Teras Kasi Archive
Thread: TKs aren't broken, The ranged professions are!!
Ok here's what I think we could do to fix the kiting situation:
I think more than "fixing" or changing TKAs' abilities to pursue and bring down a kiting ranged opponent,
the devs should focus on creating an environment where kiting is not a realistic option for defeating ANY unranged opponent.
Yes, guns will always have an advantage at a distance, thats just common sense. However, the ability to run at full speed and still attack with a gun without severe missed shots is unrealistic. I dont even care which way you are running, towards, away, or strafing, if you run and try to hit a moving target at the same time you will miss. I'm aware of the -50 stance/distancemodifier for moving while firing, but i think we need to take a step further:
So how do we translate this logic into the game? Either ranged players need to be slowed down while they are attacking ( so TKs have a chance to catch up) or they should take on severe aiming penalties while doing so. I'm talking ofatleast a70% decrease in accurate hits. In fact, i say we give the ranged professions the choice! If you run fast, you will miss a lot, if you move more slowly, then you still miss, butless than at full speed. In both cases the damage dealt by the gun is severely reduced. I also think that certain Marksmen specials should only be available to them while stationary!! A head shot while running backwards up a cliff?! come on! Its only fair, seeing as how most ( read: ALL ) brawler specials can only be performed on stationary opponents.
The way I picture fights in a PvP setting should go are like this: either the ranged opponent (from a stationary or severely inflexible postion)mows down the brawler before they reach them, or the brawler survives by quick moving and reaches the ranged opponent and owns. I really dont see any middle ground to this situation.Other professions would come into play, either healing the brawlers or helping the ranged opponents fall back to line up another barrage of shots. Even if this were implemented in PvP only andnot PvE, it would be a huge improvement. This solution would also neatly avoid the necessity of a /stick command and all the server limitations that make kiting possible. Also, KD would fall neatly into place, because it would be a method for increasing damage on a prone target instead of a fancy game of "tag the marksman."
Now, of course all Marksmen would whine like crazy at the mere thought of this suggestion, so compromise would be possible: still make the runningshots less powerful and less accurate, but not as drastically. In response, however, novice elite proffesion brawlers could get a speed boost move that would last a certian amount of time. It wouldnt be as fast as speed burst, but faster than someone running with a gun and exploration 4. Also, it wouldnt be available whilethe playerusesany ranged weapon to avoid exploitation. This would make sense because brawling is a way more athletic activitythan shootinga gun. Of course this option would only be plausible if the lag problem were corrected sufficiently. The marksmen could still run, but the brawlers would be faster for a duration of time as a natural result of their training.
The tackle moves I've read proposals for would be nice, especially considering the myriad martial arts that deal with tackles and holds ( like Judo or Brazilian Ju Jitsu), but I'm afraid they would suffer the same problem that KD does trying to stop a running opponent: lag would causerunning opponentsto appear in range for the tackle on the player's console, but in actuality they would be further away on the server.
I would also like to see terrain modifiers come into play, seeing how completely useless hills and cliffs are to strategy in the game. Rocky, tree-filled terrain would give a slight stat increase for brawlers while plains and open country would give an edge to marksmen.
By implementing these suggestions, I believe we can achieve brawler balance without making us more powerful.