Teras Kasi Archive
Thread: For the 100th millionth time DEVS PLEASE
adjust the ranged fightersability to attack while being engaged less than 5 meters against melee fighters.
Supporting Information:
1. Rifles are long: once the TK was in their face and up close, there should be a very large (90+) redution in accuracy/damage. Might be possible for a lucky shot, but if were close enough to get our hands on them, we shouldnt be able to be hit with a normal rifle weapon, unless your using some seaker ammunition that gets fired out the rifle and immediatley turns 180 degrees and heads back towards the person.
once your close how easy is it for the tk to grab the end of the barrel and hold it while he proceeds to beath the hell out of the offending shooter. wether thats PvE or PvP doesnt matter.
2. Carbines are a little bit shorter....but would still be able to shoot something but accuracy should be reduced significantly. TK has his hands all over the shooter, there is no way he has time to aim....they would just be pulling the trigger aiming blind and hoping to hit the target.
3. any other type of big ranged weapons should follow the same line of thinking....if the TK can grab the weapon with one hand and physically hold it away from himself/herself it should affectivly null that weapons ability to deal damage, maybe factor in a 5% chance of wrestling it away and getting a shot off while the 2 are struggling with the weapon control.
4. how about a chance to disarm the person? you cant tell me if a TK is close enough to hit someon they would just leave the weapon/hand/arm/fingers or whatever alone to continue trying to shoot. they would break what ever they could. and then finish the attacks. any chance of forcing a unequip for a second or two, thru a special? (sort of like the fighter knocked the weapon loose and it would take a second or two to pick it up again?)
5.A whie back there was a quote from the big guy that said something about Melee shouldnt win a gun fight, well since day one we have been forced to play by those "common sense" rules if your 10-65 meters out....your right you shouldnt be able to win at all, not even close. but on the flip side, you need to adjust that thinking, if you bring a rifle to a closet fight....dont expect to swing that weapon in a confined area and be able to hit me while im beating the snot out of you. Within 5 meters....it should be no match...game over melee wins and they really shouldnt be taking any damage. Pistol might be a slightly different story, with there weapons being small and easy to change direction, but still if we were to be grabbing the weapon and hitting or head butting the person, there chance of getting a shot off aimed directly at us would be very small.
ok slight exageration on the 100th millionth time.....![]()
again Common sense
dont bring a knife to a gun fight
dont try to fight in a closet with a rifle
If your rifle is 1.5m long and im fighting at 1m....dont expect to hit me either, just like i cant reach out and touch you at 40meters.
Here's an idea for an annoying attack give all melee classes the ability to cocentrate their attacks, orhave a targeted attackon the enemies weapon.
1. Rifles are long: once the TK was in their face and up close, there should be a very large (90+) redution in accuracy/damage.
This already exists, only it's more like 100
this isn't really just a riffle thing, its all ranged weapons. blasters carbines riffles, stun dmg, heat dmg, energy dmg, electricity dmg, acid dmg, and any other kind of dmg i missed.
we got jacked because our toughness doesn't incorperate that absorbtion ratio, and it needs to.
we aren't exagerating here, we literly get tore up by lvl 15 NPCs at master, because they have a blaster, and we get 1 shoted by comandos with rocket launchers.
We are not asking to to have range of 40, or be imune to their dmg, we are asking to have some defense vs these things, so we have enough time to plan a counter attack on the move. Buffs are not the rule, they are the exception to the rule. the rule needs to forget about buffs, and armor, because it doesn't apply to this comparison.
some races can't use armor, and not everyone has availability to buffs. All TK masters for example have access to TK master abilitys, and thus it makes sense to incorperate defense for these guys that is in line with our disadvantage. we get kited, we get 3 or 10 or 15 shots to the side of the head, before we get the chance to do a single point of dmg most of the time. when i say we need ranged incorperated into toughness, im not saying that presumtious, and trying to uberize myself, although maybe that might seem to alot of people what im suggesting, but its simply not true. we need this because the ratio of dmg done from range vs our return power in a ranged game is skewed way out of perportion.
ranged dmg needs to be in toughness. If anything nerf armor, dont nerf the people just cause they dont wear armor, hell armor isn't an issue, a comando or a rifflemen or even a pistoler can wear it too for the most part.
not just for TKs but all melee needs range absorb incorperated into toughness.
Valkari-TKM wrote:.
1) buy a state of the arts alien ware computer with over a gig of ram
check, I love 10second shuttle load times...
Valk your a bitter wookie bro lol =)
I dont care about ranged damage. I'm not going to look a gift horse in the mouth if something is done about that, but my original thought was the whole design and practicallity of the ranged vs melee.
it is common sense
Ranged attack...without a doubt will destroy melee. there is no getting around this, its all basic. if you have 2 people standing 20 meters apart, one has a gun and one doesnt.
Who do you think should win? there is no question, the melee character should lose, unless they can close the distance to the target.
all im looking for is that this principle be applied evenly to both sides. Meleeshoulddestroy ANY ranged attacker within melee range. this currently is not even close to being applied. If I as a Melee fighter, Ihave to adjust my tactics to fight a ranged weapon attack, why is it the ranged fighters do not have to substancially alter there attack while fighting within melee range?
Things that would help melee fighters:
1. a follow command that would actuallykeep us within melee range <5m(assuming that we could close the distance). following 10-15 meters behind the target and constantly getting "not in range for this attack" messages is very frustrating. also hitting burst run to close the distance to the target and then hitting follow doesnt seem to work for me. If i hit burstrun and try to run towards the target and they run around like a chicken with there head cut off, this combined with server load/lag/ping/area congestion makes this almost impossible to engage the person with a melee weapon, we are constantly going in and out of range, and then the burstrun would run out and are attack is effectivly over if the target hasnt been engaged and we are dead, because we spent the last 15-20 seconds trying to catch the target or we over ran the target,while they kited away.
2. fix the shooting thru walls. nothing worse for a melee fighter to try and break contact to attempt a re-engage and get shot thru a wall. this kills any tactical use of the surrounding enviroment (much better than at release but this is still a problem) if LOS is broke....they shouldnt be able to fire, let alone hit the target.
3. ahh its getting late ill add more later.
there not going to give us more then 5m range , they thought about it but it got whined down too hard by people who will be losing their free faction points.
so instead the best you can hope for is increased ranged defense. they might add a +5 over all to all melee class's but the chances of that happening is slim.
two options
1) buy a state of the arts alien ware computer with over a gig of ram
2) ask for ranged to be incorperated into toughness, or simply see what this new defensive ability we get is going to do
so possibly 3) hold that thought.