Teras Kasi Archive

Thread: 15m hit radius too far, by far!

marteh000
Tue Dec 09, 2003 12:09 pm
#27






CazzimirStylla wrote:

a lot of ranged fighters have a posture change attack- supression fire. it's under ranged support. if they started using it perhaps they could stop our advance for a moment and take advantage of it. we cannot attack on one knee, but ranged can still get off a shot before we get to them.







Good point... We are not the only profession that does this... If ranged took some time to sit down and come up with a system for taking out melee rather then trying to kite us and then complain if it doesn't work, they might actually see that its not that tough if they play there profession to its fullest.


OH yea sorry about the spelling in thesubject of thisthreadguys. Spelled weakness, weekness instead LOL DOH!!!




Thank You

Orerick Rudious (SL/Master Rifleman)
::: Phoenix Mercenaries (PXM) :::
(Radiant server)
marteh000
Tue Dec 09, 2003 12:44 pm
#28

OPS AGAIN....wrote the last part ofmy previousmessage in error....was mening to correct my miss spelled subject on the "TKA WEEKNESSES...PLEASE SPRED THE WORD" thread.


Man i gotta take a nap LOL




Thank You

Orerick Rudious (SL/Master Rifleman)
::: Phoenix Mercenaries (PXM) :::
(Radiant server)
antares_Kauri
Tue Dec 09, 2003 3:09 pm
#29

If you don't play a melee class, you have no idea how much the extended range helped us, all melee classes have been needing a range extension since the beginning of the game.

antares
master pikeman



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
_Macabre_
Tue Dec 09, 2003 3:39 pm
#30

We didn't need a range extension IMO, we needed better client/server synchronization and more appropriate "target" placement on certain large-frame mobs. We couldn't get the latter, so we were given the former as a compromise. There are other professions that are still suffering from the desync and rangeissues - namely medics, heavy weapons users, and creature handlers.



Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
SaraeItha
Tue Dec 09, 2003 4:24 pm
#31

I think the real issue here is that the ranged professions have never ever had to worry about the brawler classes. Brawlers were easy to kite, and therefore not even a factor to such a degree that most range porfessions totally wrote them off. Now ranged professions are getting killed by brawlers and they dont like it very much.


First they complained about getting one shotted by riflemen.Thenthey complained about CH's.After this, CM poison was no fair to them.Then bouty hunters and their eye shot!Then someone go killed bya commando.


Now you have to actually worry about brawlers.Now everyone has a chance at you. Life is justnot fair.


/cry




The professions of this game are like 32 spice fiends in the same room with a few fences. Everyone is screaming for their their fix. If you try to give everyone a little bump at the same time, nobody will be satisfied and the screaming will never end. If you single out each one really hook them up , you will slowly end the screaming. I know my turn is coming, but it still does not ease the pain of realizing I am nobody's favorite ho. XENOTKM/Master Gunfighter/Master Smuggler
Dinian
Tue Dec 09, 2003 4:37 pm
#32

The problem, Sarae, is that the brawler profession's damage output was designed around this ultimate weakness.


After the huge range extension, that weakness really became less of a weakness.




Dinian :: Master Swordsman - Teräs Käsi Master - Force Adept
Retired producer of fine weapons for Kong Technologies
marteh000
Tue Dec 09, 2003 4:42 pm
#33

Not neccaraly true... alot of the special moves that we have as melee professions the ranged professions also have tokeepUS at bay also... they have there own versions of intimidate, lunge, KD, etc...


We use these skills to our advantage and so can ranged professions




Thank You

Orerick Rudious (SL/Master Rifleman)
::: Phoenix Mercenaries (PXM) :::
(Radiant server)
KnightHawk420
Tue Dec 09, 2003 4:53 pm
#34

Lets at least get accurate.....



Lunge is the only move that works at 15m, and it's simply a posture change, easily recovered from, and it is NOT a knockdown. The only knockdown that TKA's have only works at 3M!!!


Our range is somewhat artificially extended to deal with lag. Which is present in most pvp battles. So the fact it is artificially extended is balanced out by the lag, that was the intention. It is in the lag free times that this seems over done. Which are somewhat rare. The fact is the TKA's knockdown is exactly like the pistoleers knockdown without the dizzy. We both have the same range restrictions.




Supression Fire is even better thanthe brawler lunge, as it can be used at 60m






Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
marteh000
Tue Dec 09, 2003 5:12 pm
#35

Ok that is not accurate if it KD has the range of the rest of our specials....not that i want to add fuel to the fire becasue i am a TKAbut i did an experement today to actually test this theroy... our normal attack will only work if you are within 4m of your target but i KD/warcryed my target, ran back to 11m and started spaming UA2.... What i descoverd is that i was hiting my target (with specials) from 11m out.


So just to sum things up. I didn't get a chance to test KD but if it has the same range as the rest of ourspecials then we can KD from at least 11m from what i have PROVED.


ALSO ONE IMPORTANT NOTE.... this isONLY valid in PvE. InPvP you will NOT see this because of the sever/client lag.






Thank You

Orerick Rudious (SL/Master Rifleman)
::: Phoenix Mercenaries (PXM) :::
(Radiant server)
SaraeItha
Tue Dec 09, 2003 5:21 pm
#36

My other character is a sniper. Pistol classes notoriously had just as good aim at long range as a rifleman, and pitols also were good up close. Pistols got melee defense whereas riflemen took 2x melee damage. Brawler's were so gimped for so long that you hardly ever saw one in PVP. If a brawler did hit you, then you could easily step away 2 meters and kite them for eternity.


Now brawlers are becoming a viable class.


But some people are too lazy to changer their strategies and take advantage of their full 65m range.
Instead they want to NERF brawlers. You are complaining about brawlers getting an extra 10m of range.
So what are you doing with your extra 40?


Please rethink your strategies before crying NERF to everyone else.




The professions of this game are like 32 spice fiends in the same room with a few fences. Everyone is screaming for their their fix. If you try to give everyone a little bump at the same time, nobody will be satisfied and the screaming will never end. If you single out each one really hook them up , you will slowly end the screaming. I know my turn is coming, but it still does not ease the pain of realizing I am nobody's favorite ho. XENOTKM/Master Gunfighter/Master Smuggler
Ossazk
Tue Dec 09, 2003 11:42 pm
#37

so what you want to only have a 5m radius to hit people? you know how **edit**in difficult that would be to even pvp or even pve? stop whining you pistoleer
Selwynn
Wed Dec 10, 2003 12:58 am
#38

I understand where a non-TK is coming from on this, but unfortunately you don't understnad all the issues/problems with melee range - trying to go back through all of it is more time than I have. Suffice it to say that in an ideal world, melee range would be less, but it CAN'T be right now because of other problems - so it has to be 15.

Not sure where the KD being overpowered thing comes from - KD rarely works, costs HUGE ham and you turn around and get right back up again...?



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Dajaan
Wed Dec 10, 2003 5:30 am
#39






Selwynn wrote:
I understand where a non-TK is coming from on this, but unfortunately you don't understnad all the issues/problems with melee range - trying to go back through all of it is more time than I have. Suffice it to say that in an ideal world, melee range would be less, but it CAN'T be right now because of other problems - so it has to be 15.

Not sure where the KD being overpowered thing comes from - KD rarely works, costs HUGE ham and you turn around and get right back up again...?





first off thx for being constructive to all of you! you are really willing to understand my point of view, and that helps a lot! thx to all of you out there!



@selwynn: actually it's not just the KD but rather the KD/Dizzy combo wich renders everyone senseless, lying on the floor and just not having a chance of doing anything anymore, but watching being killed. it takes the fun outta the game, in my opinion for both sides, cause sooner or later every TKA will miss the challange they had before when approaching a (player) opponent.


unfortunately your (and other's) statement about the lag/desync problems, are nothing but true, making the current "solution" (which is actually only a compensation and not a true solution),the only one available (atm). the game shall be fun for everyone, and it defin. wasn't for you guys - i myself tried also a brawler class and continued to do fencer, but i stoped playing the char, due to the lack of time...


looking back at the topic, i have to state that there lies def. truth in it, but it can't be realized right now - but that wasn't my ultimate intention - all i hope is, that the DEVS understand there is this problem, and that they get their acts together and start working on a real solution, what would be fixing that netcode.


help "us" all to improve the current situation, and understand this thread as a petition!
again thx for your time, and participating herein!


kind regards,
dajaan f.






"in Yoda we trust"
Page 3 of 5