Change ranged weapon movement speed penalty to apply while in combat only

Change ranged weapon movement speed penalty to apply while in combat only
  • Notice: SWG Restoration is currently offline for extended maintenance. Check Discord for updates!
This idea/suggestion has been flagged as Implemented so it has (or will be) implemented into the game in some capacity. More information can be found in the post from the development team.
Status
Not open for further replies.
Proposal
Currently, all ranged weapons apply a movement speed penalty to the user while equipped. I propose that this be changed to apply only when the player is in combat.
Justification
This specific change will remove many negative side effects, but without impacting the primary purpose of the movement speed penalty mechanic, which is to limit ranged players' ability to kite while fighting.
Motivation
1. It is annoying having to constantly unequip your weapon just to be able to walk around at normal movement speed.
2. This can also cause frustration to players if they accidentally get unarmed experience when turning in quests either because they forgot to re-equip their weapon or the quest completes at unintuitive times.
3. It is anti-fun because you don't get to look at the cool weapon skin you have.
---
 
This suggestion has been implemented. Votes are no longer accepted.
100%** do this or something like a holster system that lets you run.

(Edit) Think I saw a dev say doing a holster is a lot of work, so def just helping the range people out would be cool if it's easy.
I play melee, and it's so funny having to wait for my ranged friends to waddle over enough to get close with their big guns out, but would def help grinding.
 
Last edited:
I get the sentiment here, and in PvE it makes perfect sense. Theres some PvP issues here though, as it limits the time a melee character has to spot an aproaching ranged. This is doubly problematic as ranged is geared towards the first engaging shot against the melee.
 
As far as the PVP aspect of it, I would say if the player is flagged as Special Forces, the debuff applies as long as they carry a weapon, or if they are in a PVP zone, otherwise, when doing only PVE content, I could see removing the debuff except when they are aggro'ed or they initiate combat.
 
I love the idea. The only thing to flesh out is that combat can drop in a fight, especially against a melee player. Being good with LoS and using hard CCs like conc shot can get it to drop as well. But the concept is nice
 
I love the idea. The only thing to flesh out is that combat can drop in a fight, especially against a melee player. Being good with LoS and using hard CCs like conc shot can get it to drop as well. But the concept is nice
Perhaps in PvP scenarios it can be tweaked so that the debuff will continue to apply if you were recently engaged in combat with another player. Not familiar with the nuances of PvP so I don't know exactly how long it should apply and how long "recently" should mean, so I will leave that up to the devs and PvPers to decide.
 
Maybe initiating any Ranged attack should trigger the movement debuff for Combat+60 seconds (or something). Surely that maintains the move debuff while freeing alot of travel time for ranged users?
 
I think we need a third action bar, so we can put the weapon button on and off. And leave the speed penalty. Gives some realism.
In wow they strip all the stuff that implies any discomfort and now sucks. People are getting back to classic. I
MHO
 
I think we need a third action bar, so we can put the weapon button on and off. And leave the speed penalty. Gives some realism.
In wow they strip all the stuff that implies any discomfort and now sucks. People are getting back to classic. IMHO
Not sure why this would mean you need a third bar. But if its because you think 25 spaces would be better than 24, don't forget you could move some of your actions to hotkeys rather than the hotbar by making them a macro then doing a custom keybind.
 
Perhaps in PvP scenarios it can be tweaked so that the debuff will continue to apply if you were recently engaged in combat with another player. Not familiar with the nuances of PvP so I don't know exactly how long it should apply and how long "recently" should mean, so I will leave that up to the devs and PvPers to decide.
Adding a timer (adjusted for balance) that applies upon exiting combat with a player seems like an easy way to balance that out.

The original request appears to be aimed strictly at QoL, so whatever change is made definitely should not result in a PvP buff across the board for ranged PvP unless there's some change to melee that balances this out.
 
Not sure why this would mean you need a third bar. But if its because you think 25 spaces would be better than 24, don't forget you could move some of your actions to hotkeys rather than the hotbar by making them a macro then doing a custom keybind.
Will be easiest to have more buttons. But that’s not the main discussion. ✌🏻
 
This has been implemented as follows:

Equipped weapons no longer apply hindrance until you enter combat. Once you enter combat, or if you equip a weapon that applies a hindrance while in combat, the hindrance debuff will apply and will not be removed until you exit combat, even if you unequip the weapon. The highest hindrance possible will apply if you rotate weapons.
 
Status
Not open for further replies.