Swordsman Archive
Thread: EMAIL TO THE DEVS (Draft) 08/17/03
...i'm going to add that one as one of our issues in our next mail.
Happy wielding
Gorecki
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. :-)
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