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soundless
EIGHT YEARS OLD!!!


Joined: 22 May 2004
Posts: 5970
Location: Spaceship

 Post Posted: Mon Feb 14, 2005 11:58 pm    Post subject:
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i'm wondering how fists/feet/etc function in terms of how practical they are to use at melee.

guns/rifles tend to range from practical to advantageous, so maybe hands are, well, a lot better.
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With a high-pitched cry, The Modan Kucho collapses in death.
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Tugor
Orgasm Donor


Joined: 18 Oct 2003
Posts: 1483
Location: Yeah. . .right.

 Post Posted: Tue Feb 15, 2005 2:56 am    Post subject:
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I used a splattergun, which is excellently suited at missile range, on someone with 40 or so less evasion than Tshar's pulse and they still dodged a fully aimed shot every single time.
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soundless
EIGHT YEARS OLD!!!


Joined: 22 May 2004
Posts: 5970
Location: Spaceship

 Post Posted: Tue Feb 15, 2005 5:12 am    Post subject:
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Tugor wrote:
I used a splattergun, which is excellently suited at missile range


don't you mean melee?

Code:
You tap a matte black and gleaming golden Xeawoa splattergun.
It is worn on or over a single shoulder.
Use of this weapon in melee combat requires proficiency in the blunt weapons skill.
Use of this weapon when fired requires proficiency in the pulse weapons skill.
You are certain it is of remarkable quality and workmanship.
This weapon uses multiphase cores for ammunition.
 
This weapon is capable of doing poor blunt damage.
This weapon is not suitable for piercing attacks.
This weapon is not suitable for slashing attacks.
This weapon is capable of doing fairly low damage when fired.
 
It looks as though it would be excellently suited to wield at melee range.
It looks as though it would be advantageous at pole range.
It looks as though it would be practical at pilum range.
It looks as though it would be practical at missile range.
 
This weapon requires two hands to wield.

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A bright-eyed Thekko Ku Kalla dressed in a dapper sailor suit takes to flight and careers through the air toward the Modan Kucho and slams into him!
With a high-pitched cry, The Modan Kucho collapses in death.
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Tugor
Orgasm Donor


Joined: 18 Oct 2003
Posts: 1483
Location: Yeah. . .right.

 Post Posted: Tue Feb 15, 2005 2:41 pm    Post subject:
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Nope, it was enhanced by Papo. All the range suitabilities were enhanced.
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HR-Trevor
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Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Tue Feb 15, 2005 6:29 pm    Post subject:
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Quote:
Nope, it was enhanced by Papo. All the range suitabilities were enhanced.


I'm afraid you're mistaken. Papo hasn't even been around since the effective levels per engagement range were put in place. Further, nothing in our combat system supports altering a weapon of a specific type to work differently than other weapons of the same type in the regard mentioned.
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SoulTorn
Lorem ipsum dolor sit amet


Joined: 20 Nov 2002
Posts: 685
Location: Montreal, Quebec, Canada

 Post Posted: Tue Feb 15, 2005 10:58 pm    Post subject:
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Code:
>draw gun
You draw forth a sleek twilight blue gun from your dual-holster rig.
>appraise gun
It cannot be worn.
Use of this weapon in melee combat requires proficiency in the blunt weapons skill.
Use of this weapon when fired requires proficiency in the pulse weapons skill.
You are unable to judge the quality of this weapon.
This weapon uses pulse cores or hybrid cores for ammunition.
 
This weapon is capable of doing weak blunt damage.
This weapon is not suitable for piercing attacks.
This weapon is not suitable for slashing attacks.
This weapon is capable of doing good damage when fired.
 
It looks as though it would be advantageous at melee range.
It looks as though it would be practical at pole range.
It looks as though it would be practical at pilum range.
It looks as though it would be manageable at missile range.
 
This weapon requires one hand to wield.
You have no idea how much a sleek twilight blue gun is worth, but you think it could be around $4050.
Roundtime: 16 sec.


-Chris
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Wed Feb 16, 2005 1:05 am    Post subject:
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I will be posting some thoughts on combat as a whole soon. I want to properly gather those thoughts rather than ramble off of the top of my head.

To the player who emailed me on these combat balance issues before this thread revived recently: I am not ignoring you. I have been taking my time to cover the issue and I will be replying to you indirectly via my post when I make that here.
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Dzynna
Shadow Master


Joined: 11 Jan 2004
Posts: 748
Location: Somewhere in the wilds

 Post Posted: Wed Feb 16, 2005 1:51 am    Post subject:
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HR-Trevor wrote:
I will be posting some thoughts on combat as a whole soon. I want to properly gather those thoughts rather than ramble off of the top of my head.

To the player who emailed me on these combat balance issues before this thread revived recently: I am not ignoring you. I have been taking my time to cover the issue and I will be replying to you indirectly via my post when I make that here.


Thank you for taking the time to look into this. No matter the outcome, I appreciate you listening and checking into it.

--> hated the 'Everything is working as intended.' replies from that OTHER game.
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Daedalus
Local Pimp


Joined: 04 Jul 2004
Posts: 380

 Post Posted: Wed Feb 16, 2005 10:17 am    Post subject:
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Just to give a little more ...

What happens when I underhunt with Koru Hunters.

When I start hunting ... unencumbered and full on stamina ... I can kill them easily with my shotgun along with a pummel. Now as I start to get further into the hunt ... my encumberance moving up, stamina still good since I'm using a gun ... still an easy kill. Deeper into the hunt ... now I have a 130 pound backpack filled with boxes so I'm pretty damn encumbered. Still good on stamina, though ... But I can't kill them without aiming or knocking them down and I also run out of ammo. Unarmed time. ::fastforward:: Two backpacks full, zero stamina, and yet I'm still able to kill them easily with a pummel or two, but I can't hit them like I could when I started my hunt, using a gun. I don't see shooting a gun calling for all that much movement, unlike pummel. So, how is it harder to shoot while encumbered than to pummel while encumbered and vastly lacking stamina?
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Thu Feb 17, 2005 1:08 pm    Post subject:
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The penalties for encumbrance and stamina affect all unarmed and armed attack abilities the same unless I've overlooked something. One of the things I will be doing in the future is actually manually rechecking figures, however.
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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
Posts: 3648
Location: Northern Georgia

 Post Posted: Sun Mar 13, 2005 12:23 pm    Post subject:
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To focus on engagement system feedback:

Quote:
>
You continue to advance on a mamujuk berserker and are now at missile range.
>
You continue to advance on a mamujuk berserker and are now at missile range.


I don't know if it's been covered yet or not, but I've been getting messages like that all the time. Unless it's necessary (mechanically) to have it show that the same creature is advancing but is still at a distant range, I'd really prefer that it only tell me their distance once.

--William
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SolitaryTurnip



Joined: 17 Jul 2003
Posts: 1724
Location: Your mom (burn)

 Post Posted: Mon Mar 14, 2005 10:49 am    Post subject:
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I can't remember if this has been requested before, but would it be possible for assess to tell us where the things are (at melee with us, advancing at pole on someone else, or whatever)?
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soundless
EIGHT YEARS OLD!!!


Joined: 22 May 2004
Posts: 5970
Location: Spaceship

 Post Posted: Mon Mar 14, 2005 6:01 pm    Post subject:
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SolitaryTurnip wrote:
I can't remember if this has been requested before, but would it be possible for assess to tell us where the things are (at melee with us, advancing at pole on someone else, or whatever)?


pshaw, stealing my idea!

i'd love this, though.
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A bright-eyed Thekko Ku Kalla dressed in a dapper sailor suit takes to flight and careers through the air toward the Modan Kucho and slams into him!
With a high-pitched cry, The Modan Kucho collapses in death.
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Nelle
Ooh Nuuurse..


Joined: 19 May 2004
Posts: 355
Location: Llanfair Morgue

 Post Posted: Sat Apr 02, 2005 2:59 pm    Post subject:
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I noticed something today and I'm not sure if it's intentional or not. When you're advancing on something, of course you stop when you reach melee.. makes sense. When you're retreating, even once you're at missile range which I would assume is the 'out of combat' range you don't stop being in retreat mode until you move into a room that the guard doesn't occupy. I haven't seen a 'you stop retreating' message at all yet but I assume it's just a given.

So.. while it can be all nice and good to stay in that mode if you're in trouble and the enemy is still trying to advance you, this is literally what was going on today as I experimented with this..

Guard advances, gains ground.. I'm in retreat mode so that part is automatically trying to pull me back but the guard still makes it to melee so I slash at them, occasionally knocking them down or stunning them which means I can retreat out of range.. so they get up.. advance again, make it to melee [they're just plain faster than I am] and once there I hit them again and blithely move out of range.. giving me plenty of time to regain my own vitality and recover from fatigue while the guard has to recover from the stun, get up and get to me once more. Rinse and repeat. It seems like an unfair advantage to me, but if it's intentional I won't complain either. Wink

And on this note, is the guard having to go back into advance mode since they had already reached melee on me [for me that mode would stop once reaching melee] or since I'm a hostile now do they just stay in advance mode? I would assume the second one since while us players have the option to change our minds I would assume once I'm seen as hostile they'll stay in attack mode.. at least as long as they aren't afrai of me. Do guards lose morale?
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