Teras Kasi Archive

Thread: Poll Do we need an anti-kiting skill?

Hypatian
Wed Nov 05, 2003 8:16 pm
#40

My current thought is: make lunge slightly slower to get up from (spamming /stand is way too effective). And if possible, make all of the lunge attacks clue the server in that there's melee vs. ranged action going on, and it should try to synch everybody up right now so that the meleer can tell where to attack.

In general, I think the situation with lunge now is reasonably okay. Back when lunge neither did much damage nor kept people down at all, well, it hurt.



Hypatia Fegi - Fegi & Fegi Enterprises - Elektra Fegi
Mayor of Reunion Radioactive Power Broker


TerasKasiShal
Wed Nov 05, 2003 8:17 pm
#41

Yes.







vFovi Cirev
::Bounty Hunting Jedi:: Starsider

v
Gantsu Ana v


::Artist from Moenia::

Schwartzwind
Wed Nov 05, 2003 10:40 pm
#42

Yes.



Bartle: EKS (Explorer 73% Killer 53% Socializer 46% Achiever 26%)
Xytroncore
Wed Nov 05, 2003 11:41 pm
#43

No, we already benifit greatly when we do catch up to people (1/5 kiters I can catch up with) by being able to kill them with extreme ease, we don't need to be able to catch up to them faster so they have no chance at beating us what so ever


On the other hand, if they remove the melee penalty from all ranged users completely then this could be viable




_________________________________________________________
Manimal : Gunslinger
Trimatthias
Thu Nov 06, 2003 12:08 am
#44

no... conditionally...



the out of range issue is half of our kiting problem. from what I have experienced in both PvP and PvE I can see that "apparently" I am well within range of my target, but the server doesnt think so. Mr.H has said that there is a workaround being developed for this. once that workaround is in place, we should come back to this question.



an alternative is... we could have a skill that allows us to run at burstrun speed on command by holding down a button... think nitrus or turbo or whatever.... if such a thing existed, it would need to have a fairly hefty HAM penalty... say something like 200 HAM per second of use. I think such a solution should only really be considered after the out of range workaround/fix has been implemented and tested though. the problem is that at burstrun speeds, the network latency placement issue just becomes magnified and we could end up much farther from our opponents than if we simply used sound tactics to get near them... (trees, rocks, buildings, etc.) Im sure that there is no easy or simple fix for this issue, but I honestly feel that a ranged peron hould have a pretty hefty advantage outside of 15m or so... since they are generally dead meat within 15m. (no offence to any of you ranged types )





Delrayo Ningar
TKM/Master Doc

Worlock
MDE/MA/merchant/medic

Declarent
Thu Nov 06, 2003 1:00 am
#45

ABSOLUTELY NOT!

The range disadvantage is at the core of our profession.

We are a melee class, we are defined by not having the advantages of a ranged fighter.

Ranged folks should never have been able to hit on a regular basis while running, period.

That's the issue, we shouldn't try to fix it on this end.
KittenofDestiny
Thu Nov 06, 2003 1:12 am
#46

I would say yes we need something to help here..



I think we have 2 issues..



1. We get out of range message when we "are" in range (this may be due to lag)


2. We have no way (after burst run) to catch a fleeing enemy who is over 10m from us.



I would like either an increase in range of hits, or some sort of stick command that gives us 10 seconds of glue to our "in range opponant"



Also while you at it please reduce the 1 hour timer on regeneration to 10 mins.




Thanks


Zippie


Master TKA


Master Creature Handler


Medic 3440




The truth
http://www.imagedump.com/index.cgi?pick=setandget&tp=203469&poll_id=0&category_id=19&warned=y%22
JoeBobJedi
Thu Nov 06, 2003 1:20 am
#47

Nope, the TK lack of ability is not the issue. The fact that ranged fighters can run at full/burst speed and not suffer penalties is the issue. Ranged weapons fighters should be moving slower, say 15% or so, and be ALOT less accurate while doing so.


Any 'skill' that allows us to KD or entangle at a longer dist than lunge will be seen as 'too much'. Reason being that once we catch them, it's nothing to KD/Dizzy them and keep them where we want them. We don't need an upper hand, just a level playing field. TK is about strategy, at least good TK is.



Merjear Kirage


TKN/Medic - Bria


Carbineer/CH - Lowca

Koveros
Thu Nov 06, 2003 1:31 am
#48

I would have to say no. Not a skill. let us be able to attack and run at the same time. we could then lunge to our hearts content. using the skills as they were desinged to be used. to stop people running away from us. ranged users and every npc and mobcan attack and run at the same time, so should melee users.
NeutralMonk
Thu Nov 06, 2003 1:46 am
#49

NO


First of all, we ARE able to attack and run at the same time. But you have to use a special, which makes sense IMO.


Why no? Because that is the core disadvantage to our profession. Every profession has to have a disadvantage.


Devs, just fix the out of range error bug and I'm happy.


/bow

Bratacc
Thu Nov 06, 2003 1:48 am
#50

No.


But it would be nice to be able to hit something while running. If a marksman can shoot while running why can't I hit them while running if I'm within range.

Falcon_73
Thu Nov 06, 2003 1:54 am
#51

Yes


If someone is taking the time to shoot at us while running away, they can't possibly be running as fast.




Katera: TKM, Tailor 2443
ZakuPrime
Thu Nov 06, 2003 1:55 am
#52

yes
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