Teras Kasi Archive
Thread: PVP Kiting: Server fix ideas and tactics
First of all, I would like to introduce myself. I am Nanuu, a wookieeon Tempest. I have been pursuing TKM for a long time, since launch. I recently achieved my master status in December, (FINALLY)which I am EXTREMLY pleased with and proud of(cept being a wookiee is a little rough, but I manage, somewhat). I am not a holo grinder and I will be TKA forever. It's taken me a long time to master tka because of work, but this gave me A LOT of time to read many many forum posts. Therefore, I am well read up on the issues that do and have plagued our class. Being a programmer, Ihave some ideason the "kiting" issue.
I don't think we should get a kiting "skill" persay (or any melee for that matter). Kiting is a ranged tactic to keep from getting stomped by ameleefighter. The only disadvantage that may exist is thea result of client\server syncing lag which will vary from connection to connection. Try playing a multiplayer first shooter on a server you have 30ms ping time and then try it on one with a 400-500ms ping time.
Here is my server fix:
When a melee fighter (must be wielding a melee weapon), entersthe "state" where he is chasing a ranged fighter (server checks direction of client and their target), in PVP,the server does a check on the melee fighters current ping time (or some other network related value) and distance from current target. If the ping time exceeds a certain # and distance is sufficiently close, increase the melee fighters range(instantly or ramping up over time, with a cap of n meters based on a ping time calculation. I would say no more than 5 or so meters). Having some experience in socket programming, this, in theory,shouldn't be too hard to do. Melee "kiting" problem solved (or at least improved). Such a fix can be applied to a variety of scenarios, not just PVP.
My opinion of range kiting:
I personally don't have a problem with ranged fighters running away. It'sa smarttactic. Some might call it "cowardly", fair enough. But I'd say it's better to bea smart coward thana brave fool. They would be stupid not to run,especially from a master of the Teras Kasiart!
I think it makes things interestingand fun actually.
My anti kiting tactic:
Fight fire with fire. I just piss them off by running in the opposite direction. Keep an eye on their use of burst run. When they begin to chase you, start bursting in their direction (this will happen fast, especially if bursting...think of two cars colliding...timing it right is crucial especially if they haven't bursted yet). When you are on top of them, andif you aren't dead by fearsome head shots, go to war. Your odds will improve if there are structures available to hide behind or you pick up another profession to stack your ranged defenses.
I also think traps should work on players.....
I hope this helps someone and that that devs take a look at such a solution, if they haven't already!
Let me know your PRODUCTIVE thoughts on this. Flamers need not respond.
Lexy wrote:
I just whip out my Nym's carbine and use Chat Shot 1 on them, KD'ing them over and over until I'm in melee range. Works nice against kiters
They really need to put a timer on that Carbineer KD. Imagine being KD'ed over and over by a TKA. People already complain enough about 1 KD \ Warcry or Dizzy let alone spamming it. That's why our KD was nerfed...
If I wanted to stay pure melee with my template I'd make sure to get master brawler for unarmed lunge 2. I believe it is 25m range for the posture down attack (might be 20, can't remember and not at home to check.) And I'd get at least explore IV so your burst is as effective as possible. If Master Scout can fit into your template, even better.
Personally I took the fight fire with fire approach and got Dirty Fighting, Low Blow/Panic Shot is a nice combo way to catch up to your opponent when they're running for their lives from you ![]()
If you don't want to spend the points to get pistoleer for the accuracy so Low Blow actually hits...use smaller powered weapons with scopes, maximized for range and ham cost. The damage from the shot isn't important, the state affect is. You'll do plenty of damage once you catch up to them.
EcadMistflier wrote:
Fix for ranged pvp kiting is to pick up ranged kd skills. Either carbine or pistol. That is fighting fire with fire.
Agreed.Picking up a ranged skill is one solution to kiting, but not a"fix" forclient\server sync issues.
Nanuu wrote:
Here is my server fix:
When a melee fighter (must be wielding a melee weapon), entersthe "state" where he is chasing a ranged fighter (server checks direction of client and their target), in PVP,the server does a check on the melee fighters current ping time (or some other network related value) and distance from current target. If the ping time exceeds a certain # and distance is sufficiently close, increase the melee fighters range(instantly or ramping up over time, with a cap of n meters based on a ping time calculation. I would say no more than 5 or so meters). Having some experience in socket programming, this, in theory,shouldn't be too hard to do. Melee "kiting" problem solved (or at least improved). Such a fix can be applied to a variety of scenarios, not just PVP.
Just to clarify to everyone whoisn't aware yet, when I, or anyone, talks about client\server sync issues this is referring to the situation whereyou may beless than 1m from the kiter, client side, but still get the out of range message because the client has not caught up to the server. Ranged fighters don't feel this effect, as heavily, because of their much longer range. They have more room for error, or lag. My solution tacks on extra range in realtime, for lagging players, to help compensate for this (If the game engines architecture is flexible enough to do so).
atone48732 wrote:
Excuse me it is a very cowardly thing to do
Kiting that is
Atone, I am aware of your point of view which you state on just about every thread on every board. As a matter of fact, I thought of you when I pointed it out, just soyou wouldn't post it.
atone48732 wrote:
Excuse me it is a very cowardly thing to do
Kiting that is
Yeah really everyone should just stand in one place and shoot..... and completely ignore such skill mods as..
Pistol Accuracy while moving.....
/cough
Bottom line: We are close quarter fighters.. We are given a 10 m range to hit from. That is good enough.. If you want more Master Brawler then you can KD from 20 m. That to me is very excessive but I would be a fool not to like it. I am just tired of hearing TK's in the forums always crying about being Kited. Think about it.. If you had a gun and a Martial Arts expert was trying to kill you.. What would you do? EXACTLY.. run like hell and shoot that b***h...