Teras Kasi Archive
Thread: Ok. That's it. This is just absurd.
From this thread: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=654578
http://194.241.163.245/support/lum.nsf/29cef6a942e9ab51c2256a2c0038dca0/1e15a6f3fc96fc2fc2256db800015ebd?OpenDocument
+129 damage / -.59 speed ranged weapon lootable powerups, and we are forced to drool over the best melee powerup available anywhere in the game, +20 damage (yes, I've heard once about a +24, but never seen it confirmed).
About time the truth was discovered that melee was just put in the game for the heck of it not to make a difference or matter at all.
This kinds of problems have been from the very begining and it was said that "melee should be inferrior to ranged" in SWG and so it is. Not just inferior but so behind they cant even see eachother anymore.
Anyways after months of asking questions and begging for changes there is nothing happening nor is there a word that anythingis coming our way.
Ive always been under the impression that melee deals more dmg per hit and per second then ranged. And ranged deals less dmg is a little less acurate, and has higher delays for the advantage of range.
Then there is another aspect, instead of making the dmg from range increasingly less potient, make it slightly better, but at higher costs to use, aswell as making the user super vulnerable to all sorts of attacks. But still the delay is usualy there.
Games like EQ and Daoc decided to do this, putting their ranged attackers in cloth, while their melee were tanks, and could take multiple hits over and over.
*then we get to SWG, both the range and melee charecters have the same armor availble to them
*ham costs are higher for melee then they are for ranged
*dmg done per hit is in favor of ranged, ive seen people with wide aranged of weapons deal much higher dmg then i can deal per hit. anywere from riffles to flame throwers to rocket launchers to lighting cannons. about the only weapons that do not surpass me is the pistol and the carbine. oh and bow caster /twirls fingers
* speed issues though, TKA on one hand is fast, but not much faster then most other class's with speed caps of 1.0. will be interesting to see if TK gets a lower cap, and if ranged weapons get a higher min cap.
* protective aspect as i said is armor, but its also other things like toughness and defenses. Although toughness helps alot for PVE, you get into pvp and toughness does nothing. Defenses only effect acuracy, but do not touch the mim chance to hit, so even +100 ranged defense isn't gonna do much vs someone with atleast +75 in a ranged skill
whats this all mean? basicly unlike every other game were you have trade offs, usualy ranged people complaining about dieing too fast, while melee complains about having no range, but its a happy equilibrium. This game seems to heavily way in the favor of the ranged class to so much that being melee is boarderline stupid, or you just want a serious challenge.
Fair? probably not, but if they dont fix it, what are we going to do? stop playing? we are still productive, we just have to be a little smarter to do some of the things they can. Ive read countles posts about TKMs flat owning people left and right, and ive done these things myself.
Two main areas of concern to watch out for in the near future
1) improved defenses for ranged personal. the better their defense is the less productive we are, and the farther behind the 8 ball we get. If armor keeps improving at lighting fast paces, and more and more are getting krayt scales and what not, while are ham still remains super high , were does that leave the melee profession? infact lol were does that leave the wookie =/
2) range,dmg,speed, delay, and defense mods: This is important because this has alot to do with game play as well. If your typical player is using a kiting tactic to beat us, and we somehow find a way around it, then they might look for these mods as a new source to control us. Also they might even look into these mods anyway with the kiting trick in play. The concern is what is the trade off going to be in the future to be a ranged person vs melee. is it going to be the same decreased or increased penalites? same goes for the rest. Are TKMs going to get a speed increase with new caps, perhaps lower ham, wich has been stated they are, and is defense mods going to be increased, and overall working better? catch 22 there with defense btw. if we get improved is one thing, but if all defenses improve, then simply adding more defenses will put us at a 1/2 ratio disadvantage on average. same as armor etc etc.
Valkari-TKM wrote:Ive always been under the impression that melee deals more dmg per hit and per second then ranged. And ranged deals less dmg is a little less acurate, and has higher delays for the advantage of range.
Uh...
What game have you been playing? In SWG, bounty hunters with a halfway decent scatter pistol do in excess of 900 damage at the 1 second cap with stopping shot, or over 400 with eye shot. This is from 0-64 meters with greater than 90% accuracy.
My unarmed hit 3 with the best knucklers available does about 500 to a random pool.
Note, these are all PvP numbers. Multiply by 4 to get PvE numbers.