Teras Kasi Archive

Thread: the only fixes melee needs at all!!

RunemonIV
Wed Aug 20, 2003 10:10 pm
#1

holo asked us how we would feel about a few changes dealing with speed enhancements for melee or speed reductions for gunners.. he asked how we would feel about to hit modifiers while moving.. or even to jack up some defences on melee's end to make them more viable in pvp...


(sorry didnt wanna cut and paste from that thread)


this is my answer.. please read it and understand the logic of what im tryin to get at and why i feel we are almost finished as far as balancing goes


{i would like to further state that.. NO melee should be able to close large 20m+ gaps on a gunner this isnt fair to the gunners all melee elite professions costed a whopping 92 skill points.. if you want a ranged attack get a gun start learnin}




while i am a tka master i say NO to the to hit modifiers... leave them be... I also say NO to the speed increases


and as far as defences.. well id like some but im not gonna beg for it


all you ever needed to do to fix the whole melee vs ranged thing is this.. if a fight starts within ten meters and a tka can keep up with that person or even get within normal striking range then he should be able to attack that person as frequently as the person attacking him..


to slow someone down would be to make the melee lunge line actually slow someone down for a second or 2.. NO more than that.. just the normal time it costs a normal stand up from kneel or prone then to run.. (totals to be about a 3 second delay before you actually begin to run)


as it standes the lunges do not work


we cannot attack while running


Look holo stop listening to these whiners that are tka that want the impossible.. these few fixes should take care of the close range kiting problem.. if past 20 meters and the attacker can run the tka should run the other way or whip out a gun period..


on the defence thing.. i feel that melee should get a KD defence bonus and posture change bonus.. im not talkin 20 points here im talkin like 40 or 50 points up in it..


the way pvp is situated as far as damage goes it would be fair for all..


on another note.. you should reduce the damage for melee knockdown for a trade off in ham.. it costs us wayyy to much to use the move.. but if your intents are to bring the other KD's in line with our disability ie: 220 kd no knuckler 680 with knuckler.. then ranged should see the same costs as they spam them more than the tka ever did


These ARE the only changes you should make.. not difficult game altering ones


npcs can kite if your dumb enough to let them... you have a very basic move which works on kiting npc's ironicly its called lunge lol (you see what im getting at here?)


lunge works perfectly vs humanoid kiters stops thier movement allows us to close the gap.. in pve that is


if only it worked that well in pvp..


recap..


no to speed


no to hit modifiers


yes to kd and posture changing attack defence increases (for melee only)


fix the run while attack problem for melee


make the lunge line work right in pvp


PERIOD




Day one Veteran of the game.. just a little fed up.. /tiny
DaemonMoerder
Wed Aug 20, 2003 10:19 pm
#2

I still think that run speed should be affected by your weapon and armor. Wearing full marine armor and carrying a plasma rifle (this is just an example of an extreme condition) this player should be a little bogged down. I also feel that accuracy should be significantly reduced for players outside their ideal range (a sniper at 3m shouldn't have much of any accuracy at all for instance)
RunemonIV
Wed Aug 20, 2003 10:30 pm
#3

then youre going to have all the other professions screaming nerf tka all over again man watch



Day one Veteran of the game.. just a little fed up.. /tiny
MrKracs
Wed Aug 20, 2003 11:36 pm
#4

Nice to see your still completely ignorant of the actual concerns Runemon.


Look holo stop listening to these whiners that are tka that want the impossible.. these few fixes should take care of the close range kiting problem.. if past 20 meters and the attacker can run the tka should run the other way or whip out a gun period..


All these whiners? You honestly think the vast majority of TKs are wrong and you're right? Man, not even Liberace had an ego like that.


No one (except a few extremists) have ever doughted that a melee character caught out in the open should be dead. Yes, if we decide to run at a ranged opponent from a distance, then most certainly we should suffer the consiquences. But theres no way in hell a ranged opponent should be able to run at the same speed of a melee character while shooting over their shoulder at us. Thats simple freaken logic.


{i would like to further state that.. NO melee should be able to close large 20m+ gaps on a gunner this isnt fair to the gunners all melee elite professions costed a whopping 92 skill points.. if you want a ranged attack get a gun start learnin}


Actually, I kind of agree with you on this point, but only to the extent of being able to reclaim that distance quickly. The speed increase to melee should be fairly small (i.e. 10%). It would require a melee person over 200m to reclaim a 20m deficit, if the ranged person hasn't killed them in that time then yeah, they should be in trouble. Remember, due to latency you would literally have to be on top of them to actually hit them.


all you ever needed to do to fix the whole melee vs ranged thing is this.. if a fight starts within ten meters and a tka can keep up with that person or even get within normal striking range then he should be able to attack that person as frequently as the person attacking him..


My gawd? you mean a /stick function? the item that melee have been requesting since early beta and you'll find in countless posts in this very forum? We've been asking for this for a very long time. Other requests have literally come about because this request was ignored... "Wow, look, they've ignore this request completely for months, guess we better ask for other stuff instead".


as it standes the lunges do not work, we cannot attack while running


Not sure where you're getting this from? Just spamming old requests? If you read some of the actual current reports on this issue, running attacks are working. The problem is actually server latency now. Because of latency you have to be literally running in front of an opponet for your hits to land (just make sure your VK aren't equipped). I have no problems using lunge or knockdown while running in PvP. PvP is all I do now, currently the only enjoyable part of the game for me.


on another note.. you should reduce the damage for melee knockdown for a trade off in ham.. it costs us wayyy to much to use the move.. but if your intents are to bring the other KD's in line with our disability ie: 220 kd no knuckler 680 with knuckler.. then ranged should see the same costs as they spam them more than the tka ever did


Wow, something else I agee with you on, kind of. KDs HAMshould not be reduced too much. If it was the KD spamming would still occurr, it would just be /knockdown2, /unarmedhit3, /knockdown2 etc... I would definitely like it reduced some what, but it shouldn't return to its pre-nerf state.


You've got to remember Runemon, as I've said before, this is not a FPS. It requires no skill on behalf of the ranged opponent to target someone, press attack and run away. This is an RPG, there should be consequences for every mistake. If a melee specialist gets caught at a distance then he dies, if a ranged opponent lets a melee close the distance, then he dies. Simple.




---------------------------------------
Kracs Knuckles - TKM / Pistoleer Master / Scout / Medic - Corbantis
"Facing an opponent armed with ranged weapons, high-level abilities
enable him or her to intercept blaster fire unerringly with their head,
bringing his or her self swiftly to the ground."
-Page 267, SOE Class Balancing Strategy
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