Swordsman Archive

Thread: EMAIL TO THE DEVS (Draft) 08/17/03

PWT
Mon Aug 25, 2003 5:49 am
#53

I was just on dathomir last night and the same problem with the malklocs. I took on a lair of them (which isn't really that high difficulty wise) and my master combat medic friend and myself were both killed due to the fact that they all could hit me but my aoe wasn't touching any of them but one. Right before this were doing giant baz nitches, begaserats or whatever, mutant baz nitches, all of those like 5-6+ at a time, no issues. just the range problem on these huge models completely screwed us. I had like 8 on me, it was ridiculous, my screen was filled with giant legs all around me but I was hitting a **edit** thing with my sword.



Siake Vace - BH / Master Ranger - Chilastra
Segavo Ire - Master Artisan / DE - Chilastra
Gorecki
Mon Aug 25, 2003 6:45 am
#54

...i'm going to add that one as one of our issues in our next mail.


Happy wielding


Gorecki




Master Swordsman / Master Smuggler
Sapphiron
Wed Aug 27, 2003 4:18 am
#55

I too have the issue with AOE's not hitting, but not with just large models, it never works me ive, ive yet to successfully use an AOE
Sapphiron
Wed Aug 27, 2003 4:20 am
#56

Also (sorry for the double) why are the mods on power hammers -40? -10 i can understand, but when your swinging at a person whos lying down with a hammer the size of him, i do not think you should miss, or heck, just normal swinging, espically at things like fambaas, i miss all the time, with master swordsman, its ridiculous.
IdrisTycho
Thu Aug 28, 2003 1:38 pm
#57

I mentioned this in another post, but decided that it probably belons here if we ever hope to see it fixed:


We need to know when the specific defensive bonuses we have are working for us. Mobs have some text over there heads like +Dodge+, +Counterattack+,etc. If we could see these too, we would have a better idea of how much they are helping us. Even better than text would be a cool animation, but that is probably asking too much. :-)

RaZoR617
Sat Sep 06, 2003 1:48 pm
#58

First i belive that the very purpose of a melee charecter is mobile combat, we should have no peaniltys at all for attacking on the move.And we should have no penalty's for the varing range of our weapons a good weaponsmith normaly sees to this thou. Also our foot speed modifier needs to be incresed just a little bit more. I like the coment that someone added about a marksman triping while shooting on the run. Also i hate to nerf someone else's ability's but ranged shooting on the run needs to be nerfed. the more you move the more you miss,


I really like this idea



  • The more you move the greater the ham cost for special moves on ranged combat, and keep the moving hit/miss ratio the same

  • Also i dont think this part of ranged combat is working correctly, If the marksman is stationary and the target moves then ?20% problitly of a miss. Ifboth marksman and target are moving then shouldn't there be a even greater chance of missing 20% + 20% = 40% chance of missing. I use 20% as an example i do not know the actual percentages. I know that if your target is moving it is harder to get a hit but if you are moving and the target is moving then it should be next to impossible to hit in reality unless you are running in a parrel with each other even then its hard.

  • I know against ranged npc's that doing a zig-zag to them causes them to miss more often.


also on a side note anybody see or hear of a jedi marksman, chin up grunts




Wookie Heavy swordsman, Creature handler, Medic

Razar
Slice you later
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