Author Topic: Amount of range :)  (Read 1272 times)

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Offline Sniger

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Amount of range :)
« on: October 17, 2013, 12:35:33 pm »
+1
just to make it clear this is not tears, i had fun on my archer alt yesterday, its not that, but i think melee is more fun to play. its just impossible to get GF's when we have this overload of range.

ref: http://forum.melee.org/general-discussion/let-us-out/
« Last Edit: October 17, 2013, 01:11:51 pm by Sniger »

Offline Molly

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Re: Amount of range :)
« Reply #1 on: October 17, 2013, 12:56:42 pm »
+5
I'll repeat what I've been saying for quite a while now:

Problem with ranged never was about the damage but about the huge amount of them. And yes, that is an issue. And no, playing with a shield isn't a solution.
I don't claim to have a proper suggestion how to fix the problem but I do know that this is a problem.

When the server is on a low population, having a lot of ranged is annoying but happens. Nowadays, even with 30+ players on each side, there is even more ranged players per team than melee players. Not even the most narrow-minded ranged (prolly Xynox... just saying...) can deny that there is something wrong when there are more player shooting than having "sword fights"...
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Offline Vibe

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Re: Amount of range :)
« Reply #2 on: October 17, 2013, 01:00:03 pm »
+2
they just 2casual2melee

Offline Sniger

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Re: Amount of range :)
« Reply #3 on: October 17, 2013, 01:08:12 pm »
0
I'll repeat what I've been saying for quite a while now:

Problem with ranged never was about the damage but about the huge amount of them. And yes, that is an issue. And no, playing with a shield isn't a solution.
I don't claim to have a proper suggestion how to fix the problem but I do know that this is a problem.

When the server is on a low population, having a lot of ranged is annoying but happens. Nowadays, even with 30+ players on each side, there is even more ranged players per team than melee players. Not even the most narrow-minded ranged (prolly Xynox... just saying...) can deny that there is something wrong when there are more player shooting than having "sword fights"...

yeah ive said it for ages as well lol but every time ive tried to express my point, its been QQ'ed to pieces (most likely cus SOMEONE *cough*cmPENIS*cough* moved the lot to Chambers of Tears® :p :D im just trying to help lol

Offline Phew

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Re: Amount of range :)
« Reply #4 on: October 17, 2013, 03:16:24 pm »
0
And no, playing with a shield isn't a solution.

True this. I have 7 shield skill and a +3 Knightly Heater, and I get maybe one passive block of a projectile per 10 hrs of play time. Everyone just shoots over/under/around the shield. I watch archers, and they don't even consider shielders a lower priority target; if anything, they aim for them, since they know they have less armor and HP than a 2h hero.

Buff the effect of shield skill on "forcefield", and let anyone use shields (at reduced effectiveness if you don't meet the skill requirement), and a lot of the qq about ranged would disappear.

Offline rufio

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Re: Amount of range :)
« Reply #5 on: October 17, 2013, 04:22:19 pm »
+1
cut the ranged stagger in half or more .
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Offline Arthur_

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Re: Amount of range :)
« Reply #6 on: October 17, 2013, 04:34:44 pm »
0
and a lot of the qq about ranged would disappear.

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Offline Adamar

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Re: Amount of range :)
« Reply #7 on: October 18, 2013, 10:52:24 am »
+1
Ballance ranged in a way that the class will eat itself away.

Offline Zlisch_The_Butcher

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Re: Amount of range :)
« Reply #8 on: October 18, 2013, 11:05:53 am »
+3
just to make it clear this is not tears, i had fun on my archer alt yesterday, its not that, but i think melee is more fun to play. its just impossible to get GF's when we have this overload of range.

ref: http://forum.melee.org/general-discussion/let-us-out/
I doubt lack of ranged would make it easier for you to get a girlfriend, try quitting cRPG.
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

Offline Legs

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Re: Amount of range :)
« Reply #9 on: October 18, 2013, 11:57:22 am »
+1
Change so that projectiles have a chance of glancing just like melee, depending on base damage, armor, wpf, angle of attack, etc?

This would ostensibly make things more reliant on the ranged player's skill - bad ranged would suffer, good ranged would be mostly unaffected.

Also throwers wouldn't be as cartoonish if there was a chance that their spinning axe or whatever landed off-point. Just an idea.
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Offline Adamar

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Re: Amount of range :)
« Reply #10 on: October 18, 2013, 11:59:04 am »
-3
Remove range penalties on all armor but plate and partial plate.

Offline Zlisch_The_Butcher

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Re: Amount of range :)
« Reply #11 on: October 18, 2013, 12:01:01 pm »
0
Remove range penalties on all armor but plate and partial plate.
Are you fucking retarded? One thing is lowering the penalties, but this is just beyond fucking stupid. Melee got penalties on all armor above 0.0 weight.
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

Offline Nightmare798

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Re: Amount of range :)
« Reply #12 on: October 18, 2013, 12:31:35 pm »
-1
I'll repeat what I've been saying for quite a while now:

Problem with ranged never was about the damage but about the huge amount of them. And yes, that is an issue. And no, playing with a shield isn't a solution.
I don't claim to have a proper suggestion how to fix the problem but I do know that this is a problem.

When the server is on a low population, having a lot of ranged is annoying but happens. Nowadays, even with 30+ players on each side, there is even more ranged players per team than melee players. Not even the most narrow-minded ranged (prolly Xynox... just saying...) can deny that there is something wrong when there are more player shooting than having "sword fights"...

oh really? shield works wonders for me. odd.
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Offline Adamar

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Re: Amount of range :)
« Reply #13 on: October 18, 2013, 12:33:40 pm »
0
Are you fucking retarded? One thing is lowering the penalties, but this is just beyond fucking stupid. Melee got penalties on all armor above 0.0 weight.

No im not retarded, it just so happens that I can think ahead about how different things affect different classes. And so long as people remain ignorant or blantantly biased against ranged, like you, we wont have a chance of constructive ballancing in this game. It takes knowing the class to knowing what it needs.
That knee jerk -1 says it all.

Offline Sharpe

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Re: Amount of range :)
« Reply #14 on: October 18, 2013, 12:45:16 pm »
0
Archers dont need better armor, If anything needs to be changed its the amount of damage you do is dependent on where the shot hits. We'll use a cloth peasant for example. If I shoot him in the heart/head he should die immediately, but if I shoot him in the arm or leg he shouldnt die . I will admit sometimes I've done/seen some pretty bullshit shots, that really shouldnt of killed anyone but ended up killing people in transitional armor and up.
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