Swordsman Archive
Thread: Why we can't attack (players) while running:
From Holo:
We have a "fudge factor" on location of 6m. That's 1 second worth of movement for a player. If two players are moving, that means that theoretically, you might have up to 12m error in the distance.
Yeesh.
I noticed its pretty much a bug, they are actually farther way then they appear to be.
I was talking to an imp i killed(because he stopped like an idiot while running lol) when this happened to me, and he said i was a good 10-15m away from him while i was chasing him, but on my screen i was only 3m away.
Ever see someone just running along, and it looks like there pet is running in front of them? Thats the bug.
Did they mention if this was gonna get fixed or not? if not then i'll quit wasting my time with Swordsman, nothing more frustrating then being within 5m of target which is hard enough as it is and seeing
Target is out of range
Target is out of range
Target is out of range
Target is out of range
Target is out of range
Target is out of range
Target is out of range
Target is out of range
Have the same prob.
I am a 2 , 1, 1, 1 Swordman already and if i go PVP (i am reb) , all the imps are running away... if i run after him i cant hit him. Then i think : You dont have a chance for PVP as Swordman . So i give up after a time and i let em kill me.
Swordmans DONT have a chance in PVP. Kinda **** . This have to be patched. Most of em burstrun too so they can run away fast and then sniper me or else.
Mfg , SirAuron Anima , Gorath
This isn't a good solution, because it involves training in another profession, but the Phecnacine Dart from Trapping III under the Scout profession will slow opponents down. I am barely in the 2-handed profession (only Two-Handed 3), but the Dart has made it easy for me to chase down prey.
*shrug* My 2 credits . . .
The one second delay is intentional. It prevents brief lag spikes from causing warping. If there was no delay moving targets would warp all over the place. However, there's nothing to prevent the devs from letting a player shorten the delay and put up with the warping.
I have little trouble hitting a target while moving. Just run past it a little bit.
How about putting in a "dagger throw" ability to our skill tree to slow someone down. Just something to make them stutter so we can get one ore two whacks in with our blade. If we can do this a few times, it may very well make us competitive.
SarlaccFodder wrote:
This isn't a good solution, because it involves training in another profession, but the Phecnacine Dart from Trapping III under the Scout profession will slow opponents down. I am barely in the 2-handed profession (only Two-Handed 3), but the Dart has made it easy for me to chase down prey.
*shrug* My 2 credits . . .
I don't think we will ever be able to stop people from kiting in PVP. I think that is by design. I have participated in a lot of duels and mostly mob hunting of imps. I have been fairly successful. (2-4-4-3 Swordsman, Master Medic). As a swordsman, you have to be smart when you engage people. If you are with a group of15 to 20, and you are attacking 10 to 15 imps, stay back. Don't go running in there with your PH because you will be dead by a BH eye shot in 3 seconds. Most people start spamming moves and get distracted in large battles,so I just survey the battlefield and come in from behind. 2 or 3 hits with the PH, it is over. Now, it makes no sense at all that we don't have the best KD move. If we had a KD move that actually did damage, that would help out tremendously. However, if we were able to autofollow or stop our riflle and pistol wielding bretheren from fleeing like the babies they are, we would have a HUGE unfair advantage.
In duels, I make sure I am near a cantina or something so I can lure them in. In tight spaces, destroying a marksman is easy. I hear a lot of complaining about our utility in PVP, but it can be extremely rewarding if you approach a battle the right way and make sure you are fighting your fight.
And, if you are a brawler with a hunting mob and you have your title out as Master Swordsman or Battlemaster or whatever you deserve to be killed.
First off, they need to make it so we can ATTACK while moving. If we could do that it would be SOOOO much easier to cut off kiters.
Second, Give us back our Posuture change moves. Make Area Hit 3, 35% chance to posture down. Sweep Attack 2 Solo ATTACK 35% chance posture down. With those two channges people might starthave a little fear in there eyes when a melee char closes in.
If we still need more help
REDUCE aiming even MORE for ranged while running
OR, Make it so that every time a ranged player uses a special move they walk for 1 second. Pistoleers maybe 0.5 seconds?
We need a stick command like it is implemented in other multi player games like DAOC, where the distance is controlled at the server.
And kiting should be impossible because its not realistic. If you use a weapon in the forward angle, your speed should be reduced by 10%, 20% if you are shooting sideward and 30% if you are shooting backward. And there should be a good chance to fall down, if run high speed and shoot backward.
If you want to kill a dangerous animal in rl, you want to kill it before it can reach you. If you run from it, something has gone wrong.
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From Holo:
We have a "fudge factor" on location of 6m. That's 1 second worth of movement for a player. If two players are moving, that means that theoretically, you might have up to 12m error in the distance.
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Since they know the distance error, why not simply increase our Melee range to compensate for that lost distance?? Would that be possible??