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The android RFS-81 is suppose to be a MONK right? As a monk he uses Kick and Punch attacks right (as shown on the character info)?
Rynjin Thralls uses Kick attacks. This means, if Rynjin can kick any of my "At the back" characters, then it should be obvious that RFS-81, being a front-liner, should be able to kick back at those Rynjins. Am afraid this isnt so.. Those Rynjins can kick at a distance, yet I could not kick back? Nor can two of my Sword fighters as well as Vi (Polearm) could not use their melee weapons! Rynjins are infront and are not positioned at the back. This makes me think, those Rynjins either have extra long legs far longer than a long sword or polearm, or my swords and polearms are just 2 inches long. [ 01-29-2002: Message edited by: jsteng ]</p> |
<blockquote>quote:</font><hr>Originally posted by jsteng:
This makes me think, those Rynjins either have extra long legs far longer than a long sword or polearm, or my swords and polearms are just 2 inches long.<hr></blockquote> As Grandpa Simpson would say:"a little bit from column A and a little bit from column B" :D That is strange though, now you mention it. Maybe living in the water so long has given the Rynjin the ability to stretch, much like an octopus or something :0 |
The Rynjin do have very long legs. I think the game designers designed them that way in order for them to be suited to mid- to long-range fighting. At long range, they throw magic at you. At mid-range, they can kick you. At close range, they're toast (their weak spot).
If you want to engage them in melee you should use the walk fuction during combat. |
~~sledgehammer~~
you're totally right about that! anything that uses long distance attacks and stays well out of your reach means only one thing.... LOL.... tricky little so and so's. [img]smile.gif[/img] run or walk up to their stinky little faces ASAP to reduce them to goo ASAP. i HATE those enemies that try to nickel and dime you from a distance. they just make me mad. and i am NOT pretty when i get mad! V***V |
your cute when your mad..
*persists in picking away at the blond brigade with magic from afar* |
So you are saying Rynjin's legs are longer than a polearm then....
Short Swords are usually 2~3 feet long, long shorts usually 4~6 feet, Polearms are usually, 8 to 10 feet long, bullwhips even longer. And Rynjin's legs are longer than that? I hope one of those shopkeepers have Rynjin Legs for sale so I can use that as a weapon and kick them with their own two legs... HAHA.. Walking/Running up to them? I know that... How does walking/running up to 6 of them = 6~12 turns needed sound? It only takes them 2~3 turns to kill 2 to 4 of my party. |
Its those big feet.
I used magic against them until I had gained enough levels to have the hitpoints for my mage to survive a kick to the face before I tried melee. The worst are the Rynjin Elites. |
I agree with you jsteng. The comics had one superhero that had stretchy arms and legs. We have to fight an entire race. Note that, at least relative to their dimensions on the screen, there is no way they could kick that far. Oh well, that just proves this is a true fantasy game...
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jsteng,
Was Vi on the flanks in your party formation? If so, then her polearm's extended reach is only equivalent to a short-range weapon; this is because she's behind the front-line in terms of range. |
For this particular encounter I have:
Front liners: 1 Fighter + RFS-81 + Vi Center: 2 Bishops Left: Ranger Right: Fighter + Gadgeteer However, I oftentimes have Front line: 2 Fighters + RFS-81 (or Myles) Right: Ranger Left: Gadgeteer Center: 2 Bishops + Vi (at the front center) and using this formation, sometimes, the enemy is melee range to Vi yet missile range to the front liners.. This occured most of the time especially when I encountered mauligators in the swamp. I like putting Vi at the center because she can do melee to any enemy that gets close to the group whether it be front, side or back due to her long polearm. But against Rynjins, her polearm is like a butter knife vs a 10 feet leg. I have to set walk/run and move towards ONE single rynjin per turn to make my melee chars effective. Right now, the only time I managed to win a fight against rynjin was when I run away and hide behind a rock-mountain corner and wait for them to pop up ONE at a time. killed 5 of them. But cant do it againts those waiting inside that sea of caves area. |
I didnt have a terrible problem with the few Rynjin I have run into, but I think the game is more unfair in other ways.. such as, I walk or run even an INCH, usually half my group loses thier ENTIRE round of attacks, even my Samurai who usually attacks 8-12x per round, while enemies can do a FULL run and STILL get an attack on top of that!(I had a rattkin run from the horizon, got within short attack range and still swing at me 3 times and throw 2 daggers at me, in the SAME round! And it was NOT hasted!)
Not to mention enemy spellcasters can pelt you with spells from another galaxy away while player spells have short distances--- and I can still get affected by spells such as Insanity with a 100 resist no less! Seems all enemies on Dominus have a minimum speed of 85, most 100 or over, even hasted with 125 alot of monsters will go before my characters go! Even with those complaints that make me swear at the game like a drunken sailor, I am hooked on it, lol! |
To increase your melee potential do not use a Front line. Shift all your people normally in the front to the center and all the people you want to protect to the back. This now allows left, center, and right to attack monsters in front. As an example I will give you my formation.
Left - Samurai and Vi Middle - Ranger Right - Ninja and RFS-81 Back - Gadgeteer, Bishop, Psionic This allows me to have my four melee people able to attack anything directly in front or behind as well as protecting my flanks. Your only vulnerablitiy is getting surrounded but proper use of terrain and spells can prevent that. Also for all Rynjin cast Soul Shield and Element Shield at max power the first round. In addition make sure you have Magic Shield up before combat starts. I had no problem with any Rynjin at level 15 and higher using these spells. |
<blockquote>quote:</font><hr>Originally posted by KC_2:
...but I think the game is more unfair in other ways.. such as, I walk or run even an INCH, usually half my group loses thier ENTIRE round of attacks, even my Samurai who usually attacks 8-12x per round, while enemies can do a FULL run and STILL get an attack on top of that!(I had a rattkin run from the horizon, got within short attack range and still swing at me 3 times and throw 2 daggers at me, in the SAME round! And it was NOT hasted!) Not to mention enemy spellcasters can pelt you with spells from another galaxy away while player spells have short distances--- and I can still get affected by spells such as Insanity with a 100 resist no less! Seems all enemies on Dominus have a minimum speed of 85, most 100 or over, even hasted with 125 alot of monsters will go before my characters go! Even with those complaints that make me swear at the game like a drunken sailor, I am hooked on it, lol!<hr></blockquote> Oh, it sounds like we're exagerating just a wee bit... That's it, 5 minutes of time out-for you and no TV. [img]smile.gif[/img] |
<blockquote>quote:</font><hr>Originally posted by MaskedFrog:
[QB]To increase your melee potential do not use a Front line. Shift all your people normally in the front to the center and all the people you want to protect to the back. .... ... Your only vulnerablitiy is getting surrounded but proper use of terrain and spells can prevent that. QB]<hr></blockquote> I tried that advice. Once. Big kitty mistake. You cannot always be in terrain that allows you to do that. Such as the Swamp. I go differently: NIN FIG(V) MON(1) VAL BAR(RAN) MON(2) BIS MAG(ACH) The front row of this party consists of a dedicated Ninja, a fighter (Vi Domina dual classed) and a Monk (RFS-81). The left flank is held by a dedicated Valkyrie/Dairy Maid. The right flank is held by a dedicated Monk. Both use extended & ranged weapons. Sometimes I'll move the Ninja and Monk (2) around to practice the Ninja's ranged criticals. Depends on the ammo situation. The center has my Bard/Ranger dual, my Mage/Alchemist dual & my Bishop/Priest dual. On the few occassions I'm surrounded, I move the fighter (FIG) from the FRONT RANK to the BACK RANK. I may lose one turn, but this way, I don't lose all the back players when I get surrounded. |
<blockquote>quote:</font><hr>Originally posted by jsteng:
[QB]I hope one of those shopkeepers have Rynjin Legs for sale so I can use that as a weapon and kick them with their own two legs... HAHA..[QB]<hr></blockquote> Mabye you can take the Giant Bullfrog leg you get in the Swamp, and use the Wires and a Battery on it, to make the Big Kicker weapon for your Gadgeter... :D And no, I don't think this works, but if it did...Bam!! :D [ 01-30-2002: Message edited by: Parrp the Karp ]</p> |
<blockquote>quote:</font><hr>This makes me think, those Rynjins either have extra long legs far longer than a long sword or polearm, or my swords and polearms are just 2 inches long.<hr></blockquote>
“Ah, grasshoppah. You have much to learn. Your kung-fu is no good.” Obviously, what they’re doing is whipping their fists (or little webbed feet, as the case may be) through the air so fast that they cause a miniature sonic boom, which compresses the air in front of them, which physically hurls you back without the need for an actual physical blow. Fishmen do it all the time. And three hundred year old blind Chinese men. Those three hundred year old blind Chinese men are mad-dog killers, you know. …What? Am I the only one here who watches bad martial arts movies? |
one of major mistakes many players make is putting characters into the flanks; dont;
you must only put characters into flanks if they must protect 10x times less HP having psionic or such; if i get surrounded, my only three melee characters (ninja, samurai, monk) easily reach even enemies attacking from behind; and yes, thus enemies can reach my psionic; all i need is a little more attention (guardian angel or so); as for Meanie fishie (rynjin), just look at their legs a bit more closely and carefuly; they are folded and have 'Z' form; they can easily get longer than any polearm for a few moments just needed to hit party member; good luck |
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