Combat Medic Archive
Thread: Rejoice medics
Test Center is currently being updated with another set of fixes:
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Reduced the amount of damage by 75% when fighting in PvP
If hit while knocked down the player will take 50% more damage
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Like the 75% reduction...
Confused by the 50% increase on knocked-down hits.
Knockdown's already a fight-winner. Did it need an increase? I'm not complaining, just don't see why the change was made.
One other change. Knowckdown costs have changed so that it can no longer be spammed.
Yeah, that was another thing. It changed the cost of the action... I don't see how that stops you from spamming it. It just changes how LONG you can spam it.
If someone's stimming you it doesn't really affect you at all. Need more information.
Lol if u remember panic shot...
the nerf to make it so you couldnt spam it was raising the cost to double what the action cost was orginally...
sounds good no?
yeah fight...smugglers can self buff Action with spice...
really bright one devs....
let's say you did 200 damage before that:
you now do 50 damage with the same move
if the target is knocked down you do 75 damage
so it doesn't realy make knockdown more powerfull, it just doesn't reduce it the same amount as everything else
a quote from the pistoleer forum, regarding the TC tweaks to knockdown. sorry i forgot who posted it now:
Using an FWG5 with a 37 Action stat, the Action Cost for Pistol Whip went from 38 to 142. Impossible to spam now, even intermittently, so I only use it when I'm in trouble.
thats nearly a 4x increase. i still think that it would be spammable, at least for adecentmedic (and especially for anyone with a good action buff). you can simply knockdown, heal yourself if your action has been hit too hard, then either knockdown again or start attacking.
I tried posting earlier but I was stuck "trying to authenticate to the login server" for about an hour so I just gave up.
At any rate, adding a new timer would add to the data and processing demands of the game engine, which I'd assume would be a big no no for new development items, considering system stability and lag issues. But there is an attack speed associated with all weapons, and specials can add a multiple to that value. So you could in effect add a 4x mod to attack speed instead of (or in addition to?) the higher action cost multiplier that's gone in to TC.
timers are already in the game...
innate racial abilities have timers on them...
how hard could it be to use that coding on special moves?
Good news for the Zabraks, Equilibrium will be uber now ![]()
/ delete and remake character.
/ change mind and cry for nerf.
No seriously, this is a GOOD change, im so happy ![]()
use of equi is once pr hour no?