Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Jun 09, 2007 9:20 pm 
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Carsetius wrote:
So what's the counter again?

To run? I am not sure why everyone is btiching about this. It is not like ranged combat holds you in the Room that you are getting shot. Run away and live to fight another day.


Run away and do what? As long as they remain within range you'll continue to be pelted. Also, when someone storms your city, is that the answer? To run away from it?

There should be some sort of way to mitigate ranged combat.

I've heard more than a few workable ideas, and another is to simply have there be an additive miss chance for every rank between you and your target. For scouts their pet would be excluded.


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PostPosted: Sun Jun 10, 2007 3:19 am 
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Lolth wrote:
Atm, a knowledgable ranged opponent has a clear advantage with a relatively low risk involved.


Any knowledgable opponent has an advantage over those that know not.

Sklz wrote:
Okay, I'll admit I didn't really read any of your post. I skimmed it. Why? It's you. It's Qwerty, and reading your posts when nothing is grouped in the slightest hurts my brain.

My rebuttal is as follows.


Alright, you lost all credit right there. Based on a char I played three or fours years ago? Come on, I'd expect better from a former-IMM.

Skilz wrote:
Yes. Four of anything on one person usually spells death, however please tell me what the counter is other than more ranged combat? That's the problem. Casters? Their HP is so low any hard cast spell isn't going to go off before A: Their concentration is disrupted or B: They are dead. So no spells are hitting those in second row and back. This same thing applies to priests as well, healing themselves and such.


Casters?

Sorc = charmy + ethereal

Necro = undead horde + ethereal

Warlock = three rounds of stone skin + elemental + magmar

Priests = get the hell out of dodge because they are healers. Any merc worth their salt (despite their specs) will take them eighter way without back up.

Sklz wrote:
What does that leave really? Scrolls? Wands? Staves?. There is a limit on the art involved with these for a good reason, that also goes a long way to making it easy for a half-assed enchanted suit to stop these. Then again, the only ones that are going to have a high enough spell level to be worth anything have to found in the game and can't easily or reliably be made by the casters themselves.


Irrelevant. If you are talking about the highest level you are talking about group combat. Pick a side. One vs one, one versus group, group vs group? If your talking high-level stuff here you can expect a reciter to come with triple harm and a papyrus. Tell me right now that won't take someone out.

Not even to mention that a simple little skill like dirt kick can TOTALLY stop this supposed third rank ranger. I won't even get into the thirteen art blind or colorspray.

Sklz wrote:
So what's the counter again?


Honostly thats an insult. Cannibal and I have been literally handing defenses and counters to you all. Do not play like it can't be. If you want the play by play point by point drawn out hand book to responding to this threat you'd ask us. But too bloody bad, find it out for yourself.

Closing point.

I -still- have yet to die to ranged combat alone.

I may use it, yes, but I have yet to feel what you have to be whining about despite that fact that Cannibal and I are on opposing sides.

I support the command Cover that Achernar preposed, it only makes sense.

Out.


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PostPosted: Sun Jun 10, 2007 5:45 am 
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Konge wrote:
One of the things I've always enjoyed and admired most about SK is the formation system, which this is effectively rendering useless.

Exactly.

Totally, if the shooter was in another 'room', they could shoot from the flank or behind to reach a victim on the 3rd row. But in the same room when two groups are facing each other, and the target behind two physical entities.....


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PostPosted: Sun Jun 10, 2007 8:49 am 
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One Valiant Truth wrote:
Lolth wrote:
Atm, a knowledgable ranged opponent has a clear advantage with a relatively low risk involved.


Any knowledgable opponent has an advantage over those that know not.

Sklz wrote:
Okay, I'll admit I didn't really read any of your post. I skimmed it. Why? It's you. It's Qwerty, and reading your posts when nothing is grouped in the slightest hurts my brain.

My rebuttal is as follows.


Alright, you lost all credit right there. Based on a char I played three or fours years ago? Come on, I'd expect better from a former-IMM.

Skilz wrote:
Yes. Four of anything on one person usually spells death, however please tell me what the counter is other than more ranged combat? That's the problem. Casters? Their HP is so low any hard cast spell isn't going to go off before A: Their concentration is disrupted or B: They are dead. So no spells are hitting those in second row and back. This same thing applies to priests as well, healing themselves and such.


Casters?

Sorc = charmy + ethereal

Necro = undead horde + ethereal

Warlock = three rounds of stone skin + elemental + magmar

Priests = get the hell out of dodge because they are healers. Any merc worth their salt (despite their specs) will take them eighter way without back up.

Sklz wrote:
What does that leave really? Scrolls? Wands? Staves?. There is a limit on the art involved with these for a good reason, that also goes a long way to making it easy for a half-assed enchanted suit to stop these. Then again, the only ones that are going to have a high enough spell level to be worth anything have to found in the game and can't easily or reliably be made by the casters themselves.


Irrelevant. If you are talking about the highest level you are talking about group combat. Pick a side. One vs one, one versus group, group vs group? If your talking high-level stuff here you can expect a reciter to come with triple harm and a papyrus. Tell me right now that won't take someone out.

Not even to mention that a simple little skill like dirt kick can TOTALLY stop this supposed third rank ranger. I won't even get into the thirteen art blind or colorspray.

Sklz wrote:
So what's the counter again?


Honostly thats an insult. Cannibal and I have been literally handing defenses and counters to you all. Do not play like it can't be. If you want the play by play point by point drawn out hand book to responding to this threat you'd ask us. But too bloody bad, find it out for yourself.

Closing point.

I -still- have yet to die to ranged combat alone.

I may use it, yes, but I have yet to feel what you have to be whining about despite that fact that Cannibal and I are on opposing sides.

I support the command Cover that Achernar preposed, it only makes sense.

Out.


Okay, okay. I don't have the time or the patience to cut this post up and reply to every single part individually, so I'll lump most everything together in one spot.

One. Lolth was right for once, just remove the knowledgeable part and you've got the current situation. The only knowledge you have to have is who will hook me up with some ammo and the weapon for my ranged spec. That's it. That's no "supreme knowledge winning the day" that's a currently overpowered facet of the game getting used more and more.

Me being an ex-Imm has nothing to do with it. I hated you before I was an imm, while I was an imm, and now that I'm not an imm. You were almost always an annoying person without any grasp of the way the game works unless someone told you how it did over YIM. Seriously, I don't like most of the "twink" community, however I tolerate the most of them simply because they DO know what they're talking about. You didn't. Don't. Probably never will. To sum it up, I'd rather play with Mitch than you.

As far as your breakdown of ways a caster can avoid it, it's lacking to say the least. So. Your answer is ethereal. Wait, the answer is scrolls. You can't use scrolls while ethereal on non-ethereal targets. So it's one or the other, okay, maybe you just didn't make your point very clear. As far as ethereal goes, for Sorcs that's going to be another I can't do anything to you, but run. Why? This isn't back in the day, people aren't whipping out soul spiders on people. Charmies are no where near as powerful as they were even a few years ago, let alone back when they could wipe out a group on their own. This will most likely allow the Sorc to live to see another day, but that's about it.

It works much better for Necros as long as you're dealing with a very well prepared Necro. Of course, it's baseline that he has a eth wand since they are fairly simple to get. However, for him to be effective with just his undead horde, he's going to need all those bad boys equipped with decent stuff, and preferablly have more than one or two wraiths in there. So yes, a highly prepared necromancer can come out on top in this situation of a 1v1, but my problem with it is the Mercenary didn't require any prep but gathering some ammo for their weapon and typing skirmish necro. It's not any sort of an equal playing field, and it's without a doubt the most unbalanced tactic to come around in a long time.

Warlocks are kind of a toss up, if you're saying that the warlock is prepared to fend off the attack, then it's just as easy to say the Merc has SS piercing arrows as well, meaning that warlock is still pretty much screwed.

With all of that covered, the issue is specifically the drastic imbalance of ranged combat to melee combat. There is no reason for any mercenary to choose to fight in melee instead of ranged. You put out damage equal to, or greater than in melee at ALOT less risk.

Then if that wasn't unbalacing enough, Mercenaries are just as good in Melee if you ever happen to actually get to them. That's the problem. At least Scouts are weaker in melee than in hand to hand. Ranged combat as a whole needs some sort of nerf, and it needs to effect Mercs more than Scouts. That's all.


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PostPosted: Sun Jun 10, 2007 9:21 am 
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If a mercenary wishes to specialize in ranged combat, good for them, but it should be at a cost of their armour. A mercenary who wants to use ranged weapons should have to wear light armour with a penalty to wearing heavy. They have to be more nimble to move around and shoot.


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PostPosted: Sun Jun 10, 2007 10:33 am 
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That is the dumbest idea I have heard. Wimping Mercs armor bonus so they can move around. What the hell, You do not have to be that nimble to shoot a bow or crossbow.


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PostPosted: Sun Jun 10, 2007 10:34 am 
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One Valiant Truth wrote:
I'm so sorry I made the -leetest possible- ranged combo.

Wait, Hammer would have been better..

Either way, the reason this is being bitched about is that I lead the way.

The code has been set for this for atleast a year.

But stop bitching.

Ranged combat is not the best way to go, unless your a scout or a merc.

Mercs -DEDICATE- one entire spec to it and thus should be better than scouts.

Scouts should be more accurate in my opinion.

Besides that...four bow users taking out one person in a round?

Lets, think about that. Four ANYTHING will take out someone in a round.

A lone rogue that backstabs someone and recites a harm scroll till.

It only depends on if they know what they are doing.

My arguement is that -we do know that we are doing-.

Every tactic can work as effectivly, and every tactic including this, can be guarded against.

I whole heartedly agree to Achernars proposal of the Cover command.

That is all.
I


Haha, that's funny, you took my compare data of ranged weapons and LEAD THE WAY. That's awesome.

I doubt you would have even bothered if I didn't make a list of ranged weapons.


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PostPosted: Sun Jun 10, 2007 11:32 am 
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Carsetius wrote:
That is the dumbest idea I have heard. Wimping Mercs armor bonus so they can move around. What the hell, You do not have to be that nimble to shoot a bow or crossbow.


I'd suggest it is pretty difficult to shoot a bow quickly in a full suit of armour.


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PostPosted: Sun Jun 10, 2007 12:32 pm 
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SK Character: Achernar
Its easy. Seriously increase the PE cost for shooting. Scouts have herbs of refresh, which can be their method of being longer lasting shooters. Mercs can still shoot fast, but they'll tire and be useless while a scout can gather herbs, camo, ambush, and still kill the merc in the wilderness.

A


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PostPosted: Sun Jun 10, 2007 1:28 pm 
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Or a merc can spend two minutes buying refresh vials that do the same thing. All that does is wimp ranged combat as a whole.


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