Swordsman Archive

Thread: Please post your issues here :)

Mystic_Squirrel
Fri Jul 25, 2003 1:05 pm
#14

I know this has been said, but they really need a /stick command for melee classes. SWGs /follow seems to be very, very poor. Autofollow should never, ever require you to perfectly position yourself. Half the time I use it I end up running in the opposite direction!!!!!


Also, the issue with ranged fire "stunning" running characters. Now I'm no combat expert or anything, but imho it's probably not smart to stop running and stand there like a slack jawed idiotwhen someone is shooting at you. However this issue doesn't only effect Swordsmen, but all characters who are being shot at.


Here's my last thought:


Perhaps there should be an advanced skill for all of the melee classes that need it, that would allow them to run faster when, and only when, the have their melee weapon equiped. This could help to reduce the annoyance of kiting. However I can see potential abuses for this ability, so maybe have a timer that will not allow you to attack with ranged weapons until 10 seconds after the ability's effects have ceased.




____________________________________________
Kuu-Laid Mann - HAKD
Master Swordsman and Doctor
Kool-Aid Mann - HAKD
Bounty Fish Extraordinaire
Althia - HAKD
Dark Jedi Knight
Gorecki
Thu Jul 31, 2003 4:49 am
#15

Yep...i plan on implementing it.


I was just revising and printing out some of the posts in here and bumped into another post about that subject....


I plan on coming up with a draft of our next mail tonight...


Greetings


Gorecki




Master Swordsman / Master Smuggler
Micos99
Thu Jul 31, 2003 5:25 am
#16

swordman are fine as given, only 2 small issues:

- sweep 2 shouldnt be area effect. Another small effect like blind or stun would be nice.
- 3th box finesse shouldnt be empty. give minor accuracy enchance or just split accuracy enchances in that line even. I want looking forward to train a new box, it feels more like a waste of experience that way.


and 1 big, general issue: player location while running are out of sync. There is no way you can hit anyone while running. That one is not only for swordsman important, and maybe more difficult to fix.
Gorecki
Thu Jul 31, 2003 5:59 am
#17

Hiya Micos,


thanks for your input.


You might want to have a look into this post....our mail we sent to the devs last week:


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=696


I will probably trun it into a floating post by tomorrow so that people get to see what has already been reported.


Greetings


Gorecki




Master Swordsman / Master Smuggler
Anthropas
Thu Jul 31, 2003 9:11 am
#18

Howdy All,

I'm new to this board and this will hopefully be my first of many posts here as I've found this board to be much more informative and friendly than the other profession boards I've been reading. I like how people seem to try and stick to the facts here without the excessive whining. Anyway, my concern/question is the accuracy difference I get when I switch from my Rifle to my 2H Sword. I use both in combo like many of you do and I hardly ever miss with my rifle. When the mob comes close and I switch to sword, I wiff like Regie Jackson on Nyquil. This is frustrating. Why is my acuracy so poor in melee? Is it meant to be like this and if so I'd like to hear some explanation of why its like this. Thanks for the great board.

Anthropas
MrTokai
Thu Jul 31, 2003 6:12 pm
#19

i'll second the stuff googlekan wrote =)
especially the run-stop thing and the dev not addressing. lol...
anyway here's a tip... when you run, switch to pistol.. i know its stupid, but i do that all the time, and i don't even have int pistol (dropped all my pistol stuff cause running out of point)

with rifle u'd also stop.. not sure with other weapons, but with pistol u can just run through everything. lame.
Agramor
Thu Jul 31, 2003 8:13 pm
#20

Minor issue...I've notice my miss rate is off the charts. 5 misses in a row seems like more then just bad luck *shrug*...Kinda devistating during a battle wouldnt you say? Anyways, minor issue, but would be nice if it was fixed




LehZMoon
"Slowly, silently, now the Moon walks the night in Her silver Shoon."

Sadanar
Thu Jul 31, 2003 8:59 pm
#21

I agree that the missing is the worst problem. I'm well into the rifleman and swordsman trees and missing six times in a row with the rifle is unheard of, but missing six times in a row with the sword happens every now and then.
Tren_Mashidar
Thu Jul 31, 2003 10:28 pm
#22

I was watching Lupin the III: First Contact tonight and there is a battle between Jigen and Goemon. Now for those that know anime shoud know these two but for those that don't, Jigen is a expert gunman, while Goemon is a samurai swordsman. During there fight cause i won't spoil it, yet it's been shown on the TV show over and over, Goemon can deflect bullets and as he charges towards people with his sword he can do that deflect them away.


So my ponder is with everyone looking for a new skill swordsmen could use i would think that this one might be nice to have. Now i'm not thinking like Jedi Deflect that's almost always 100% effective and also has the ability to redirect the blast, but i'm thinking perhaps it's something that when used for a cost, it gives the user an amount of time as he's in battle with a gunman to knock away a few of the blasts allowing the swordsman to get in closer towards there target. To balance it out as well i would say it can only be used against one target at a time, so it's not like an active thing where once on, all blasts are knocked away. Just the ones from the person you are targeting and used it on. Sure you could reuse it for more cost to the HAM bar, on another target but it would take time for the first one to finish.


Again it's not ment to be 100% effective. It might work like Beserk or something and the chance of deflecting a shot away from you would differ i'm sure depending on things. But as this is a swordsman board i thought i would toss up the idea to see what you all thought.

googlekan
Fri Aug 01, 2003 12:50 am
#23

I still think that the main issue are.


1) fixing skill tree which includes. Fixing empty box, and making our skill different. I have all of the special abilities, except mindhit 2 (shouldn't have wasted combat xp on rifle.) Ive found that area attack is superior to sweeps and spin attacks. Sweep isjust a weaker area attack that also lowers posture. And spin attack2 is weaker than area attack 2 and doesn't lower posture. The only one that is usefull is sweep1 because it lowers posture without hitting the peacefull monsters around you.


2) The outa range bug and stopping to attack. PvP yesterday. One word to describe it, Embarrasing. There were a group of about 6 rebs clusteredin the imp base in bestine. I decided to be sneaking and talk to the recruiter and switch to overt and do a few quick area attack 3's. WellI switched, was right on top of the target hitting spin attack furiosly. We'll, the first 10 tries I got out of range bug. Finally, someone put me out of my misery. I think i might have got a reflex hit in though. Also, i noticed that when ever something agros me i stop in place and do the sword stance and when i attack i stop moving. This is valuable time wasted. Especially in pvp where fights last less than a second.


3) HAM costs. Maybe they could just decrease the Multplier for specials. I do a whopping 210 damage to my self with every head hit 3 or spin 3. And about 150 with my weakest attacks. I'm a zabrak with maxed out quickness



Anyways. I'm optimistic that the Devs won't address us. They never do.

R187G
Fri Aug 01, 2003 10:45 pm
#24

I think one issue is the fact that our class is called swordsman yet we have more axes and hammers than swords. Our last certified weapon we get should be a sword, not some hammer. We chose this class for 2handed swords. I think it looks stupid seeing someone with the title of novice swordsman and they have an axe in there hand. We should get more swords.

MurasameBlade
Sun Aug 03, 2003 6:44 am
#25

Well, I'm a first time poster here, so greetings to everyone. Anyways, I play a tandoshan swordsman and I, like others, have a few issues. Its pretty much just concurrence with what others have said though. But I'll list the issuesanyways.


1. Melee running and ranged problems. Like what has been said, we tend to stop and think for a second on the best way to run when getting shot at. This leads to death countless times, melee really needs to be unflinching. As well, the issues with range REALLY hurt, when I know I'm close enough and not hitting still.


2. Melee really doesn't beat ranged in melee. Like what has been said, a pistoleer easily wins without needing to kite. There really needs to be a balance in this, if I am able to get in close, I should have the upper hand.


3. There needs to be far more swords. As it stands we have two swords, which really isn't that great in my eyes. Please give some new, exciting swords to use, especially something with good armor piercing so I can switch from my katana to a cleaver to an even heavier sword if need be. I personally HATE hammers and axes.


4. A bit more flash to our fights wouldn't hurt.


5. We could really use more status defect moves. Especially bleeding, that's a devastating move that I would love to have that makes sense, yet only marksmen can do it. (and some creatures, too) That could give us an edge, because kiting wouldn't be so viable if you're dying of bloodloss.


6. We need something to counter kiting. Its just such a dominant strategy.


Anyways, like I said, its mainly just echoing statements on my part, but hopefully the more voices that are heard, the more chance we have for being fixed. I don't want to be able to dominate anything, I just want a fair chance to win if I use skill and tactic.





Murasame- Trandoshan Novice Heavy Swordsman on Intrepid
homemaker
Sun Aug 03, 2003 10:33 am
#26

hi Gorecki.


i have a new idea! maybe a bit different from other


i'm a Master heavy Swordsmen in Starsider.. but after u achieve that, i have to do pistoleer ( to waste my skill appt) but i really enjoy being a swordsmen...


what i suggest is, if they can add a new "job" for the master heavy swordsmen.


my suggestion/idea:


we have the skill(hopefully for swordsmen only, cos other haven't mention) to CONVERT our 2handed Exp into some skill (example: the 2hand exp maxed at 900k if u notice, and we as master cant do anything else for this, so i can convert this 900k 2hand exp into melee defense/ defense vs. blabla/ 2hand speed/accuracy/bla bla bla.. )


maybe 100k 2hand exp enough for 1 point of the skill mention!!



sorry for my lack of english,.


hopefully this idea wont pass to other elite profession,


so our beloved proffesion is the best




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tiyo

mastered: Swordsmen, Brawler, Architech (Holo1), Artisan, Image Design. Entertainer, Medic, Scout, Doctor, Combat Medic, Marksmen, Squad Leader (Holo2 then Silent), Musician, Chef, Carbinier, ...
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