Swordsman Archive

Thread: SWORDSMEN'S ROUND TABLE: Melee vs. Ranged

Outback_Jack
Thu Aug 14, 2003 5:07 am
#14

Here's what I want to know about his comments.



"In closed quarters, it isn't quite as cleara scenario."



So he's saying, at range blasters will own you, closed quaters they'll probably still own you but there's a chance they might get sloppy and lose.



FACT



Melee should win closed quaters against a ranged fighter.....simple.

darthrader
Thu Aug 14, 2003 12:34 pm
#15

Ok, this might not belong here but I had another idea about bringing up the swordsman a little to balance them melee/ranged thing.. how about adding a skill mod +2hMeleeReach to one of the lines (finesse?) to add a little range to our attacks.. maybe +2m per level.. i know its not "realistic" but if lightsabers and blasters are ok maybe our attacks range can be increased if nothing else to help some..


just an idea




Gearoo Bosul, Corbantis
Creature Handler
Swordsman
Master Medic
Sixfen
Fri Aug 15, 2003 2:30 am
#16

My biggest gripe is the knockdown spam. I think once you've been knocked down you should be immune for 5 mins. Knockdown makes PvP stupid when 8/10 people have it.

I've pretty much given up on PvP with this game. It's a shame too, I would think with any Star Wars game PvP or FvF would be it's strong point. They should have named this game Star Craft or Star Wars: Animal Safari



Viox
distance equals rate times time
Pecos
Fri Aug 15, 2003 1:18 pm
#17






NashDarksabre wrote:
I disagree that riflemen and carbineers are vulnerable to melee. I don't understand why you would even feel that way.

For one, all three of them can kite you.





I'm talking PvE and surprise PvP.


In PvE I fight an NPC with a rifle and kick his butt. I fight the same NPC on the respawn, only this time he has a pistol and he kicks my butt. The damager modifier for hitting pistols is too low.


Even for PvP, I find myself in big fights a lot, big enough that if I stand at the back for a couple seconds, nobody is targeting me. I can rush forward and lay some smack down before anyone gets me targeted, and this works if my target is carbine or rifle -- I do some good damage, they get up to run away and I retreat back to my group.


It doesn't work if they're pistols users, though, because the damage bonus vs them is uselessly small.


PWT
Mon Aug 18, 2003 6:16 am
#18

Posting some more thoughts of mine in hopes the devs read this thread:

I don't think increasing brawler run speed will help as much as we would like to think in PvP and I definitely don't think it should be made in brawler for 2 main reasons:

1. Marksmen will just take brawler for speed in pvp and continue kiting (if they haven't already for unarmed in commando or smuggler)

2. Scout has a line that is for increasing movement speed (it has its own issues, i know it does not increase flat land run speed). Since this is a multi profession system, you can take scout for terrain negotiation (assuming they fix it, the flat land run speed I know is an issue on the ranger boards, most likely the scout as well).

If we have a fix to pvp I think it needs to be something focused around combat, not movement. Somethink like more resistance to knockdown, or a full defense mode in which you can potentially dodge incoming shots or something. Movement speed is not a valuable fix for kiting, we need some way of making a marksman not want to kite us, ie. they can't hit us very well if we are in full defense mode and we are both moving, too many negatives to hit to make it a viable attack. Since the patch the only way I'm killed is if i'm knocked down, if a marksman begins to kite i stop chasing, if i have burst up i head straight for them and do a posture change or knockdown myself and proceed to beat.

Not only does the fix need to be based more on combat it needs to increase as you advance through the brawler tree so someone doesn't just need novice for its benefits. Anyway, just adding some more thoughts and consolidating an idea from another post of mine.



Siake Vace - BH / Master Ranger - Chilastra
Segavo Ire - Master Artisan / DE - Chilastra
Micos99
Mon Aug 18, 2003 6:37 am
#19

good point, PWT.

speed incrase is wrong way. Working knockdown defense would be fine. And maybe shorter duration for dizzy at master level. Come on, master melee knocked down for 20 sec without any way to get up? I dont like it
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