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Re: Your weapon and you
Posted: Thu Aug 11, 2005 2:33 pm
by thebax
iwojimmy wrote:the ability to 'harpoon'..leave the weopon in the opponent, giving them bleeding type damage AND the weopons malus penalty, in addition to their own equipment..if weight penalties worked, you might even be able to immobilise a weak foe..
You would have to equip another weopon yourself, potentially even another lance to repeat the harpooning, and recovering your gear could be tricky, especially if you lose

maybe carry half a dozen 'javelins'.. low q/grade spears for sticking foes with, before the main fight
would require a LOT of work to implement, but wouldn't it be fun
Roman's called dem "pilums" used like dat, heavy spear/javelin wit a soft iron head. But bagpipes also be thar fault, so...
Re: Your weapon and you
Posted: Thu Aug 11, 2005 3:39 pm
by grimjim
xenofur wrote:i think that already happens (at least it did back in last november)
I'm an over 200 melee hitting pretty consistently but it seems to have no effect whatsoever on people's ability to cast.
Re: Your weapon and you
Posted: Thu Aug 11, 2005 4:25 pm
by xenofur
did you observe or did they tell you?
when we tested faction wars on the ats for the first time i even had a nuker pulling out his pike since he couldn't get his nukes out with me heckling him with knifes
Re: Your weapon and you
Posted: Thu Aug 11, 2005 4:58 pm
by grimjim
xenofur wrote:did you observe or did they tell you?
when we tested faction wars on the ats for the first time i even had a nuker pulling out his pike since he couldn't get his nukes out with me heckling him with knifes
Observation.
Smacking away and them happily frolicking in the air sending spells all over the place.
Re: Your weapon and you
Posted: Thu Aug 11, 2005 5:51 pm
by kurita
grimjim wrote:...Smacking away and them happily frolicking in the air sending spells all over the place.
hehehe, thats easy, ether do a clickfest on your stanza(and one spell will get trough most of the time) or
have concentration in the spell, cause thats what is should do, save casters from being interrupted
Re: Your weapon and you
Posted: Thu Aug 11, 2005 8:50 pm
by kashius
micrix wrote:I like it that melee is a 4 button thing
The only thing is that melee doesnt have anything new at 125. I would give the melees a little fire, poison, shockwave and electric damage at 125, 165, ... similar to the elemental mages.
Why? And 4 buttons might be a bit of a stretch, expecially if you're not the tank. In which case it's normally double clicking your desired attack and watching. Most commonly seen against plants. Very boring. With some special moves fights against even plants could be a bit more interesting instead of auto attack and observe for hours.
At 125 I do agree that we should get racial abilities. However I do not believe they should be copy pasted from magic. Perhaps stances for each race. Each lasts 30 seconds on a 10min timer.
Zorai (Ooga Booga) - Zorai fighter's attacks, if successful, steal 5% of the damage they deal in HP.
Fyros (Grrr) - Fyros fighter's attacks do +10 - 100 damage each successful hit (dependant on weapon speed).
Tryker (Tee Hee) - Tryker attacks use no stamina/HP and attack speed is doubled.
Matis (Regal) - Matis fighters attacks cannot miss and grant +1% - 5% protection factor to armor/shield (Weapon speed dependant).
Can only use your races stance. Those are off the top of the head. Might need some balancing.
-Bosamba of Infinity-
Re: Your weapon and you
Posted: Thu Aug 11, 2005 9:11 pm
by b00ster1
<sarcasm>
Ignore armour = 100% -> 50%
Bleeding = 100% ->200%
<after 2 weeks, when all get Masters H-Swordmans>
Bleeding = 200% ->50 %
Slow (
only for 1h Mace) = 100 -> 300 % + stackable
This will keep fighters busy
</sarcasm>
I felt melee needed some variance
I feel like melee need some balance between weaps types, before add weapon specific moves and etc..
Many ppl are doing "favorite" weap + "effective" weap..., because with "favorite skill/weap" player can't "beat" player which use "effective skill/weap"...
Re: Your weapon and you
Posted: Thu Aug 11, 2005 11:28 pm
by madnak
I don't effectively interrupt mages either, but I am using a 2h axe (which really shouldn't be an effective interrupt). I believe dagger works wonders.
The weapons are clearly out of balance right now, but that will most likely always be true. It's perhaps a bit extreme for ignore armor, but the difference between a club and a pike is still considerably less than the difference between magic and melee. Really I think the kinds of idea expressed in this thread are what we need - so that different weapons are better for different situations (and combinations of weapons are effective). That will discourage running to get the "best" weapon, because there won't be a best weapon any more.
Re: Your weapon and you
Posted: Fri Aug 12, 2005 2:06 am
by thebax
madnak wrote:I don't effectively interrupt mages either, but I am using a 2h axe (which really shouldn't be an effective interrupt). I believe dagger works wonders.
I don't know...
I don't cast spells in real life (not for lack of trying as a teenager

), but I think being hit with a giant two handed axe might, just maybe, make me lose my concentration, heh
OOC :
Re: Your weapon and you
Posted: Fri Aug 12, 2005 11:00 am
by magick1
A 2H staff for primary defence. Low damage, but adds (short range/area around user to players/team?) to protection factor. Maybe with disarm as uber special move.
I will be happy just have tho 2H staff in game, the 1H staff is waaay to short.