Teras Kasi Archive

Thread: A few more tidbits for you

SilentSparrow
Mon Sep 08, 2003 6:03 pm
#14






Ehogack wrote:

That's a tactics problem. Not a TKA game issue. You run after them, you deserve to be kited.







This isn't a matter of tactics, what it comes down to is if and only if the ranged user makes a mistake then we have a chance to kill them. However, even if we play all our cards right and use everything at our disposal all they have to do is stay a couple meters ahead of us and we're out of luck.


I've lured marksmen into buildings only to still have the same "out of range" message mock me at the top of my screen. I've used rocks, buildings, walls, and even had friends be a distraction while I flanked them. The problem is even if I get one or two hits off I just can't keep them at melee. They just run off and we're back to square one except I'm still being shot.


Kiting is equally imbalancing in PvE, so the real question is why is it still here at all? Its not realistic and it allows marksmen to kill nearly any melee npc. I really dread the day mounts come out, just think a marksman with permanent burst run.

HeadRoll
Mon Sep 08, 2003 6:14 pm
#15

Sounds great Holo. But as with anything, the final judgement will be how it is going to be implemented.



Valor
Mon Sep 08, 2003 6:16 pm
#16

it sorta helps, but you're missing several key things:



  • defenses dont work100% (not /tank)

  • being kited sucks...and now w/ the lunge nerf that went along w/ kd nerf, we cant catch/stop ranged.

example: last night in a pvp, i attacked a pistoleer..kd2 failed to kd, then chased him, lunge failed 6x before i gave up and targeted another guy that was kiting me.







LordValor/LadyValor/DukeValor
.......:::: Proud member of Oasis ::::.......
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| Master Smuggler; Master Pilot/Elder Dark Jedi Master/Architect-Shipwright |
Stupidfly
Mon Sep 08, 2003 6:20 pm
#17






Holocron wrote:

Upping melee damage. A meleer who closes with a ranged profession should be much more competitive than they are right now.


Adding active Defense moves. These moves will allow meleers to both tank against other melee classes, and close the distance between ranged characters and themselves with less risk.







Thanks, Holo.I am still afraid however that it will not fix the biggest problem: That target is out of range.


To hit a target that is kiting us we have to pass him up, stop, and then attack. That is enough time for one lick on him. Considering that most melee spam the stand-up key in expectation of lunge this maneuver has become all but useless. I can drop him to his knee at 15m and he will be back up and running before I have a chance to do what is required to even hit him, much less kill him.


Target out of range is our number one PvP issue.



Vertiblade[Radiant]


-=Master Teras Kasi -Master Medic - Master Brawler =-

DarkBrood
Mon Sep 08, 2003 6:21 pm
#18






Holocron wrote:

I know you've been waiting for the fabled "write-up." Alas, the TKA designer tends to write bullet points not essays, unlike some of the other designers. So your write-up has been getting dribbled out in bullet points over time, rather than one big clump.


Today, I managed to pry this out of him:



So we are looking at :


Upping melee damage. A meleer who closes with a ranged profession should be much more competitive than they are right now.


Adding active Defense moves. These moves will allow meleers to both tank against other melee classes, and close the distance between ranged characters and themselves with less risk.






Thank you very much for the update.



Teras Kasi are lethal,nearly impossible to knock down or unbalance(Just kidding). Facing an opponent armed with ranged weapons, high-level abilities enable him to evade blaster fire and close quickly(Not really)...
Wildjames
Mon Sep 08, 2003 6:22 pm
#19

Holo, we can't close the gap unless the target is /afk


please add (or at least tell us that it's not feasible) a /stick command


once we get in range, we should be able to stay in range, unless knockeddown, etc.

MrKracs
Mon Sep 08, 2003 6:25 pm
#20

Leave the poor Commandos alone, they've finally got their day in the sun. Believe me, they need high damaging moves because they're left vulnerable for 10sec afterwards. I've killed several Commandos in PvP extremely easily.Even when one landed a special on me, since he had to do it at such close range and since it didn't kill me outright (not sure if my adv.composite was helping me but it has 50% special heat protection), I had enough HAM left tolunge/dizzy himand spam unarmedhit3 (without vibros on)until he was dead (then I fell down unco ).


Two things would make melee chars allot more versatile in combat:


1) A /stick function similar to DAoCs, where once we've closed the distance we don't have to worry about server latency forcing us out of melee range again. Server latency has been our biggest killer in PvP since even when we look like we're on top of our opponent, they're actually far out of range. Lunge was our only decent weapon but thats been capped to once ever 30 seconds now, and since we usually needed at least 2 lunges to hit before the latency showed us where our opponent position was to land a dizzy we now literally need a fairly stationary target to have a chance.


2) A very slight increase to melee characters speed. What I'm talking about is less than 10%, i.e. with a 30 meter headstart it would take us 300 odd meters to close the gap. In truth, we shouldn't be charging over long distance trying to pull down a ranged opponent, distance is the ranged chars domain and should remain so. Thats the area I agree with in terms of the "don't bring a knife to a gun fight" comment. But at 10 to 15 meters the ranged opponent should be worrying. If he can't hit us with something to slow us down (i.e. a ranged posture change or knockdown) then that 10% increase will get us into range reasonable quickly to land the lunge.


In fact in combination with item 1 would also mean we'ed have a good chance of our dizzy hitting. Something along the lines of /unarmedlunge1; /stick; /unarmeddizzy1; or something.


The thing is, I think this should only be happening when the ranged opponent is actually kiting (i.e. running and shooting). If they stop shooting they should have the same run speed as melee chars. Basically becomes a choice of "heh, this melee char is closing on me, to I risk getting caught and try to finish him off? or should I just high-tail it out of here?". I dought a 10% increase across the board (for melee and ranged if they're not kiting)would mean anything in PvE, most mobs already run a hell of allot faster than us




---------------------------------------
Kracs Knuckles - TKM / Pistoleer Master / Scout / Medic - Corbantis
"Facing an opponent armed with ranged weapons, high-level abilities
enable him or her to intercept blaster fire unerringly with their head,
bringing his or her self swiftly to the ground."
-Page 267, SOE Class Balancing Strategy
KoozPhoenix
Mon Sep 08, 2003 6:28 pm
#21

Can we get some positive feedback here people?? SSHEESH


We all complain and moan about not having this, and wanting that, and holo is nice enough to tell us some things they are looking into (thanks by the way holo, the community appriciates the communication ) and then everyone just blows steam at him.


Crap i know i wouldnt want to post any more updates if i just got flamed every time.


Holo, honest we do appriciate the efforts being put into these changes. Defense!! wooo hoooo


ok, does no one read??


Adding active Defense moves. These moves will allow meleers to both tank against other melee classes, and close the distance between ranged characters and themselves with less risk.


"close the distance"


Now, i dont know how they are doing this, but they say right there they are working on it


More than i can say for myself, i just play the game





Koozyo Phoenix - Phoenix Mercenaries Commander
Teras Kasi Master // Master Creature Handler // Carbineer // Medic
HeadRoll
Mon Sep 08, 2003 6:29 pm
#22

Those that are stillyelling "We are being kited"


I could have sworn Holo's post said....


(These moves will allow meleers to both tank against other melee classes, and close the distance between ranged characters and themselves with less risk)


It does say "....and Close the distance between ranged characters and themselves" did it not? Let's at least challenge Holo on what kind of design they have in plan to perform this move.



SilentSparrow
Mon Sep 08, 2003 6:33 pm
#23

Actually I believe hes implying the defenses will give us more time to close the distance, not actually give us a speed increase or something along those lines.
ashitaaka
Mon Sep 08, 2003 6:41 pm
#24

I like both ideas, Holo, and I like the /stick command even better.
silversaber
Mon Sep 08, 2003 6:46 pm
#25

I disagree with all of this.


Melee should not be in this game at all except for Jedi, much less be viable against ranged.


Gongrats on making this game closer to EQ/UO.

MrKracs
Mon Sep 08, 2003 6:51 pm
#26

Oh yeah, forgot to say thanks for the feedback Holo, appreciated


But, is thereany chance of getting a little feedback on whats happening withcertain effects (stun, dizzy, intimidate etc...) being removed very quickly on knockdowns and lunges when fighting PvE NPCs/mobs?




---------------------------------------
Kracs Knuckles - TKM / Pistoleer Master / Scout / Medic - Corbantis
"Facing an opponent armed with ranged weapons, high-level abilities
enable him or her to intercept blaster fire unerringly with their head,
bringing his or her self swiftly to the ground."
-Page 267, SOE Class Balancing Strategy
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