tera Kasi seeks timing and opportunity to incapacitate his opponent....and in most cases kill. Speed and stealth are your allies. Charging at an opponent in a blind rage is unwise, since in these modern times a quick bolt from a laser may indeed drop even you. Instead, you wait until the opponent is ripe and strike with force of wind. Disabling your enemy is the key, since you do not want him to have the chance to bear a weapon, and so you go for the legs, knocking him down thus never allowing him to rise again.

Now, sadly, most of what we see here cannot be done successfully as the current system stands (hence the revamp of combat/combat classes/weapons). As long as radar in PVP, shooting through terrain, bugs in distances, etc. are allowed, you'll never see a truely dynamic AND stragetic gameplay. I've suggested that radar in pvp be taken off, therefore allying each class to use it's intended bonuses, i.e. hiding, sniping, ambushing from allies/cantinas, waiting behind a hill for a patrol, and so forth. You'd use camoflauge (since we do have great detail and night and day times), and you would be forced to think and not simply hope for the best combination. New combinations would be created, instead of just something that adds more power to your current profession. The possibilities are endless. Perhaps a developer will consider these things.


One final thought is for the overts. For an overt, instead of making a simple "tab, spam attack," without radar, you'd have to manually find and click on your opponent. Therefore making raids even more exciting, since you'll never know if you've mopped up the invaders. Allow overts to be instantly given a uniform/armband to make then visible (taking away the tediousness from just clicking on every person in a starport). You'd then spot and engage. And you the attacked, can have a chance of getting away without radar. Making for true back ally fights, engagements.


A few flashbacks, and a few ideas. Hope this helps, if not encourages. Be safe one and all




"When life throws a curve ball, don't duck...you just might miss something"
Altares
Sun Jan 04, 2004 4:47 pm
#2

You know thats a pretty cool post except for one thing TKA's are incredibly lame their sneak attacks currently consist of attacking people in med-centers and following a group of raiders to TEF the guy in the back of the group during a fight.
Waste93
Sun Jan 04, 2004 5:12 pm
#3

You seem to have forgotten a couple professions. Pikeman, BH, and Commando. Maybe Smuggler and Creature Handler.



Colonel Waste - The Wookiee Crusader
Telakyte
Sun Jan 04, 2004 5:26 pm
#4

Didn't put pikeman up because everyone knows they're in need of a revamp (not as much as chefs, but hey, they're up there). Commandos/Smugglers/Bounty Hunters I didn't post because those are elite profs that require dabbling in other areas, which means they run by a different set of rules. This post was more for the general categories of the ranged/melee classes that rely completely on those skills only.


As for creature handlers.... They've got the best of both worlds as well since they can pick up some ranged/melee combatskills along with their pets (which very in attacks). But, if you want I'll address those in other post


Overall, there's categories and subcategories. This was the overall broad scope of things (ha i said scope on a rifleman forum, even though they're broke visibly). Pretty much the pvp system is in terrible need of a revamp, not nerfing. All classes as it stands just pick up a radar target and have at it. There's general tactics, such as what skills to use, and when to kite....but nothing like real tactics, since those involve sneaking, ambushing, running into cover, etc (ack how in the world did I get shot in the back while behind a mountain???).


And here's somethin to think about. Boba Fettthe infamous BH,generally was at close range when engaging his opponents and even noticed how dangerous it is when he just happened to have his gun sliced by ol Luke (Too bad Jango followed that thought pattern against Windu). You can be great at what you do, but remember, if you're using a pistol and close enough to shoot me accurately....i can shoot you back too


Overall, until PVP is made to use ALOT more thinking, all combat classes can be nerfed, counter nerfed, fixed, made "uber" and everything else, and it's still going to have the major flaw.





"When life throws a curve ball, don't duck...you just might miss something"
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