Swordsman Archive

Thread: Anyone else agree?

EasyMcRhinopants
Wed Sep 03, 2003 3:31 pm
#1

for what it's worth, you can't shoot a gun while swimming either.
Swordmaster_VII
Wed Sep 03, 2003 8:37 pm
#2

/agree
smacktard1
Wed Sep 03, 2003 9:17 pm
#3

i have wanted the hill thing fixed for a long time. I have enough problems locating someone on the hill but then when they can shoot through it is just get slaughtered by humaiod mobs or players on hills.


I think they are kind of changing the distance thing so we can kill bigger stuff so i don't know if that will have an affect on pvp. I would like to see the que wait for us to get in range that would be a good fix. Heck even for ranged so that when it is out of sight it just doesn't cancel it.


Just for the record you may not be able to shoot a gun on the move but you can easily swing a sword on the move.

Cyanr
Thu Sep 04, 2003 12:28 am
#4

I would just like to start out that I've been playing SWG for a couple months now and Ilike SWG a lot andhave no intentions of canceling my subscription any time soon. With that out of the way, I'm a novice heavy swordsman right now and that won't change because I love my profession. But, I was PvPing with a couple of BH's this morning and I noticed a couple things about the different professions. I know a lot of swordsmen are upset with PvP, especially against ranged players and some of these problems have been addressed before. But, I'd like to make a couple of suggestions.


1. Since modem lag is always a problem with online play why not either,


a. Extend melee attack distances so that we don't have to try to guess where they actually are at all times


b. Let us queue attacks so when we are in range they automatically attack with the selected special instead of just voiding the attack and responding with "Target out of range"


That right there would make PvP a whole lot more fun. The ranged weapon, melee argument would be brought down a few levels in my opinion. The whole point to brawling and gun fighters dueling is to see who is better at strategizing. But, when I stand behind a structure or pillar and he finally does come around, my attack move is already been voided saying "Target out of range" so then I'm back where I started, fleeingand waiting for my next chance to attack.


2. Let's be realistic. Shooting while running, even to a person that is an expert marksman, is very, very inaccurate. I doubt you can find a single person in real life that can shoot a immobile target, while running, 1 out of 5 times maximum. It's just not feasible and at 40 or 50m it's just impossible. I do believe gunmen have an upper hand in dueling, which is how it should be when ranged. But, when a person with great brawler skills actually does get within range, in all reality, they have the upper hand because that's what they're trained for. Which hurts worse, getting pistol whipped with the butt of a gun or getting impaled by a sword? When at close range, what's actually on a persons mind? Get the gun away from the other person so he can't shoot me with it. But in SWG, even if the other player actually does stand still, he can shoot point blank and very seldom miss whereas I have no defenses against their attacks. I can't even deflect a shot by hitting his arm or anything. Here are my suggestions,


a. Let the gunmen have all the specials that they want but, they should have odds of about 1 out of 99 to actually pulling off their shot while running. If they weren't moving so they could pull off their shot I could care less. Then I could at least close on them so I could actually attack and in total truth, it's realistic.


b. When in close range, a gunmen shouldn't be able to pistol whip and knockdown a brawler(at least not every time). And brawlers (who've spent half if not more of their lives learning it) should be able to perform more knockdown shots and gain an advantage in hand to hand combat. Let us at least do a leg sweep from lying down so we can at least get up or something of that measure since we spend the majority of our time there in PvP.


I love the swordsman profession because we can (potentially) deal out the most damage. But only if we can get in close proximity. If not, we spend an entire duel chasing the other player until either we get incapacitated or we just give up and let them incapacitate us. Which makes PvPing a little hard for anyone with brawler skills.


3. One other thing I've noticed and I haven't read anywhere yet on the boards are the hills, valleys and dry creek beds. I'm sure it would be a hard problem to fix, but I've noticed hills have no effect on ranged weapons. You can shoot through a hill and still hit your target. Another minus for brawlers in all aspects of the game. When I'm being attacked by an imperial trooper, I should be able to run into a dry creek bed or over a hill and not worry about being shot in the back unless he has higher ground and can actual catch a visual of me. That's just part of reality.


4. Another problem I saw were rivers. In regular play, a NPC can run into a river and keep firing at you or attacking you, while as a player you can't follow suit. And unless a brawler has some ranged weapon abilities, you can't attack him.


5. Why does someone lose faction points when you get killed by a member of the opposing faction? I understand that in some rare instances someone might use it to an advantage to get faction points. But overall it just doesn't make sense. It's basically stating that when an Imperial kills me I'm less of a rebel than I was.


Well, that's about it for my gripes and complaints. I have more, but those are some on the top of my list because I love the PvP aspect of the game. I'm sorry if I upset anyone who uses ranged weapons, but I'm just trying to keep a little bit of realism to the game.

Cyanr
Sun Sep 07, 2003 4:53 am
#5

Well, I finally found a way around the queue problem... Just have to get "in front" of your target by a couple meters, stop for a sec to swing, then repeat. I still think you should be able to queue then attack when you get in range, but... for now I'm just happy they did away with the mutliple knockdowns. In the city we can pretty much catch any ranged person just because he has to turn eventually and just as long as you can anticipate his move you can get in at least a mind shot. I've taken on multiple people in PvP lately just because it's gotten better. Out of town though it's almost impossible to catch up unless you speed burst. Overall, I like the new patch... kiters don't aim as accuratly anymore and I at least have a chance to try and catch up. Now if only I could figure out how to put myself out when I catch on fire....

SouthernShark
Sun Sep 07, 2003 5:08 am
#6






Cyanr wrote:


2. Let's be realistic. Shooting while running, even to a person that is an expert marksman, is very, very inaccurate. I doubt you can find a single person in real life that can shoot a immobile target, while running, 1 out of 5 times maximum.









I doubt that's true. You'd find SOMEONE who could do it. It would just be a one in a billion person, and training would run secondary to genes and pure luck. Just like thereis a person who can fire a revolver 8 times per second into multiple targets, there is someone who can shoot and run (although I have no idea who they are). Of course SWG doesn't recognize these kind of people. Every profession is something which anyone can study and learn and stats are all obtainable by anyone (with a few racial modifiers for wookies and transdoshans). Given that the SWG world does not recognize exceptional individuals, and only recognizes average ones, I would agree that you would not find an average person who could run and shoot (even if they devoted their life to shooting, as training really is secondary to natural ability in high end shooting).






Wild- Bill (a TransDoshan on WanderHome)
Factions:
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Rank: 2nd LT
*** TransDoshan Defense League ****

Novice Creature Handler, 2 handed Swordsman, Novice Carbineer
Cyanr
Sun Sep 07, 2003 5:24 am
#7

You're right SouthernShark... Guess I should've put a distance on there. At close range (say 10-15m) anmaster marksman should be able to hit an immobile target while running a majority of the time. But as they start to get further away it should taper off quite a bit (especially at the 30-40m). The only problem now is swordsmen only stop when attacking a non-moving target. But, either way, you're right and unfortunatly they don't recognize above average people in this game. Personally I believe that if you started out as a brawler originally, you should have more natural brawler skills. But, when crossing over to another skill tree you'll essentially be "average" for that skill tree. That way there would be the "outstanding" swordsmen, fencers, etc... and then there would be the "good"swordsmen, etc... IMHO.
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