Carbineer Archive
Thread: Major accuracy change.
Page 1 of 3
Bennyboy4308
Thu Jun 24, 2004 7:40 am
#1
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=35083#M35083
To summerize what I think it means after reading all of the responses. They change accuracy vs. defense to a roll of the dice. I'm not sure how your specific accuracy and defense numbers influence the roll though.. But after reading the responses it seems everyone is missing alot more often (including missing lairs) and not dodging as much. A TKA with 205 accuracy missed 75% of the time while people with lower accuracy were talking about roughly 50%, against a quenker. A defensive stacker with maxed defenses was still getting hit(40% give or take) number of times by the same quenker.
If this change goes into the publish it sounds like it kinda lessens the usefulness of defense. I sense a great migration of defensive stackers back to rifleman, which in turn they'd use the skill points for either doctor or combat medic.. which both are very bad for us. Poisons we know why and docs can heal thier states and our main damage pool.
Maybe I'm interpretting this all wrong, but I think I'm going to keep BH if this goes through so I can keep my 215 accuracy and not worry about having little defense since it doesn't help much..
TAfirehawk
Thu Jun 24, 2004 7:43 am
#2
Before we go too far with this, remember this is TEST CENTER. AND it is the first go around with it, expect much tweaking to happen before it goes LIVE.
The Jedi were saying 10% so I guess it depends on who you talk too on this one. And this is something for the Combat Balance that will only make a nice fit with all the other changes coming.....
But something had to be done IMO.
TAfirehawk
Thu Jun 24, 2004 7:59 am
#4
Bennyboy4308 wrote:
Umm, I think this is going into live next week.
That may be, but do you really think they won't tweak it if necessary? Or even after it goes LIVE.....
And without the Combat Balance I am sure it won't be working in harmony with the current system.....
You just sounded in a panic and I don't see it as being a bad thing at all.
Bennyboy4308
Thu Jun 24, 2004 11:02 am
#5
Waaaaiiiit a minute. You know what this might mean? There might always be a chance to land a state on anything...
TAfirehawk
Thu Jun 24, 2004 11:11 am
#6
But it doesn't change 100% resist to Energy, Heat, Acid.....
Bennyboy4308
Sun Jun 27, 2004 6:42 pm
#7
Ok, according to the pistoleer corrospondant, these changes have been locked into live. This sounds very bad to me. The pistoleer corrospondant was talking about a 90%+ hit rate pre-patch, and 34% post-patch (with +12 accuracy from FS tree). I still can't get enough info if my having 215 carbine accuracy will be a huge help now, or just a waste of skill points.
TAfirehawk
Sun Jun 27, 2004 7:36 pm
#8
Lets wait until LIVE hits and even then the Combat Balance will change even more......
And lets listen to Nova as most of the other correspondents are not up to his level.....
novamarine
Mon Jun 28, 2004 6:40 am
#9
The Devs are being completely silent on this. It seems to have come out of nowhere and they are not saying what, why or how it is supposed to work...makes a bit difficult to test, no?
BTW...Unless I am wrong, Randonb is reporting 34% miss rate not a 34% hit rate. It is still a nerf, but a much less drastic one.
I wish they would implement creature size into the equations. How does one ever miss a rancor?
MasterTexiria
Mon Jun 28, 2004 7:00 am
#10
Having been a rifleman, carbineer, fencer, and 2hhander I think actually as carbineers we'll feel the nerf less as we still miss quite often without SEAs or BH carbines. however think about what this does to ppl use to hitting on everysingle shot, and the ppl who are use to dodging every shot.
TAfirehawk
Mon Jun 28, 2004 7:03 am
#11
MasterTexiria wrote:
Having been a rifleman, carbineer, fencer, and 2hhander I think actually as carbineers we'll feel the nerf less as we still miss quite often without SEAs or BH carbines. however think about what this does to ppl use to hitting on everysingle shot, and the ppl who are use to dodging every shot.
I LOVE thinking about that.....nerf all those mindless wonders.... ![]()
jfang
Mon Jun 28, 2004 8:02 am
#12
novamarine wrote:
The Devs are being completely silent on this. It seems to have come out of nowhere and they are not saying what, why or how it is supposed to work...makes a bit difficult to test, no?
BTW...Unless I am wrong, Randonb is reporting 34% miss rate not a 34% hit rate. It is still a nerf, but a much less drastic one.
I wish they would implement creature size into the equations. How does one ever miss a rancor?
Obviously the same way you "miss" a lair. ![]()
I'm taking those misses to translate to "you hit an especially tough spot on the target, and as a result did no damage", whereas standard resistance would be representing that the vulnerable spots on a target have more armor than a normal victim.
Of course this could just be a weak way of explaining away a limitation/oversightin coding... ![]()
9,703 more to go...
TheRealStarlighter
Mon Jun 28, 2004 8:40 am
#13
I have a feeling this will kind of even everything out. People with extremely high defense or accuracy will be nerfed while everyone with low accuracy or defense will get a boost. Thus everyone will be on the same page, which really isn't too cool. I pride myself with my ablity to hit melee stackers more than any other ranged shooter on my server (I'm sure noone uses has accurate guns as I do).
Page 1 of 3