Carbineer Archive
Thread: Latest Combat Upgrade Info is Officially Released
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DrowLord
Mon Mar 21, 2005 10:30 am
#53
AdmiralSpy wrote:
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.
Very true. It certainly will be great to have that 'dangerous' feel to the game. Usually you have to go to high-end dungeons, go for a run on Dathomir or throw out a challenge to Jedi for that kind of rush. I'm also really looking forward to the improved AI too. 
SeanBlader
Mon Mar 21, 2005 8:32 pm
#54
TAfirehawk wrote:
One comment.....
Stop reading between the lines in my posts or the Devs posts....simple as that.
No point in having these forums then.
I too like the 8 hp per point, very balancing across the board.
Ayami-Ayami
Mon Mar 21, 2005 9:24 pm
#55
and ofcourse the FS skills give every one the perfect way to use up those last 3 or 4 skills points
Jaxter_Czar
Mon Mar 21, 2005 9:41 pm
#56
This isn't a complaint but are they going to change the perks for the ranged combat? something a bit more than what it was? I just hope that carbineer still has all of its dizzy knockdowns. (insert laughs) While we won't be able to do an out hit compared to a rifleman I think we should be able to land more hits and dot them. The only other thing im worried about is carbines being nerfed because of a cool down of crippling shot. Don't hate me because I thought of it.
Jaxter_Czar
Tue Mar 22, 2005 6:38 pm
#57
Yes, not only that but Carbines are "notorious" either hated or begrudged by the dev's in my opinion of our ham costs. but I could only imagine our cool downs being even more timely than that of other professions. when I think carbines I think 2/3 the damage of rifles and 2/3 the speed of pistols am I wrong here? or does someone else agree with me?
SeanBlader
Tue Mar 22, 2005 10:44 pm
#58
Jaxter_Czar wrote:
Yes, not only that but Carbines are "notorious" either hated or begrudged by the dev's in my opinion of our ham costs. but I could only imagine our cool downs being even more timely than that of other professions. when I think carbines I think 2/3 the damage of rifles and 2/3 the speed of pistols am I wrong here? or does someone else agree with me?
/QFE
/sign
djpringle
Thu Mar 24, 2005 9:27 pm
#60
Quoted For Emphasis
I was in the dark regarding this for a while as well 
Ayami-Ayami
Tue May 03, 2005 11:27 am
#61
well medics HAVE to get more health, what good is a doctor going to do hunting if he dies right away.
and it wouldn't really be fair for non-combatiants to have almost no health, they have spent time in the game too so they should atleast be able to survie long enoguh to RUN AWAY.
and it wouldn't really be fair for non-combatiants to have almost no health, they have spent time in the game too so they should atleast be able to survie long enoguh to RUN AWAY.
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