Carbineer Archive

Thread: Latest Combat Upgrade Info is Officially Released

SeanBlader
Sun Mar 20, 2005 10:29 am
#40






DrowLord wrote:


I find it interesting that your HAM will be based on how many elite combat professions you have mastered (or your Health Bar anyway). Standard Health for anyone will be 1000, anyone with one elite combat profession gets an extra 1K taking you up to 2K. If you have two elite combat professions then you max out at 3000.




This better be wrong or there's going to be a lot of pissed off Combat Rangers, Doctors, Creature Handlers, Dancers, Combat Medics, etc... I'm going to be way unhappy only getting 2000 total health because I don't want to be swordsman carbineer.





________________________________

Experience the greatest Star Wars saga ever told -- yours.
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Feomatar
Sun Mar 20, 2005 10:35 am
#41


SeanBlader wrote:


DrowLord wrote:
I find it interesting that your HAM will be based on how many elite combat professions you have mastered (or your Health Bar anyway). Standard Health for anyone will be 1000, anyone with one elite combat profession gets an extra 1K taking you up to 2K. If you have two elite combat professions then you max out at 3000.


This better be wrong or there's going to be a lot of pissed off Combat Rangers, Doctors, Creature Handlers, Dancers, Combat Medics, etc... I'm going to be way unhappy only getting 2000 total health because I don't want to be swordsman carbineer.



So you know what professions will boost the health? Who ever said Combat Rangers, Doctors, Creature Handlers, Dancers, Combat Medics, etc... don't get additional health? I'm not saying they do, but we really don't have enough information to say something like that.



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
TimePalladin
Sun Mar 20, 2005 11:03 am
#42

maybe BH will give "general combat bonuses" instead of specific ones? im not sure but i get a feeling
we will get like "general ranged accuracy" or something. just speculation.



'Xerond' - Light Jedi

'Anja' - Trader

Anja's Shop Of Moded Clothing, Armor & Jewelry
On TaT -2171 -4684
Catseye_Yellow
Sun Mar 20, 2005 2:32 pm
#43






SeanBlader wrote:





Feomatar wrote:

So you know what professions will boost the health? Who ever said Combat Rangers, Doctors, Creature Handlers, Dancers, Combat Medics, etc... don't get additional health? I'm not saying they do, but we really don't have enough information to say something like that.



Rangers, Creature Handlers, Dancers are all outside the scope of the revamp.








they are deemed non combat but I am sure they will be included in the new Health.. they are Elite profs after all...






Catseye Aviba MBH/Mcarb
Some-One Important Msmuggler/MMerchant
K'Teak Moonsong TKM/Commando
DrowLord
Sun Mar 20, 2005 10:13 pm
#44






Feomatar wrote:




SeanBlader wrote:





DrowLord wrote:


I find it interesting that your HAM will be based on how many elite combat professions you have mastered (or your Health Bar anyway). Standard Health for anyone will be 1000, anyone with one elite combat profession gets an extra 1K taking you up to 2K. If you have two elite combat professions then you max out at 3000.




This better be wrong or there's going to be a lot of pissed off Combat Rangers, Doctors, Creature Handlers, Dancers, Combat Medics, etc... I'm going to be way unhappy only getting 2000 total health because I don't want to be swordsman carbineer.






So you know what professions will boost the health? Who ever said Combat Rangers, Doctors, Creature Handlers, Dancers, Combat Medics, etc... don't get additional health? I'm not saying they do, but we really don't have enough information to say something like that.




I am just taking information from the document provided by the Devs. Read these 2 sections:


"A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000. "


"All of the above professions will be re-balanced so that mastery requires a more equal number of skill points for each of the elite professions. No player will be able to master three elite combat professions."


Therefore, everyone start with 1000. You can only Master a maximum of 2 Elite Combat Professions. Mastery of an elite profession increases your combat level and seemingly will give you an extra 1000 health. So, mastery of 2 elite combat professions will allow you to hit the cap of 3000. The key word being 'combat level' and not 'generic level'. So it seems that the more combat oriented your character is the more Health you will have. I too am unsure if this is a good thing or not.




Message Edited by DrowLord on 03-20-2005 09:15 PM




<||> KI-STING DIABLO <||>

OF HIS MAJESTY'S IMPERIAL FORCES
* PRE-CU IMPERIAL COLONEL *PRE-CU FORCE SENSITIVE PLAYBOY *
* PRE-CU MASTER CARBINEER/MASTER DOC * IMPERIAL INQUISITION ACE PILOT *
* PERMANENT MISFIT AND NIGHT CRAWLER *

"Only now, at the end, do you truly understand the power
of the Australian living in another timezone as you sleep"


Ayami-Ayami
Sun Mar 20, 2005 10:39 pm
#45

so, would that mean that if i keep my current skills, master carb, MCH and master scout, i would have 2000 health.
unless CH increased my health too, which wouldn't make much sense



~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
Ayami - MCH since september '03 and until NGE.
The removal of CH and the NGE in general is the dumbest thing a company has ever done. period.
CH deserves to stay, and SOE deserves to be *#&$^#*@ until they are #*&$& and then *#&$ some more!
LONG LIVE THE CREATURE HANDLERS!!!

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Rinviero
Mon Mar 21, 2005 12:05 am
#46






DrowLord wrote:



I too am unsure if this is a good thing or not.






I know this is not a good thing.... I feel you must hit the cap at 1 profession master title....

SeanBlader
Mon Mar 21, 2005 12:44 am
#47






DrowLord wrote:

I am just taking information from the document provided by the Devs. Read these 2 sections:


"A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000. "


"All of the above professions will be re-balanced so that mastery requires a more equal number of skill points for each of the elite professions. No player will be able to master three elite combat professions."


Therefore, everyone start with 1000. You can only Master a maximum of 2 Elite Combat Professions. Mastery of an elite profession increases your combat level and seemingly will give you an extra 1000 health. So, mastery of 2 elite combat professions will allow you to hit the cap of 3000. The key word being 'combat level' and not 'generic level'. So it seems that the more combat oriented your character is the more Health you will have. I too am unsure if this is a good thing or not.





Make sure you take them in context and not as you have them combined here. What you are assuming is that Master Carbineer is less of a maxed combat level when compared to a Master Carbineer/Master Bounty Hunter which TA has specifically stated to not be the case. In my opinion 30% Health difference is certainly a dramatic difference and will certainly make a single combat mastery worthless.




TAfirehawk wrote:

A discussion of that nature can be entertained here but you are talking about BH pre-req's, not Carbineer......it is important to be VERY SPECIFIC when talking outside the scope of this Forum. I welcome all BH discussions because it relates to Carbineer, but great care must be taken to not make Carbineer sound worthless without BH.





More likely is that you recieve the full 300% at Master Carbineer, and any combat skills you acquire above that will not further enhance your health.


Personally I dislike the idea, it means if you drop skills you lose max health. It should be that as you lose skills you lose defenses such as dodging that will make you less effective and less likely to survive. I assume this is what the original development plans were. Hopefully the tactical combat will play a nice role in making sure that you're involved in combat rather than just running a combat queue macro that presses the "I win" button for you all the time. If you do a rifle special that requires some "wind up" time, you can expect me to hit you with a faster less damaging attack that will interupt your wind up process, and if I think I'm going to miss my opportunity, then I'm going to do something so that I can put in a stronger attack before you can either hit your one favorite special or before you finish recovering from the last one. That's what they're talking about by tactical combat, and that's what carbineers are going to be the best prepared for.




________________________________

Experience the greatest Star Wars saga ever told -- yours.
________________________________


DrowLord
Mon Mar 21, 2005 5:10 am
#48






SeanBlader wrote:





DrowLord wrote:

I am just taking information from the document provided by the Devs. Read these 2 sections:


"A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000. "


"All of the above professions will be re-balanced so that mastery requires a more equal number of skill points for each of the elite professions. No player will be able to master three elite combat professions."


Therefore, everyone start with 1000. You can only Master a maximum of 2 Elite Combat Professions. Mastery of an elite profession increases your combat level and seemingly will give you an extra 1000 health. So, mastery of 2 elite combat professions will allow you to hit the cap of 3000. The key word being 'combat level' and not 'generic level'. So it seems that the more combat oriented your character is the more Health you will have. I too am unsure if this is a good thing or not.





Make sure you take them in context and not as you have them combined here. What you are assuming is that Master Carbineer is less of a maxed combat level when compared to a Master Carbineer/Master Bounty Hunter which TA has specifically stated to not be the case. In my opinion 30% Health difference is certainly a dramatic difference and will certainly make a single combat mastery worthless.




TAfirehawk wrote:

A discussion of that nature can be entertained here but you are talking about BH pre-req's, not Carbineer......it is important to be VERY SPECIFIC when talking outside the scope of this Forum. I welcome all BH discussions because it relates to Carbineer, but great care must be taken to not make Carbineer sound worthless without BH.





More likely is that you recieve the full 300% at Master Carbineer, and any combat skills you acquire above that will not further enhance your health.


Personally I dislike the idea, it means if you drop skills you lose max health. It should be that as you lose skills you lose defenses such as dodging that will make you less effective and less likely to survive. I assume this is what the original development plans were. Hopefully the tactical combat will play a nice role in making sure that you're involved in combat rather than just running a combat queue macro that presses the "I win" button for you all the time. If you do a rifle special that requires some "wind up" time, you can expect me to hit you with a faster less damaging attack that will interupt your wind up process, and if I think I'm going to miss my opportunity, then I'm going to do something so that I can put in a stronger attack before you can either hit your one favorite special or before you finish recovering from the last one. That's what they're talking about by tactical combat, and that's what carbineers are going to be the best prepared for.






Certainly I am assuming that you will get more health for 2 elite professions than you would for one. It depends if they are attempting to encourage or discourage dual class combat characters. If they are not encouraging it and stacking is one casualty of this then indeed you may be correct in assuming that 1 elite class will bring you up to full health.


If they are discouraging dual combat classes for whatever reasons then you could expect an increase in crafting, entertainment, medical or scout related skills as a compliment to your character as having a second combat class seems to have little benefit unless you just happen to love that second class for reasons other than bonuses to defence or whatever.


In keeping with the spirit of the document they have released I am simply looking at the equations they have put forward and am making a logical assertion based on the only information that we have. After re-reading this thread I havent found any statement from TA that says that Master Carbineer will result or not result in less health point bonuses than a MC/MBH combination. If you are referring to the comment in relation to me allegedly making Carbineer sound worthless thenI say again as I did earlier, that was not intended to be the case and the term 'worthless' was used to indicate caution in referring to Carbineer as a profession rather than how it will count towards your Health Pool.


We have been given something tantamount to a jigsaw puzzle with half the pieces missing. All we can do is guess as to the missing segments and if people are putting forward reasoned assertions in relation to those missing details I think that we can entertain those assertions without either condemning them or taking them as gospel. On my part, I have put forward assertions based on the document and only time will tell if they were correct or flawed.






<||> KI-STING DIABLO <||>

OF HIS MAJESTY'S IMPERIAL FORCES
* PRE-CU IMPERIAL COLONEL *PRE-CU FORCE SENSITIVE PLAYBOY *
* PRE-CU MASTER CARBINEER/MASTER DOC * IMPERIAL INQUISITION ACE PILOT *
* PERMANENT MISFIT AND NIGHT CRAWLER *

"Only now, at the end, do you truly understand the power
of the Australian living in another timezone as you sleep"


AdmiralSpy
Mon Mar 21, 2005 6:49 am
#49

My simple guess is that they will allocate 2000 extra health based on the number of skillpoints used out of a maximum of 250.


IE, 8 HP per SP. That means that assuming your template takes up 248 skillpoints and you have 2 SP to spare that you can't put anywhere, then that'd give you 2984 total Health. The fractional difference is minimal, effectively ensuring that the more 'complete' your character is, the better he/she is developed in terms of a Health bar.


Mere speculation of course, but basing it on Elite/Profession masteries isa bad idea because it means that many low-level newbie dabblers are seriously outclassed.


The Skillpoint-method means that even a part-Artisan, part-Scout, part-Pistoleer, part-Architect could benefit from the entire Health bar.



Addy | 'Addy
ex-Photographer
Forever Carbineer
DrowLord
Mon Mar 21, 2005 9:19 am
#50






AdmiralSpy wrote:

My simple guess is that they will allocate 2000 extra health based on the number of skillpoints used out of a maximum of 250.


IE, 8 HP per SP. That means that assuming your template takes up 248 skillpoints and you have 2 SP to spare that you can't put anywhere, then that'd give you 2984 total Health. The fractional difference is minimal, effectively ensuring that the more 'complete' your character is, the better he/she is developed in terms of a Health bar.


Mere speculation of course, but basing it on Elite/Profession masteries isa bad idea because it means that many low-level newbie dabblers are seriously outclassed.


The Skillpoint-method means that even a part-Artisan, part-Scout, part-Pistoleer, part-Architect could benefit from the entire Health bar.





Interesting idea and it would seem fair that everyone get the opportunity to get that health bar up through mastering any profession or at least being proficient at something. However, I can imagine the cries going out from hardcore combat classes that a crafter shouldnt be as 'tough' as an elite combat professional. They really shouldnt have anything to fear though as someone spending 250 points on crafting or non-combat related skills just wont have the offensive or defensive capabilities of an elite combat class. Your vision of the new changes would be a good outcome









<||> KI-STING DIABLO <||>

OF HIS MAJESTY'S IMPERIAL FORCES
* PRE-CU IMPERIAL COLONEL *PRE-CU FORCE SENSITIVE PLAYBOY *
* PRE-CU MASTER CARBINEER/MASTER DOC * IMPERIAL INQUISITION ACE PILOT *
* PERMANENT MISFIT AND NIGHT CRAWLER *

"Only now, at the end, do you truly understand the power
of the Australian living in another timezone as you sleep"


AdmiralSpy
Mon Mar 21, 2005 10:11 am
#51

Well, as far as the 'crafter toughness' goes, I have no objection.

A large Health Bar is useless if you can't maintain it through combat skill, heh. With buffs and armor reduced, and MOBs' AI improved, I have no doubt that the 'wild and dangerous' feel of Galaxies will increase signifcantly, meaning that heading out to survey on Dathomir as a crafter will be very dangerous, even if all your skillpoints are spent.

Personally, I like the current system where everyone pretty much has the same Health Bar, give or take a 100 points or so. This new 1k to 3k system.. eeeh.. its okay in MMO terms, but it's not very realistic (which is something that I've always loved SWG for.. realism.)

We'll see though. I'm just pointing out possible flaws if it is based on combat skills alone.



Addy | 'Addy
ex-Photographer
Forever Carbineer
TAfirehawk
Mon Mar 21, 2005 10:23 am
#52

One comment.....


Stop reading between the lines in my posts or the Devs posts....simple as that.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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