Swordsman Archive
Thread: THE FIXES FOR MELEE PART 2
Hey everyone, I've written similar articles about how to improvethe 3melee
to be equal withTKA and all melee to be more a challenge to ranged overall.
Also if you haven't read my previous ones here are some links...
http://forums.station.sony.com/swg/board/message?board.id=pikeman&message.id=5037&highlight=#M5037
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=7661&highlight=#M7661
The only reason I do this is that maybe, hopefully, someday a dev will read
this and implement it into the game. Nothing wrong with dreaming eh? But anyways
here is what I had in mind for new techniques and moves.
Pikeman and Swordsman Overall Change:
Increase Damage,toughness, and give more def modifiers if there will be no increase in melee and ranged defense.These are the heavy hitters of all the melee IMO.
Pikeman:
Move at Master only ( Debilitate )
This move makes the opponent unable to do any special moves or move that require HAM
costs for a random set amount of time and can either Intimidate, Dizzy, or Stun (100% chance of one of those stats applying). Can be used more than once but has a 30 sec time limit to it. I would want this move given to Pikeman more than anything cause they are really suffering. This wouldn't cost as much since you are able to use it more often and would cost 150 HAM across all 3 ham bars (50 from mind action and health). The delay time for the opponent on this would be from (12to 30 secsmax).
Swordsman:
Move at Master Only ( Immolate )
This move takes a random certain percentage off all 3 opponents HAM bars (From 25% to 40%), leaves them blinded, dizzied or intimidated (100% chance of one of those stats applying), and can only be used once per enemy. It bypasses all armor. Since the costs of swordsman are already high, it wouldn't matter the cost so it would be a 200 HAM (Mind suffers 50 dmg, Action suffers 75, Health suffers 75) cost no matter what the user's secondary stats were. Reason HAM so high cause it's an extremely good move.
Fencer:
Move at Master Only ( Intrusion )
This move interrupts the opponents next 3 moves. This delivers dmg and can also Intimidate, Posture Change or Stun (100% chance of one of the 3 applying). This is a great delayer which causes the opponent if they did get hit with it to wait for the next 3 moves to be used up or the same equivalent amount of time it would take for the opponent to use 3 moves, before they can continue to attack again. This attack takes 150 HAM across the bars (50 from mind, 50 from action, 50 from health)
TKA:
Changes: More weapons, Less HAM Cost (They have enough moves)
Electro Knuckler: 45 - 145 dmg; AP: Light; HAM 32/30/31; spd 2.5
Cert would be available to Novice TKA
Range Mods:
+5
+5
+5
Damage Type: Electric
Wound Chance: 20%
Blaze Knuckler: 35 - 165 dmg; AP: Light; HAM 22/30/21; spd 3.1
Cert would be available to Intermediate Power Techniques
Range Mods:
+6
+6
+6
Damage Type: Heat
Wound Chance: 35%
Burn Chance: 35%
Verv Knuckler: 55 - 175 dmg; AP: Light; HAM 42/40/31; spd 2.3
Cert would be available to Master Power Techniques
Range Mods:
+7
+7
+7
Damage Type: Energy
Wound Chance: 15%
Overall Melee Change:
FIX OUT OF RANGE ISSUE and HAM COST ISSUES.
That would be the foremost thing to fix,
cause none of these moves would be good if you couldn't hit your target.
I know it may seem like I didn't give much to TKA but really
what can you give them that they don't already have or have to compensate for
it?
I'll post this on the other boards when I get time.
Stay swingin da blades, pikes, and knucklers my melee brethren, I'm out.
The ranges for each type of weapon should be different as well, with unarmed having the shortest range and polearm having the longest range. Unarmed would stay at 5m, while the other 3 would get range boosts. The list from shortest to longest would be like this:
1. Unarmed
2. One-hand
3. Two-hand
4. Polearm