Teras Kasi Archive

Thread: A few more tidbits for you

LoBai
Tue Sep 09, 2003 8:02 am
#66

Thanks Holo,


We do appreciate the communication indeed. I look forward to the defense and, of course, the offense. You get attacked and flamed a lot, yet you still post and tell us what's going on. I know it's your job, but still....thanks.

LirielTheDrow
Tue Sep 09, 2003 8:07 am
#67

DenMeister...you lost because you allowed a melee character to make it into melee range with you. You lost because you didn't have the brains to runaway...you stood there, not like most people do, but like idiots do. Any ranged player without the brains to keep the melee out of arms reach deserves to die.


I'd also like to note something else here. I have no problem with being kited. It's something you have to live with when you choose a short ranged profession. What I have a problem with is not being able to hit the ranged player when I actually DO make it into melee range. THAT is what most of us are complaining about and I don't see why there's a problem with it.


Are we asking too much when we ask that we be able to hit things that are within range? Where is the problem with this?Why is it wrong that I wantto be able to hitaplayer who's1m away from me? Well?


Liriel Baenre


FumblerMJM
Tue Sep 09, 2003 8:55 am
#68

The day they make Melee fighters stronger than Ranged fighters in a Star Wars RANGED FIGHTING setting is the day i unsubscribe.





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Aegu
Tue Sep 09, 2003 9:13 am
#69

Heres my 2 cents worth:


Personally i think that giving us the defense modifiers would help us and a grab move would be ideal, but anything above that just isnt appropriate. We are melee classes. Being a TK novice I dont really see fit for us to receive anything else that would allow us to stop the ranged blasters from kiting us. Its a TACTIC. Maybe also giving us a speed bonus over the blaster users might be appropriate because most of us dont wear armor VS. most blaster users using armor like composite or faction armor and that armor use would hinder/should hinder thier movement.


BUT to outright give us a move to catch kiters besides grabs or speed is unreasonable. We are melee and fight within a 5m range. Blaster users should continue to kite us but maybe also receive penalties while running and looking back while firing, or acquire a posture change on some instances that would institute a trip or fall.


What im trying to get at is we are not a ranged class so we should not be allowed for the most part to contend on a ranged fight. If your being kited just dont chase the player.


Also i think that the blaster shots need to be looked at. Say im being kited and i stop chasing and hide behind a rock, tree, building etc i can still be shot. That needs to change, we should be able to use cover. I also think that if we ARENT in the wide open, Ex: behind a building etc, that TAB should NOT target us. If we cant be seen by the person trying to target us we should not be targetable by the TAB method. I think if something along these lines were implemented that alot of the problems TK is seeing would disipate and you wouldnt see half the issues there are now.


On a final note like i have been saying, great arguements from alot of people but dont think cause you can be kited its unfair, thats a tactic, be it unfair in some instances, it is part of the game and it shouldnt be taken out, thats one of the reasons blaster users went with blasters. Just think if TK or any melee class werent able to be kited whats to stop everyone from just making a TK cause right now we are HUGE DPS machines.


Well theres my 2 cents. Thanks guys.




- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
BayneThundarus
Tue Sep 09, 2003 9:30 am
#70

As has been said multiple times, the fact that you're addressing our class is great, but again, better offense/defense won't help if I can't hit anything.


I can literally walk right next to someone who's slowly walking away from me, and never even get one hit off. Due to lag, I actually have to anticipate their movement, walk IN FRONT of them, then try a special and hope that I timed everything right.


So, essentially, fix the lunge first, THEN focus on these alternate additions.




----------------------------------------------------------------------------------
Lose. It's spelled LOSE. You don't "loose" in battle; you l-o-s-e.
Goromon-Radiant
Tue Sep 09, 2003 10:21 am
#71

As a professional in the game industry, I just had to get something off my chest. When the imbalance between melee and ranged classes in PvP was first brought up the often quoted reply was "Don't bring a knife toa gun fight". This rubbed me wrong, but it wasn't until recently that I fully realized why.


If this is truely your stance, then don't design a class whose sole purpose is to wield a knife if you're making a game that is meant to be a gun fight. What irks me the most about the statement is that you insulting your players by blaming them for your design flaw. "Don't be so stupid as to play the combat class we designed for you and expect it to be competitive". The flaw is not in the players, it's in the design.


Ok, I'm done.

Neuroflux
Tue Sep 09, 2003 10:28 am
#72

/cripple

x % movement reduction for n seconds.
Selwynn
Tue Sep 09, 2003 10:49 am
#73

I think the changes sound great!



Laurianna Goodspeed, TKM, Master Chemist
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Magritte
Tue Sep 09, 2003 10:50 am
#74

Holocron,


I guess some people are not happy and really do not read what you wrote. If the new defensive moves will allow us to close the range on people who are kiting then I am willing to see what the changes look like. If then we are able to close in, keep us close, and disable an opponent with our TK skill then sounds great !!


Take real life for example you do not often see a modern soldier running at full speed while firing. They either have to slow down to a walk toinsure accuracy or do so with little to no accuracy for cover fire. So if a ranged attacked in SWG wishes to run and fire this should be the standard. Miss pretty much 100% opf the time or slow down to walk.

BlackReign1004
Tue Sep 09, 2003 11:09 am
#75

Rafed
Tue Sep 09, 2003 11:13 am
#76

Only being just above novice in TKA (0,1,1,2). I already do quite a bit of damage especially using the VK's but still biggest problem is being 'out of range' while standing in the middle of the creature.


Fixes that I think will improve all the melee classes, but I know ranged players will disagree, even though melee should totally own a pure ranged playerat less than 5 - 10 m range.


1/ Instead of increasing damage levels high, increase the 'unarmed speed' setting to match the damage variable. This will probably be of more benefit than just keeping increasing max damage limits.



2/ Increase the melee range for unarmed (with or without VKs) to about 10m (may be a bit far or unrealistic, but will help solve the 'out of range' sync problem).



3/ As melee fighter knockdown can be a life saver for us, plus if they get close enough for us to use it they deserve to go down for a while. Maybe increase the time they are knocked down to about 10 seconds, or remove the timer on melee knockdown. But prevent knockdown being reapplied if they are already knocked down. Or even if no timer, increase the Ham cost by 25% on the knockdown AND make it do zero damage, but they stay on the ground for at least 10 seconds. If they have resist to knockdown then these changes wont make a big difference.



4/ Unarmed lunge1, seems to use such a high ham cost considering they are up and away before you even close the distance to them again, maybe increase the delay it takes them to stand unless they have the defensive settings to shorten the time and remove the timer so they can be put into a prone position, if they dont resist it.



5/ Allow a setting in one of the TKA trees that allows melee to move faster, maybe up to a max of 10% to 15% speed increase at Master level,


Just a few ideas from a starting TKA. So don't have access to all the skills and specials the master level has, so these ideas are based on what I know at the moment.

Cobok2002
Tue Sep 09, 2003 12:00 pm
#77

IMO TKA should be able to do atleast 1/3 of recently fixed commando damage. Commando has to be in 16m range to use specials, in PvP they hit for 5000+. TKA has to be in 3m range.Damage we do right now is not enough to keep up with buffed up, composite armor, mk3 shield generator rangeproffesion.It's hard as hell to get in melee range but when we do manage to get there no way should ranged user get up from KD and run off to start kitting again.


In PvP


Commando @ 16m = 5000+


TKA @ 3m = 300-400 ?

Falator
Tue Sep 09, 2003 12:29 pm
#78

Commandos use charged weapons with high delays. If you are talking about a flame thrower or a heavy acid rifle, they shoot one of those specials and then they can't do ANYTHING AT ALL, for 10-15 seconds. Commandos also get about as much accuracy as a master marksman.


oh and I would love you to post a screenshot of a5k+ damage pvp hit. It might be possible against a rifle using enemy (there is a bug currently that treats the flame thrower, heavy acid rifle and light lightning cannon as ranged melee weapons and that is why the damage is so high on people who use rifles), but i doubt it.




Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
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