Teras Kasi Archive

Thread: #1 Issue facing TKA's

Auto
Wed Sep 24, 2003 1:25 am
#1

I am presuming all TKA's feel the same that our biggest issue is the fact we cant close down the distance to running targets because lunge doesnt accomplish this (are devs high or something?). In any PvP situation all an enemyhas to do is fire while running away from us and we have zero chance of killing and 100% chance of dieing, am I wrong in assuming we should be able to have at least a *chance*?. Well I will act on the assumption now that we should have a chance and propose the following fix:


Lower the running speed of players firing on the move and let melee professions run at normal rate this will at least give us a chance of catching our target and have a chance to defend ourselves.


This solution also makes sense in terms of realism I believe, you cant run away from a target while facing it and firing at the same time and maintain your top speed.


Please give this a /bump or a /sign if you agree and I'd love to hear everyones view on the matter.




Greython Tolar of DOOM
Mope1
Wed Sep 24, 2003 4:34 am
#2

all i use is lunge and it brings me close enough to KD, works fine, although i suggest the up the lunge time



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Physion
Wed Sep 24, 2003 7:04 am
#3

I am a TKA Master, and I have hardly used lunged..never needed to; then again, I don't PvP very much, but I would like to do more. How is this skill used effectively? Please provide a "simulation" or "scenerio" if you will as an example of when this move would be effective against an opponent.



Jodas Kast


Master Teras :Kasi: Artist


Master Doctor


Corbantis

twissted
Wed Sep 24, 2003 7:37 am
#4


ok i am sorry to say but if some one is shooting u and u chase after themyour really dumb lol hold on laughing to hard ........................ ok ill go on if u havent read theother post it is posible to beat ranged in pvp BUT unlike ranged u got to use your head . i know it sounds crazy but read the other post and see. o and about the runing speed i agree i dont think some one can run with there body twisted and firing a gun as fast as a person just runing after them or even same speed i say if they are firing they should run slower but hey its just mo

Meh-C
Wed Sep 24, 2003 7:47 am
#5

Just had this problem the other day.



/bump




knights.of.abomination.knights   Meh-c
.of.abomination.knights.of.abo Dark Jedi
mination.knights.of.abominatio Proud Killa
n.knights.of.abomination.knigh Knights of Abomination
ts.of.abomination.knights.of.a Citizen of Hell, Lok
bomination.knights.of.abominat Killin rebs since 03
Man I'm Hungry....
Phaede
Wed Sep 24, 2003 8:01 am
#6

I agree as well about the running speed thing, it unrealistic.... Perhaps while attacking they are reduced to a walking pace at best.
It's obvious the "drastic" penalties to attack while moving and even greater ones for hitting a moving target did squat since we still get kited by the weakest of ranged opponents.



Phaede
LoBai
Wed Sep 24, 2003 8:23 am
#7

Yes, the runspeed issue of a guy turning around completely to fire at us and yet not even having a chance of us catching them or even of tripping on something is crazy...but twissted was right. If you chase after a ranged and LET him kite you...you deserve a blaster burn to the temple.
ElwoodBlues
Wed Sep 24, 2003 8:30 am
#8

I personally have a TKA/CH and a Doctor/Rifleman So I understand the plight of both the ranged and melee proffesions. For the most part the kiting issue is occuring for TKA fighting Pistoleers and Carbineers.. because if a TKA where to hit a rifleman once (2.5x melee damage) the rifleman would surely be dead. Although I completely agree that there is a massive issue in PVP with ranged combatent kiting the melees I do NOT believe that installing a restriction upon there rate of movement would help. Next what will happen is every ranged avatar running out to PvE and getting massacred because the squall will surely catch them.


My personal proposal is as follows:


1) Short Sprint for melee:


this will be a melee function that allows them for a very short time to sprint fasterthen the standard run. This would not only give the melee the ability to operate well in PvP but also improve PvE as it is I avoid atacking non-animal creatures in PvE because Stormtroopers.. Rebels etc. will always kite me.. and I end up dieing because I am caused to waste so much mind by healing myself as I chase them for 500m or so.


2) Improve Lunge:


I hear you some of you saying that it works, but it is only half working (like many other things.. BE). I propose that there is some sort of a trap added to this attack, I mean they say "TKA is not supposed to chain specials" however in order to win in PvP you wouldHAVE to do nothing but chainLunge, and thus you are dead because of your own specials soyou can forget about the guy kiting you.Basically a short version of the scouts trap..(name is evading me) but for a short amount of time the enemy is slowed in movement, giving the melee the ability to get a few hits in(haha unless its a pistoleer in which case you will get pistol whip to death!.. just saying ..



Elwood- Valcyn TKA-CH-Master Medic


Insight- Tempest Master Surgeon-Rifleman

Mister_Heavy
Wed Sep 24, 2003 8:41 am
#9


I also want to stress that TKA is less than half your character. To be successful in PvP, you'll need to use all your skills for combat.


Thinking of youself as exclusively TKA will hamper your ability to compete. TKA skills are quite powerful in PvP once you get in range, but frequently you'll have trouble closing. This may not be what you want to hear, but you really need to pick up some kind of ranged skills for PvP.


Once you close with a ranged class, they will almost always die. KD+Diz with chained head hits kills just about everyone. Pick up suppression fire to close the distance and remember to turn on your novice marksman title. People don't run so much when they don't know you're a TKA.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Auto
Thu Sep 25, 2003 3:28 am
#10

I am Master Pistoleer, but I dont think thats the point. TKA should be able to participate (and all other melee professions) and the balance isnt there to give them a chance, at least not fairly.



Greython Tolar of DOOM
mochloD
Thu Sep 25, 2003 9:23 am
#11






Mister_Heavy wrote:

remember to turn on your novice marksman title. People don't run so much when they don't know you're a TKA.






Mine says Master Ranger



mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

StrychnineRictus
Thu Sep 25, 2003 1:07 pm
#12

Let me just add something...... An improved run speed for us would not help one tiny bit. In order for you to hit them while you are both running you would actually have to get in FRONT of them (on your screen) and try to predict which way they are going to turn so you can STAY in front of them. Of course, on your enemy's screen you wil appear to be behind him/her, so maybe they would keep running straight. No way to tell, really. This, i promise you, will not change things at all.



______________________________
Jabrakk
Creature Handling Teras Kasi Medic
______________________________
Vopn
Thu Sep 25, 2003 3:30 pm
#13

Get novice rifleman and use that tag. EVERYONE will run toward you.


This from a master rifleman working on TKA. (the reeses cup of combat skills) On a side note:


excellent stacking ranged and melee defense mods


both can hit mind


being able to drop the rifle and smack the crap out of opponents> priceless




------------------------------------------------------

Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
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