Swordsman Archive

Thread: SWORDSMEN'S ROUND TABLE: Are swordsmen too weak and vulnerable and dont gain enough XP ?

RealRepo
Thu Jul 24, 2003 12:58 am
#14

Swordsman definetly gain MORE xp than the marksman do. I have hunted Tusken Camp at wayfar and pretty much had every marksman yelling at me cause I kill the tuskens too fast. Give me one medic and another swordsman and I could gain so much more xp than a marksman could. I think it should be: Are marksman too weak and vulnerable and dont gain enough xp...



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Fear the wookiee
Repo on Ahazi - Advanced swordsman
Nagorak
Thu Jul 24, 2003 4:29 am
#15

Nydes, why in the world didn't you burst run as soon as you saw him? Melee may be at a disadvantage due to range in PvP, but you lost that encounter based partially on poor playing. If you Burst Run immediately, he'd only have gotten off one shot, and unless he realized to burst immediately himself you'd have been on top of him. Then you just chain 2H sweep and it's over...

Why would you wait to burst until he turns to run. You KNOW he's going to turn to run. The best thing is to cover the distance as quickly as possible!
Scriberx
Thu Jul 24, 2003 6:39 am
#16

As far as i am concerned, being a swordsman i cant say for pvp yet.... but vs monster, it's impossible to make a viable swordsman without being at least very skilled in medic skill.... if not master medic.... heck i even went up to doc to compensate for the lack of health i have. So what does it give me... no way to range kill at all.



Btw, if they fix the netcode so the people are actually where we see them, that should solve LOTS of problems, healingsomeone who is incap but not really where we see it... trying to hit a gunman who's 3 meter from you but in reality even lunge cant touch him.... is very frustrating.


Nydes
Thu Jul 24, 2003 9:15 am
#17

Quote:


Nydes, why in the world didn't you burst run as soon as you saw him? Melee may be at a disadvantage due to range in PvP, but you lost that encounter based partially on poor playing. If you Burst Run immediately, he'd only have gotten off one shot, and unless he realized to burst immediately himself you'd have been on top of him. Then you just chain 2H sweep and it's over...

Why would you wait to burst until he turns to run. You KNOW he's going to turn to run. The best thing is to cover the distance as quickly as possible!



Well because i was tired from burst running in a pvp encounter before, this battle i written down here was actually part of a larger pvp battle at theed, i had already burst ran, and has slowed down, and was tired. If we are required to burst run, every single time we want to kill someone in pvp, then thats complete crap. And if that IS the case we should get some sort of charge ability, that can be used quiet often, doesnt hurt our health/action, and makes us run faster (not as fast as burst run if you wish).


Because burst run.. is probably the most used key on my hotbar whenever i see someone in pvp, im required to burst run.. to get the kill. meanwhile all the ranged people dont have to do anything, just shoot, to get the kill.

XxTheBrainxX
Thu Jul 24, 2003 10:10 am
#18

quote:


Nydes, why in the world didn't you burst run as soon as you saw him? Melee may be at a disadvantage due to range in PvP, but you lost that encounter based partially on poor playing. If you Burst Run immediately, he'd only have gotten off one shot, and unless he realized to burst immediately himself you'd have been on top of him. Then you just chain 2H sweep and it's over...

Why would you wait to burst until he turns to run. You KNOW he's going to turn to run. The best thing is to cover the distance as quickly as possible!


---



ever hit a player with a posture change?


9 times out of 10 you will lose to the pistoleer

Absconder
Thu Jul 24, 2003 11:06 am
#19

It seems the devs balanced the ranged evenly amongst themselves and then tried to do the same thing with melee, but the models do not apply equally to both. Look at ranged:


Rifles: slowest of the ranged, which is made up for by having the highest range.


Carbines: have intermediate speed and range. (not sure about specials)


Pistols: short range, risk is compensated for by posture change attacks.


They have balanced the risk of using each weapon with a way to keep the target at bay, either with distance or by keeping it down so it can't attack.


Melees need more than a few posture change or knockdown moves to balance our combat, because range has been removed from the equation entirely. A combination of higher accuracy and some sort of a charge (as someone mentioned previously) would really help us out against ranged.


I remember reading about bonuses that melees have against targets equiped with ranged weapons, does anyone remember if the bonus applies to hitting or damage or both? If it doesn't apply to both, then it should, because if your up close and swinging a sword at someone holding a big, bulky rifle, your going to have a much better chance of hitting him that him hitting you.


Spinepuller
Thu Jul 24, 2003 1:02 pm
#20

My experiences at this point:
PVM
I make in general plenty of xp in groups. If I solo I have to have some skill in medic in order to be effective. In large groups it is wise to have a medic attached to you if you are the MA (main assist). This usually works for the medic because he will make the most xp off of you.
Nargalatch lair is a joke everyone wants to shoot fish in a barrel. I have heard that the kilo's on Lok due damage within the 1000's. I as a melee am not wanted nor desired for either of the above groups.
PVP
If the person does not kite me, I win. If I am kited I loose if in an open area (if not and I am really sneaky I can win). I have yet to duel a pistol person. However if their posture change puts me on my back I would loose. My posture change brings a person to a knee. These skills should be reversed. No one who is not in the brawler tree should be able to put someone on their back in melee fight.
I would suggest making a Hilt or Pommel smash maneuver that is a full knock down. We may have this for I have not bought 2 hand sweep 2 yet.
Gear:
Armor: Melee specific armor would be nice. Something that is more centered on us. Maybe something that is tailored to each class. Something that would provide some protection and low to no HAM penalties.
Weapons: We could defiantly use a wider variety here. It would be nice see us have some ability to customize our weapon. Or give the crafter the ability to do this. I like the katana but it would be cool to see some other choices available. They would have the same stats but you could get its look altered. Maybe a big sword more dark age looking, or even like the other said more futuristic looking like the Cloud swords from FF7.




-------------------------------
Revenge? ....
No...
No, it's not revenge...
It's punishment.
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CrimsonHatchet
Thu Jul 24, 2003 2:02 pm
#21

I totally agree that we need more defensive abilites. We do take less dmg than a ranged person who's being hit but still we could use more tanking abilites. Also some type of melee class spring would be great and go a long ways towards helping in the PvP area.


But one thing I would really like to see is for our classes weapons to be seriously looked at. First off it seems that swords are the only way to go. Sure axes have a higher min. dmg, but lower max, and speed. Not to mention the vibro axe looks retarded. The power hammer from everything i've seen sucks. It's the top weapon on our tree and it should be what this class strives for. Yet eveyone uses a 2h curved sword.

Ekhvram
Sun Jul 27, 2003 12:40 am
#22

I would like to see an increase in the ranged defense mod so we can actually have a chance dodging the pistol (accurate on the run to about 60m, can knockdown better than us once we do close), carbine's crippling shot, or rifle's goodniteheadshot as we close the distance.



It's funny how classes like us or the Sqd Ldr, BE, Cmdo, DE, and so onget largely ignored by the DEVs, who don't account for people NOT trying or staying with them for a reason. Instead we are just low prioties, rather than bringing us up to par with Unarmed/TKA. Too bad we're not either of the Smuggler req.'s, since the bigsqueaky wheel gets the grease or whatever.




_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
Accelerator
Sun Jul 27, 2003 9:44 am
#23

Absconder wrote:


"Rifles: slowest of the ranged, which is made up for by having the highest range.


Carbines: have intermediate speed and range. (not sure about specials)


Pistols: short range, risk is compensated for by posture change attacks."


This is not completely accurate. Rifles have the highest IDEAL range, and pistols have the lowest ideal range, with carbine in between. All ranged weapons can fire up to 64m. So a pistoleer can hit you from the same range a rifleman could. With the current ranged bonus/penalty system, a pistoleer is almost as accurate as well. There is a thread on the rifleman boards about this topic, if you're curious.


This hasn't been mentioned before, and is more of a general melee issue. Swordsman, and melee in general,need better to hit bonuses. I'm always in the negative when I'm fighting anything; it really makes no sense that melee fighters have a negative to hit bonus when they're in melee range.

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