Swordsman Archive
Thread: Please post your issues here :)
Hiya all....
Thanks so much for all the feedback i got from you guys so far....keep em coming ![]()
I created this thread in order to give you a quick overview again about how i thought we could organize this and how i intend to proceed as my choice of using the subject line "Greetings" in my initial post wasn't very well chosen. As stated before please feel free to comment or tell me if you are not happy with something or have an idea how to improve things regarding the way i intend to handle this:
I was asked to report once a week the top 5 issues of our profession. I decided doing that on fridays in case there aren't any extraordinary issues.
I basically would like you to post all your issues in this thread please. I will check it on a regulary basis.
If i feel that there is an issue where we would need further explanation about, or to get a better picture what the overall opinion in our community about that issue is, i will create posts with "SWORDSMEN'S ROUND TABLE" in the subject line so that we can discuss it. Each Thursday i am going to post a "WEEKLY EMAIL TO THE DEVS" thread stating the issues i will report to the Dev's the next day. Please keep in mind that i will be reporting on a weekly basis so if you don't see your very own issue being mentioned in my mail, don't despair as it might be taken into consideration the week after. As we are a rather small community so far i think i will be able to keep it all more or less together...but feel free to bring an issue up again in case you feel it hasn't been taken care of.
From what i have seen in my initial post and older ones on this board i think that i can go ahead and consider the "scythe"-issue as one of five being mentioned in my first mail this upcoming friday...please let me know if you disagree.
Regarding the other issues mentioned to me so far you might have seen that there are already a couple of "SWORDSMEN'S ROUND TABLE" posts out there.....and thanks for all your input on those so far.
Please keep in mind that i'm just a player as you are and that all i'm going to try here is to make our voices heard, in the most democratic way possible, to make our profession enjoyable not only for the one...but for the many.
Thanks again for all your feedback so far and to those who already stated their issues in my initial post i created last night, be aware that your posts have been read and that you don't need to add them here again.
Happy wielding ![]()
Gorecki
Hey Gor just posting this again because I think its the #1 issue we face in PVP :
The difficulty of "sticking" to targets, mainly players. Because of the server code sometimes I am running RIGHT on top of an enemy swinging and "out of range" since the server thinks he is too far away. I know we are supposed to be at a disadvantage to ranged users who kite us around, but I would like to at least be able to hit him if I can hit him on my screen, or have some kind of method of tailing him server side so that way when I do my attacks I wont lose ham to being "out of range" =).
Also, I don' t think that when you are out of range for a special it should drain HAM. That is the greatest frusteration for me in PVP.
Yeah my biggest 2 issues so far are:
1. Sticking to targets or being able to hit them on the run. Even with NPC's they can kite you all day long and even when it looks like you're close enough to hit you get an out of range message when moving. Perhaps we need a "closing" type of skill that costs HAM but allows us to close in on a target. Either that or we need to be able to posture change them from a distance, perhaps tied into intimidate?
2. More Defense! I have only gotten to Novice Swordsman and Inter. Sword Techniques so far but it seems in order to survive against ranged characters we need more ranged defense or preferably avoidance. I don't wear armor due to the secondary pool hits and I can get capped very quickly from range users. Perhaps this gets better as we get +ranged defense (I can only hope), and maybe some who have it can chime in but it seems to me that it is essential to our effectiveness.
How does 2 hand melee toughness work? Does counterattack reflect the person's damage back or just avoid iti completely?
Morpheus...
just to be sure: the issue you are mentioning, is it basically the same OldNeil mentions in this post and some others have posted in the round table post?
Gor - Yes exactly. Mobs are bad cause they teleport around a lot. Its really frusterating and especially when you are using "lunge" to try and close the distance and THAT is out of range too. The delay gets very very aggrivating.
Since I know they cant run faster than me I would like to be able to keep a constant distance. Or at least a realistic one. Also, the -15 to hit we get by default is annoying =)
A major issue I have is sometimes when running (either towards a mob in order to engage or running like hell because I bit off more than I could chew) my character tends to completely stop running (with auto-run on and no left clicking at all) when I get hit or when first initiating combat (like a double click). This really hurts melee combat, either you let the target put extra distance between you while trying to kill it or let it get extra shots at you while your running.
Now, if none of you have experienced this, it goes like this: See a mob you want to fight, highlight mob, hit auto-run and move into attack range, hit special, mob moves slightly or runs like hell, special goes off, my character just stands there and swings. **edit**? I was running before, wasn't I?
The other part (while running away) goes a little something like this: Am in the midst of combat (most likely a lair of whites), 5-8 whites are beating on me, health/action are getting very low, I turn in the safest direction, start running and then hit auto-run, I'm running they are giving chase hitting me the entire time with their -50 running and attacking a running mob penalty (another issue completely), at some point one will hit me and I stop and my character makes the wounded noise (ugh! in my case). What's up with that? This never seems to happen to any mobs or my markman character.
Ihaven't PvP'd yet (and may never if our the melee/ranged imbalance doesn't get worked out better), so I don't know if these things happen against other players.
Anybody else have this happen to them? I hope it isn't just me.
Hail Swordsman!
I am not a swordsman but I share many similar concerns beinga pikeman. I am posting on this thread in the hopes that the corrospondant will place melee vs. ranged PvP at the top of their concerns list.
PvP is broken currently. And a huge part of it is due to the fact that ranged players can shoot through walls. This takes a lot of the potential fun and strategy of using your surroundings to your advantage. I think that if im in a duel outside on the streets in town, I should be able to take cover behind a corner or in a building to avoid ranged fire. Then lure the player into a favorable so i can bash his brains a few times.
As it stands now, a novice marksman with tier3 in the basic proffession can usually beat me if they know how to "kite". And im no stranger to PvP. I keep my HAM bars relatively even, I have spare drugs and shield gens hotkeyed at all times. I have enough medic skills to use stimpack C. I even have a different set of armor to battle ranged opponents. None of this enables me to beat a halfway competent ranged player.
I have to believe swordsman suffer similar woes. I think that this issue isnt being addressed much because not too many people are overt as of now, and it doesnt help that everytime I log off I have to go back to the recruiter to redeclare my overt status.
Anyways long story short (too late) please speak up about the pvp issue. I love the way factions are set up in this game but they need to balance it so everyone can have fun.
As it stands now theres almost no need for ANY melee classes in pvp or battlefields. Sure they are fun but whats the point when a lone rifleman can rip through an entire rank of melee like a hot knife through butter?
Vizier - I can hide behind cover - you need to make sure you are very much behind a wall to take advantage of it though - it has to be a thick wall.
The main issue I have is being able to connect when I am close - that is all I am looking for. Some kind of command to allow me to stick to my target when I close.
Greetings, I am a bothan swordsman oooo at the moment.
I agree the swordsman area needs some work, especially on the animation of our character. Weeeee I did 3000 hp damage in 3 hits, and it looks like i poked him with a tooth pick 3 times. Totally not satisfying visually for me.
My big big big issue is this. Most swordsman's weapon have a most effective range of 3 meters. Now, the only way to stay within this range is to not, and I say not autofollow. This is a pain in the but. Even when i stay in the 3 meter buffer area, The tohit mod next to the mobs name doesnt get any better most usually worse. This I dont understand. I would like to see the ability to set it up that we could not autofollow, but, autospar or autofight maybe? this would let us stay within the 3 meter range most of the time, with some penealties if the mob or pc closing in or running away. This way our character, who I am sure are smart enough to know that standing 9 feet away from the enemy with our 3 foot swords (doesnt make sense i know) can get the maximum benefit from our weapon. Maybe even lower the "perfect" range of our swords to 2 meters, this would be great.
RANGE on melee weapons, is totally screwed up, fix this please. Just doesnt seem real to have a 5 meter range, aka 15 feet with our hammers, axes and swords,
Maybe a new move such as, "cirlce" it would make our character cirlce the other character slowly, making it a bit harder for us to hit him, but harder for him and other players to hit us, this would keep the mob confused and make him easier to take down by our support staff, even solo.
though this post may seem confusing, im sure you get my drift about wha I am asking for.
Better animation
Range fix
range modifier fix
definately fix it so we can chase people down and hurt them. It used to be back in the samurai days, that the person that ran away from the person with the sword, usually got cut down. Just makes sense. maybe we should get tohit bonus' for fleeing players, were not trying to take aim witha gun, we are right behind them, chopping them down with our big weapons.
Maybe some new moves to make it look like we are whirling balls of fiery death.
Please include the fact that the power-hammer sucks.
It's stats suck, and a master weaponsmith told me that the one she made is the BEST it can possibly get, due to a lack of something in the shcematics.
Please tell them to revise the power-hammer, as it should obviously be the most powerful melee weapon in the game.
Thanks!
Hi again Adam ![]()
please refer to my reply to you in Email to Devs post.