Bounty Hunter Archive

Thread: BH Top issues -- UPDATED 9/12/05--

Achyutathewook
Mon Apr 25, 2005 2:25 am
#14

So what about the firing rate? Is it supposed to be every few seconds per shot?



Mandalore of KE
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destrkta
Mon Apr 25, 2005 2:26 am
#15

you didn't note that our armour cert is ineffective as our role or a ranged tank. ranged weapons are mainly energy though our resist's are more focused on melee(kinetic) dmg type




Rand al'thor, the masterful Bounty Hunter
The hunter that is now hunted
Only BH to solo kill and hunt a Jedi Master(pre cu) on valcyn /bow quing'tut
instapeace
Mon Apr 25, 2005 3:14 am
#16






Mujadaddy wrote:





instapeace wrote:





Althus_Alen wrote:





Tanks wrote:

Duelist stance is not reflecting back any damage.







Still waiting for the rationale on why BH get this ability, so far you have provided none and rapidly left threads when it is mentioned.

Block damage, maybe. Reflect damage when Jedi cannot, what movies were you watching?





LOL. I like this guy.




You don't deserve a rationale from the BH corr. You in fact are asking for developer rationale, as Tanks has nothing to do with selecting Duelist Stance or writing the description. Troll.





You fool.



Inquisitor Instapeace
Imperial Master Bounty Hunter & Ace Pilot
Solo Portfolio

Aanu
Mon Apr 25, 2005 3:46 am
#17

If Jedi are our endgame then we should have the right armor certidications for the job. Lightsabers do enertgy damage but assault armor (our armor cert) is most effective for kinetic.This doesnt make any sense to me and should be corrected.



Aanu Calderis
Master Bounty Hunter
Bounty Hunters Alliance -BHA-
AIM: AanuMBH
Scylla BHA Website


Neutral Imperial Agent
SamousNemo
Mon Apr 25, 2005 10:19 am
#18






Tanks wrote:

Devs have asked for feedback on the corr. forum. Below are our Top 10 based on community input and testing (there was a reason for all the focus threads ).




  1. Duelist stanceis not reflecting back any damage.
  2. Underhand shot/Improved Underhand shot - Mobs and NPCs pop right back up before even a chance to fire again.
  3. BHs do not have an Advanced version of the LLC (Master or lvl 50), which is causing problems with BHs valuable (Krayted) LLCs converting to uselessness.
  4. Defenses seem to be irrevelant. (Similar issue to Pikeman and TKA).
  5. Improved Confusion Shot (Stun, Blind, Dizzy) - Resisted 75% of the time by lvl 35-54 NPCs, seems to be too ineffective.
  6. Tanking through mitigation - Confusion on how this is supposed to work, or even if it is working.
  7. Unless fixed lately Master BH still requires 340K Combat exp., while the cap is still 300K.
  8. Latest patch which increased action costs is very detrimental to BHs as our debuff shots take so much action that when time comes to do damage shots we are out of action resulting in very long and boring and less tactical combat.
  9. Torso Shot bleed is for ~49 damage every 6-7seconds, seems to be very insignificant.
  10. Bounty missions are too easy due to levels. A level 99 mission at mission difficulty +3produces a level 33 NPC which is dead in a few shots. I suggest the following:


The maximum mission difficulty mod for missions is +3 at completion of Investigation 3,


  • +1 - NPC Level 20 - 35.
  • +2 - NPC Level 36 - 54
  • +3 - NPC Level 54 - 82





Well said Tanks. I thought a lot of those issues were just the way I was playing, but if many others experience the same problems, a fix would be nice. Very nice to see a consolidated list of our issues.


As others have said, what's the deal with assault armor? Judging by what we've seen on TC and in the docs, this armor doesn't really make a lot of sense. You've hinted before that it might be possible to have a smith craft a suit of assault with higher energy resists than even energy-crafted recon, but this doesn't seem to be the case on the TC-Galaxy servers.


Are we stuck with a sub-par armor cert, or do you know something we don't? Or do you see this as a non-issuse?


As always, any insight would be much appreciated.




-Samous Nemo; Dirty, Lowlife, Bounty Hunter Scum
Former Bounty Hunter Correspondent
Call me "Sam"
Tanks
Mon Apr 25, 2005 11:34 am
#19






SamousNemo wrote:


As others have said, what's the deal with assault armor? Judging by what we've seen on TC and in the docs, this armor doesn't really make a lot of sense. You've hinted before that it might be possible to have a smith craft a suit of assault with higher energy resists than even energy-crafted recon, but this doesn't seem to be the case on the TC-Galaxy servers.


Are we stuck with a sub-par armor cert, or do you know something we don't? Or do you see this as a non-issuse?


As always, any insight would be much appreciated.






The armor has changed so much in crafting etc., that it is hard to say how it will finally turn out. As far as assault armor is concerned, we have to have the same armor as Commandos and SL due to Mandolarian certs. Recon just did not make sense for the commandos either.


Also, at the time the armor was assigned and decided LS wasNOT going to have energy, but was still going to have LS damage type with LS resistant layers being possible in armor crafting. Combat also was going to be much different, but things change.







Bounty Hunter Correspondant 2003 - 2005
Master Bounty Hunter
Dark Jedi (Pre-Pub 9)
iskareot
Mon Apr 25, 2005 11:46 am
#20






KOLBROOKIE wrote:
mbh should be able to kill a knight easy no problem a master should need 3 mbh to kill them,or a very good mbh.

Ive tested on tc3 ep3 and on live at the moment i can kill 200k jedi with a bit of a fight,temp is mbh carbine 0440 pistols 0040 medic 0040.

i thought this was a upgrade not down grade solo mbh should kill knights ,because nearly every jedi is a knight or higher.

and when the cu hits live all will be knights ,because they can grind from paddy to knight in 2 weeks in the warren and other places.

plz think about this tanks and tell the devs about it,fair is fair dont you think and ive waited 1 1/2 years for this to happen dont give in

to the jedi and cry babes make mbh worth its while in combat 1v1 mbh should kill the knights but not the master ,this is the only way to control

the jedi population ,this needs controling when you see jedi in every sp well its worse than that 3-4 in every sp and 20 in some other and full

towns of jedi,make it fair plz all the other professions are dieing out fast.



mastered 4 profession and been a mbh since lanch mbh till the end

Message Edited by KOLBROOKIE on 04-25-2005 02:31 AM





Lol... this made me laugh , I enjoyed the laugh. Damn those 3 or 4 in the star ports of 100 Damn them to hell...



__________________________________________________________________
In the context of new development methods adopted within the past year by the studio responsible for Star Wars Galaxies, which a year ago saw several drastic changes to the game-world's overall experience, SOE's John Blakely and Todd Fiala issued a warning: "Don't make our mistakes."
Kakherot
Mon Apr 25, 2005 11:56 am
#21






Tanks wrote:

Devs have asked for feedback on the corr. forum. Below are our Top 10 based on community input and testing (there was a reason for all the focus threads ).


Bounty missions are too easy due to levels. A level 99 mission at mission difficulty +3produces a level 33 NPC which is dead in a few shots. I suggest the following:



The maximum mission difficulty mod for missions is +3 at completion of Investigation 3,


  • +1 - NPC Level 20 - 35.
  • +2 - NPC Level 36 - 54
  • +3 - NPC Level 54 - 82




Why not institute a tab system on the terms that seperates marks by levels (i.e. tier 1 bounty is lvl 20-35, tier 2 is 36-54, tier 3 is 54-82 + Jedi, and maybe a 4th tab for players). That way we can get more marks in a range per sheet, and bounty hunters can have a choice to go after lower level marks for a smaller but quicker payday or to focus on higher end MOBs or players.




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Jedi Light and Dark Factions vs Jedi in the GCW
Mujadaddy
Mon Apr 25, 2005 12:02 pm
#22



instapeace wrote:


Althus_Alen wrote:


Tanks wrote:
Duelist stance is not reflecting back any damage.





Still waiting for the rationale on why BH get this ability, so far you have provided none and rapidly left threads when it is mentioned.

Block damage, maybe. Reflect damage when Jedi cannot, what movies were you watching?


LOL. I like this guy.


You don't deserve a rationale from the BH corr. You in fact are asking for developer rationale, as Tanks has nothing to do with selecting Duelist Stance or writing the description. Troll.



bicbg NÒ"xpN < ARR AAY ESS PEE >
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Althus_Alen
Mon Apr 25, 2005 12:37 pm
#23



Mujadaddy wrote:

You don't deserve a rationale from the BH corr. You in fact are asking for developer rationale, as Tanks has nothing to do with selecting Duelist Stance or writing the description. Troll.




I asked for the rationale, Dev's or Tanks'. If it's the Dev's, then it's Tanks' job as correspondant to relay that information. So far he hasn't. Why is that? Is it because he knows it has no place in the BH skill set? If Jedi (the only people to reflect damage in the movies) don't get this ability, why do BH?
Darth73Infamous
Mon Apr 25, 2005 12:57 pm
#24







Latest patch which increased action costs is very detrimental to BHs as our debuff shots take so much action that when time comes to do damage shots we are out of action resulting in very long and boring and less tactical combat.






Very concerned about this. Action costs were reasonable before the latest patch, but with this new one, I found myself doing 2 to 3 specials, and then tanking and healing myself as I waited for the action bar to regen so I could do another special. It makes combat boring, where as before, combat was tactical.


I also tried testing out these new action numbers in PvP. As I MBH/Master Rifleman, I dueled a MBH/Master Pistoleer. We fought for about 40-45 minutes, literally. We both would do some attacks, get health down to about half, heal up, and wait for our action to regen.


I see 2 solutions to this problem, and would be eager to see other thoughts:


1. Change action costs to what they were before (Currently action cost on a Rifle is 122, where as before it was 102) and keep the new regen numbers.


or


2. Create a new kind of Stim pack, which allows a character to heal their Action bar, which cost to their mind bar. This eliminates the waiting game and make the mind bar more prevalent in battle.

Message Edited by Darth73Infamous on 04-25-2005 12:58 AM




Juelz
60 Tauren Warrior
Master Bounty Hunter - Master Rifleman - Master Pilot

SamousNemo
Mon Apr 25, 2005 1:25 pm
#25






Kakherot wrote:

Just out of curiosity, what would happen if a jedi didn't convert his/her/its saber? I mean, isweapon conversiona manual process where you go up to a vendor, drag it over and voila? Or is it automatic?


I'm curious because alot of players from TC are claiming that LSs aren't being resisted by armor. Not converting could be a cause of this (as armor still doesn't have LS resists). Just curious.





It HAS to be automatic. Otherwise people would just hold onto their DOT weaponry and 90% compo


Manual conversians would completely screw up the entire CU





-Samous Nemo; Dirty, Lowlife, Bounty Hunter Scum
Former Bounty Hunter Correspondent
Call me "Sam"
admiraljz
Mon Apr 25, 2005 1:35 pm
#26






Kakherot wrote:





Tanks wrote:

Also, at the time the armor was assigned and decided LS wasNOT going to have energy, but was still going to have LS damage type with LS resistant layers being possible in armor crafting. Combat also was going to be much different, but things change.








Just out of curiosity, what would happen if a jedi didn't convert his/her/its saber? I mean, isweapon conversiona manual process where you go up to a vendor, drag it over and voila? Or is it automatic?


I'm curious because alot of players from TC are claiming that LSs aren't being resisted by armor. Not converting could be a cause of this (as armor still doesn't have LS resists). Just curious.






My armor resisted lightsaber attacks on TC.



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