Swordsman Archive
Thread: My repect for swordsman just changed.
Hello. My holo told me to do swordsman. Well i was kinda angry cuz i heard it kinda sucked, and well after fighting a little i thought it did kinda suck. Well today a commando challenged me to a duel. I said no at first cuz i didnt want wounds, so he agreed to not use flame single if i started from 30m away. Well i agreed and we started the duel. As a side note, I was 0/3/1/3 at the time.
He started by firing a beam cannon, which missed. I ran in, used a 2 handed mind hit 3 with my high dmg power hammer, and he fell to the ground. I was kinda socked at first, but what really shocked me were the 600 mind wounds i had inflicted in the fatal blow.
Well i used to think swordsmanwas going to be boring, now im thinking of keeping it as my main profession. ![]()
Faslik wrote:
why would you say it should be thrown out, i know rifle is the same way and it makes perfect sense, both realistically, and game terms. think about it, commando weapons and rifles are unwieldy, hard to handle and shouldn't prove for good melee defense
Actually, realistically it doesn't make sense. Rifles and weapons of similar size (aka commando weapons) are nothing more than giant metal clubs, and provide much better cover than a smaller weapon like a carbine or a pistol. Ask yourself, would you rather protect yourself from a sword with a large-volume rifle or a tiny pistol? As far as being unweildly, I can't speak about commando weapons, but a rifle is actually a very comfortable thing to hold. Plus it's common practice to be taught a buttstroke, a move where you crack a person too close with the butt of the rifle, a great melee defense move.
In game terms, though, it makes some sense.
As an ex-Master Commando and currently a Swordsman, I'm going to drop in a little comment about this issue. (Hey, you can only burn stuff so many times before it gets dull, and everything else in the profession is broken)
Melee damage multipliers on the ranged fighters are about the dumbest thing ever. You hold a rifle, I punch you. You hold a pistol, I punch you. Which will hurt more? Answer: neither. They should have made it very easy to hit heavy weapon users and rifle users, but extra damage is silly. Why? Logic is the first reason, but balance is theother. A flame special takes about 9 seconds to recover from even at Master. What can you do in 9 seconds? Even without the damage modifier, it's easy to take a commando down in that time. CoB so his flame misses, lunge2, headhit*whatever. The simple truth is that swordsman and TKA at least don't need the melee mod whatsoever to take down the commando class. I won't comment on riflemen since I've never been one. Beyond 16m any ranged class will do better damage to you than a commando, and under 16m a commando has no chance against you. You do the math.
And as for the fellow who says melee mods helped balance the carbineers, aw man, you think your special moves take off a lot of health? You've got nothing on carbineers using any of their decent guns. Absolutely nothing. They're the pikeman of ranged classes. I was a carbineer for a long time, and I eventually gave it up because I couldn't take it anymore. And contrary to popular belief, fireknockdown is NOT a carbineer skill.
TickTock wrote:
As an ex-Master Commando and currently a Swordsman, I'm going to drop in a little comment about this issue. (Hey, you can only burn stuff so many times before it gets dull, and everything else in the profession is broken)
Melee damage multipliers on the ranged fighters are about the dumbest thing ever. You hold a rifle, I punch you. You hold a pistol, I punch you. Which will hurt more? Answer: neither. They should have made it very easy to hit heavy weapon users and rifle users, but extra damage is silly. Why? Logic is the first reason, but balance is theother. A flame special takes about 9 seconds to recover from even at Master. What can you do in 9 seconds? Even without the damage modifier, it's easy to take a commando down in that time. CoB so his flame misses, lunge2, headhit*whatever. The simple truth is that swordsman and TKA at least don't need the melee mod whatsoever to take down the commando class. I won't comment on riflemen since I've never been one. Beyond 16m any ranged class will do better damage to you than a commando, and under 16m a commando has no chance against you. You do the math.
And as for the fellow who says melee mods helped balance the carbineers, aw man, you think your special moves take off a lot of health? You've got nothing on carbineers using any of their decent guns. Absolutely nothing. They're the pikeman of ranged classes. I was a carbineer for a long time, and I eventually gave it up because I couldn't take it anymore. And contrary to popular belief, fireknockdown is NOT a carbineer skill.
Point well taken, but a target wielding a big rifle will be less mobile, and it would be easier to create a well-placed hit.
Mostly, it's simply for balance reasons. Riflemen and commandos are the type of classes who are designed to stay away from combat, while pistoleers would more be on the frontline.
No matter how you try to justify or unjustify it, it's simply there for balance.
Faslik wrote:
why would you say it should be thrown out, i know rifle is the same way and it makes perfect sense, both realistically, and game terms. think about it, commando weapons and rifles are unwieldy, hard to handle and shouldn't prove for good melee defense, as far as game terms, commando weapons still can brag the most dmg one shot hits in the game as well as setting people on fire, totally cheap, and rifle can take shots without the enemy returning fire!! smartest thing SOE could have done to balance it IMO, and it makes profs such as carbineer more balanced
It makes no sense at all... If you hold a rifle, and you trip and fall, would it hurt more than if you were holding a sword? Or no weapon at all?
Evan9 wrote:
Just wanted to let you know that a countered/dodged/blocked flamesingle will stillset you on fire. You may avoid that +1200 damage hit, but the burn will do it's work.
A bug, meaning it is abnormal behavior, and invalidating your point. I remember after one patch smugglers were godlike because of bugs in low blow and panic shot. Yet that did not make the smuggler profession itself unbalanced, because we were witnessing severely abnormal behavior. The bug just needed to be fixed. However, I lobbyed hard as a Commando like many others, to get our damage fixed so we didn't do excessive damage to riflemen and the like. This was one of many bugs we were trying to get fixed, so people would stop screaming nerf. However, their response to our attempts to balance our own profession were met with a heavy hit with the nerf bat, in the form of damage melee mods. Commandos now suck without creature support, because if they miss their first flame, they die. Often even through decent composite. I have seen commandos swarmed and buried under piles of durnis. All while numerous other bugs go unfixed. In response, I say let the Devs find their own Commando bugs. More power to the Commandos, because I sure as hell am not helping the Devs "fix" them any more.
As for myself, I just got sick of being a one trick pony. The Flamethrower may work well, but it is the ONLY thing that works in the profession. It just got dull.
Deyvon wrote:
Point well taken, but a target wielding a big rifle will be less mobile, and it would be easier to create a well-placed hit.
Mostly, it's simply for balance reasons. Riflemen and commandos are the type of classes who are designed to stay away from combat, while pistoleers would more be on the frontline.
No matter how you try to justify or unjustify it, it's simply there for balance.
The riflemen and commandos balance well without melee modifiers. Why?
If you have ever in SWG played a riflemen in any way shape or form, you'll know what their accuracy is in melee range. Unless the recent changes helped them out a lot more than I thought, they can't hit the broadside of a barn when you're in their face. Why do you need more than that? You don't. If they can't hit you, and they can't get away because of increased melee range, lunge, etc. then you don't need the crutch of a melee mod at all.
As for commandos their crippling factor is speed, and to a lesser extent accuracy. They're much better up close than riflemen, but their accuracy is still pretty bad. However they get a little more at Master now, so a Master isn't quite so bad in that regard. But then he's also a Master. The speed affects them more though. If you're smart and use CoB, their flame will miss, and they WILL NOT get another flame off before dying. Not unless you are having a hideous run of bad luck.
The irony is that the melee mod is there to encourage balance between melee and ranged, when it does absolutely no such thing. The critical cause of imbalance between melee and ranged is the ability to close, or lack thereof. To that end, extra damage doesn't help at all, if you can never hit them. A far better way to balance would have been achieved with a brawler mini-burstrun. Such that a ranged couldn't kite forever.