Teras Kasi Archive

Thread: Teras Kasi/Melee Solution to: Ranged vs. Melee [Please read]

Nikolai_Xavierov
Tue Oct 07, 2003 7:08 pm
#1

A lot of people suggest that we go into PVP combat able to hit while moving and all sorts of stuff and thats great but if these small few things were implemented we'd insta-win every PVP battle, yes?




Ha, I guess we earned it after all this time, but still, it'd just be something new for someone else to whine about. So heres what I've come up with and it makes a whole lot of sense.




If youre in a fight IRL and the person runs away from you, but you chase after him and you land a punch to the back of his head, he'll probably stagger forward, or fall down or stop moving to turn around and hit you. Either way it somehow interrupts his running.




Ever notice in PVE when you run from a creature, it melee hits you from a larger distance you can but besides that, you randomly stop when youve been hit and you have to start running again?




If you're a rifleman you'll definitely know this bug.




Why don't they just put that in PVP? If you chase after a Pistoleer for example and you land a hit on him with whatever type of hit normal or special. It should interrupt their running and force them to stop for a moment. Long enough for you to catch them and hit them again.




What I was previously thinking before I made this post is that when battle is initiated you're limited to a certain amount of area you can move, to solve the kiting issue but that would be pretty stupid. So this is my new idea. And I think it provides a good balance and a lot of help to the grief of the melee world.




Heres another scenario, if the fight starts close range they arent going to be able to start kiting you right off either. Just for a real life example, if someone starts a fight with a guy with a gun and works a combo on his face hes not exactly going anywhere. You hit him with that first swipe before he starts to run and the 'stutterstep' applies and he cant move for that moment. If youre at your speed cap and hitting him once per second, you've effectively caught him in a juggle and hes not going anywhere period unless he burst runs or something. Because youre continuing to apply the stutterstep.




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Over and Out,
Xavierov
Nikolai_Xavierov
Tue Oct 07, 2003 7:10 pm
#2

It also scales up in effectiveness as well. As a novice or lower unarmed or without mastered power tech you'll still be getting in random hits while chasing and perhaps stopping them long enough to get them in a juggle maybe maybe not. So you winning would be a bit less but you'd still have a very significant chance.



As a TKM with a 1 sec/hit. It basically brings us back to "If youre in close range with a TK its over" we say that now but its not always true (I know myself) so if a guy has the cajones to start within 5m of you, you WILL juggle him with 1 sec hits because the stutterstep will be reapplying and you will most definitely take him out.



But like everything, it must have some balance right? They could hit burst run and get out and away to save their butt. Or they can try a knockdown attack at a desperate attempt to break the juggle (think of it like wrestling and in a lock-hold, and it seems like the guys gonna do down, but he pulls some desperate move and gets himself free) it wouldn't mean, oh, he got out of my juggle im screwed it would mean he got out of the juggle and saved his own ass until you can catch him again and try it but either way by now hes severely damaged and you're chasing after him again.



We'd have all the more reason to drop a lunge/lunge2 or KD now. We want him down to finish him. He's in our cage now, right?



Currently KD/Lunge/Lunge2 help out but it only makes the difference in allowing you to score a few meager hits before they are up and running again, assuming you even do close distance before they get up. Now itw ould have a lot more purpose.



You juggle the ranged guy, he breaks out with one of the suggestions above, you use Lunge/KD to drop him again to finish him off. It's balanced because there are still a whole lot of other variables that could allow him to still get away since Lunge/KD doesnt always mean youre gonna catch up. It's more of an advantage to us but its not constant.



It's not as constant as say. Initiate combat, run and gun, = win. So hey im being generous by even OFFERING any balancing suggestions. We could've just went along with, you juggle them, its over.



From an external view, we'd still be overwhelmed by multiple ranged opponents trying to help the juggled one out. (Unless youre crazy enough to try and juggle a few ranged guys, good luck )



Currently a ranged guy can kite 20+ melee guys if he wanted to just by tabbing them and herding them like banthas. (If one cant catch them it doesnt make a diff if 20 more are with him trying to run after him because they cant catch him either )



So like I said, this is balancing, and effective, and it makes sense too. So I hope Mister_Heavy reads it and funnels it to the Devs




--------------------
Over and Out,
Xavierov
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