Commando Archive

Thread: Combat Balance

shrike_7
Wed Jun 30, 2004 12:26 pm
#131



Teras Kasi is supposed to be a deadly martial art focusing on mostly hand to hand combat. Having this in mind, here are some of my ideas.


Instead of wearing armor, I'd like to see TKA have blocks and counters. Realistically armor would be constricting and limit the ability of it's wearer to attack and defend in a hand to hand fight. Why not incorporate blocks and counters as defenses with their own animations, or if we MUST have class specific armor, that it berelevant to a hand to hand martial artist's needs. Like bracers, shinguards and the like.


I have seen people suggest heat attacks and other damage oriented attacks. While I think this has merit, I really don't like the idea of just having this magical ability to hit someone with a flaming fist. How about instead of having an innate "power" to do different damage types, instead we ask for more choices in melee weapons. Something along the lines as heat knucks or a pair of punch knives that have good armor piercing value. Take your pick, there are many nasty weapons that aren't swords or hammers or pikes that could be good examples for these.


I'd rather like to think that technology of the Star Wars time period would have some interesting weaponry for TKAs instead of them being mystical in nature.


My thoughts on the overall role of the TKA in combat as a whole are pretty simple. TKA should be the master at hand to hand and close in fighting. Realistically, a skilled marksman can take you down at a distance but should he unwisely come within twenty two feet of the martial artist, then god help him.


Additionally, wouldn't it have made more sense to have our skill trees labeled differently? Something like the following:


Teras Kasi Philosophy, History and Theory <meditation utilizing meditation xp? lol>


Offensive techniques and application <punches, kicks and offensive combos utilizing unarmed xp>


Defensive techniques and appliction <blocks, counters and defensive moves utilizing unarmed xp>


Hand to hand weaponry <gives various martial arts related weapon certs and bonuses utilizing combat xp>






Message Edited by shrike_7 on 06-30-2004 03:36 AM

Message Edited by shrike_7 on 06-30-2004 03:46 AM



________________________
Slythar
Elder Master Bounty Hunter
Sunrunner
Droidmaster14321
Wed Jun 30, 2004 6:51 pm
#132

were are the best



J'aan Kast-----Ockackara
hMedic--Tailor@
NEI
I was medic before it was cool
Droidmaster14321
Wed Jun 30, 2004 6:59 pm
#133

i like it lol



J'aan Kast-----Ockackara
hMedic--Tailor@
NEI
I was medic before it was cool
Ackill
Thu Jul 01, 2004 12:27 am
#134

I know of at least two other elite professions that can hit for well over 1k damage at 0000. Carbineer with /fullsingleauto2 and a head hit from swordsman, both do WELL over 1k damage. It isn't the amount of damage TKA that's truly dangerous. Its the speed at which a TKA does it.



Col. Ackill Orack
Master Weaponsmith
Master Teräs Käsi Artist
Warmaster
Und3rd0g
Thu Jul 01, 2004 12:54 am
#135






Stormlord wrote:

To me TKA on a whole is uber and overpowered. I know of no other profession at novice that can hit for 1000+ dammage.


Only having Kenetic dammage doesnt bother me. With the dammage output we have this is minor. 100% kinetic resist mobs should be adjusted though. I think its wrong that a humanoid (nightsister elder) can be immune to a TKA, yet a big nasty rancor is slaughted by someone doing backfists and they dont even come up to its knee.


TKA should be uber against all huminoid mobs. I have no problem with a TKA killing a reb general ect in 2-3 hits. It seems right. But to knockdowna rancor and beat down dragons seems wrong.


Armor is a bit goofy too. I think with armor on the TKA should loose their +ua dammage bonuses. Course you would have to add something if you were not to have armor. Like an ar1 natural rateing with at least 1% to all dammage types including lightsaber so an unarmored TKA cant be taken down due to an armor hole. TKA armor would be cool, but clothing doesnt make a martial artist, any bonuses should come from skills, not becasue i put on a uniform. (I think this is bad for Jedi too, Nothing ID's a jedi like thier robes. This is the civil war not the old republic)





clearly your not a tka...or youd not say this...



only time we do 1000 dmg is when we use VKs and do specials...w/o specials we do on normal at novice around 150-250 dmg and preaty slow too unless we used sliced spd VKs...even when you master the power technique line you still do around 1300dmg w/ VKs...and this is in PvE...can you imagine how low our dmg output is against an armored opponent in PvP...



like I said...obviously your not a TKA.





______________________________________________________________________

AOD4LiFE

LONG LIVE THE REBEL ALLIANCE!
Cyphadeusss
Thu Jul 01, 2004 5:42 am
#136

I think TKM should come with a special escape flip move, where when the outcome of the fight looks bad, you do this move, and your characters does several backflips away and has a 45% chance of ending the fight. But then you say "but what about PVP???OMFG!" the tka has been getting stomped in PVP lately due to fencers and combat medics...i think this move would not only look cool and be effected in npc and pvp fighting, but it would also add to the feel of the skill of being a tka....Now a days TKA is only being used for a certain select skills. Tweaking tka to seem "l33t" again would really help bring more attention to the tka profession.
OrionSeven
Sat Jul 03, 2004 3:48 am
#137





DrArule said:


We all have to consider though that the combat professions have to be balanced equally but at the same time be completely different. This is no easy task in my oponion. It makes sense to me that every combat profession have a weakness.






I completely agree. But we already have our weaknesses.


1) We're melee. We can't play the ranged-game with the rifleman. I don't think this should change at all. I am completely happy being sniped at by a ranged fighter. Sooner or later, I'll get to them....


2)Kinetic armor is the most popular armor around, for PvE grinding. Because of this, 90% of the people we come across will have very very high resists to our attacks. I'm fine with this too. I mean, sure... I'd love a new damage type! But, if we didn't get one, I wouldn't be upset about it.I'm very proud of the amount of damage I can do already.



some of the things I would like to see though:


-something similar to the Jedi Robes/Mandalorian armor. Jedi and Bounty Hunters get these wonderful tokens as gifts to the dedication to their profession. Us TK's are just as devoted. We're different from the other Elite Combat Professions. We all truly enjoy our skills because they're fun. Not just because they're "Uber". So, definately a new armor type or a new protective clothing type that is TK-Specific.. Preferably TKM specific. I think the Teras Kasi Masters have definately earned it.


-A new damage type would be nice... but if the armor values are going to change anyway, then I don't think any of us will be worried about 80-90% Kinetic armor anymore. Sure, it'd be nice for PvE, but if something has 100% kinetic resists, I usually just heal my teammates and let THEM handle the damage


-Okay... I'm going to say it. Regardless of the arguments, most (but not all) of us agree that the Teras Kasi existed to basically "Police" the Jedi. There's a link stickied to the top of the TK boards about this (the stories of the Teras Kasi thread). With the BH skill point reduction coming on Tuesday, I've already planned on picking up Investigation 4 to "hunt" jedi. I know the TK didn't "Hunt" jedi, but with the current game mechanics in place, it's the only way to initiate combat with a jedi who may be getting out of line. A lot of BH's are wanting the Jedi Missions pushed up to Master Bounty Hunter. If that happens, the Teras Kasi Masters will not be able to go after Jedi. I don't know about the rest of us, but i'm really looking forward tokilling Jedi. So, I'd like the Jedi Bounty Missions to stay at Investigation 3. Even Investigation 4 is fine, because I'll still have the skill points to keep TKM.


-Force of Will can only be used once per hour. I think that's perfect. Otherwise, it would be abused a LOT. But along those same lines, perhaps we could get an ability to cure poison/disease mid-combat. I'm sure we'd still have a tough time with the CM's, but at least it would giveus a bit more of a fighting chance, and maybe even get people to do a bit more than the standard "Anti-Teras Kasi Rifleman/Combat Medic" template.


(wow... i just learned what the "insert" key is used for, while editing my post!)


Anyway, just my 2 credits.


Avae Aibei, Teras Kasi Student (there is always more to learn), Wanderhome.




~~~~Ario Freelight~~~~
NoWires
Sat Jul 03, 2004 10:48 am
#138

I would just like to get another type of damage... my thought... BlastKnucklersor EnergyKnucklers



Briare Vines - Eclipse
Master Ranger / Teras Kasi Master
[email protected]
meyer1215
Sat Jul 03, 2004 1:52 pm
#139

My view of TKA's? A lightening fast engine of death ... against humanoids. Against others, dangerous, but no where near as deadly. (which means kinetic only)

Damage type: Kinetic Only. But at TKM unarmed = AP1, VK = AP2. BUT if they do this, Devs should FIX AP, not in their minds like they think it is, but have AP > AR, actually reduce the resistance of an armor by ½ (with NO bonus damage). [They say this what currently happens, but then dismiss tons of logs that show it is not what happens and say they need logs more for real proof.]

By giving us AP2, (IF it actually does reduce resists by ½ for each level AP > AR), then even with the high kinetic PvE armor around, because it is AP1, we can still do decent damage to other players.

Armor: I like the non-armor arguments, but do like the attachment advantages of armor:. My idea: Natural resist like 3-10% [Not armor, but flat reduction in damage just like toughness], (made it max of 10%, but that is for after the Combat rebalance when they lower resists. It should be about 20% of the best player made base protections. You can still wear armor, but where a piece of armor covers, you don't get the protection).

BUT you have a choice:

[1] Only works on Lightsaber for thoses who plan to go after Jedi, OR
[2] will work on 5 damage types, not lightsaber, maybe at each level of Meditation, you choose one more protection type and are locked in with it (have to relearn the skill to change that choice of damage type [would have to unlearn ALL of meditation to change meditation 1's choice])

Maybe give BH a similar option for invesitation 1-4, but theirs will work under BH armor.

Meyer1215
-Ferox-
Sat Jul 03, 2004 6:21 pm
#140

My biggest concern is ham cost. I really love my trando ranger tka but I can't stand that I can't use a vk without being buffed out the bughole. Trando's get all these great stats that you would think make them a perfect tka species yet our focus is only 500? The only viable option I have is to fill my gut with canepe *which is by no means a cheap food*. Call me spoiled but I really don't see the logic in having such a huge mind cost for using something as small as a vibro knuckler.



WONKA
eeseigeameo
Sun Jul 04, 2004 6:53 pm
#141

Well since im lazy and dont want to read all of the 5 pages im just going to post my ideas and if im repeating sry. Personally i think TKMs dont need more kd defense but that dizzy should not last as long as it does. That not only helps us TKMs but also the many people who stand no chance against it such as poor rifleman. Also as unarmed specialists i believe perhaps that we should have the ability to absorb some of the melee damage delt to us. And as well i would love to see lower ham costs on our specials so i dont have to be buffed to fight... maybe that would just be a good idea for all proffessions. (and i love the ideaof special moves, maybe you get a random special move out of a few that you can use while others may get other special moves.)

Eeseigeameo




Eeseigeameo Owoa
Master of Teras Kasi - Master Doctor - Master Tank
Ruh Fan Club
eeseigeameo
Sun Jul 04, 2004 6:55 pm
#142


lol oh and i forgot... the devs need to cap the damage resists at 90%...... and not give us a second damage type but give us medium armor piercing weapons

Eeseigeameo



Eeseigeameo Owoa
Master of Teras Kasi - Master Doctor - Master Tank
Ruh Fan Club
grom-met
Mon Jul 05, 2004 6:42 am
#143

In my TKM perfect world, the game would have the "Fighting Engine" of Soul Calibur 2. A fighting and combat system that isn't just spamming the highest Damage per Minute Special. A system where you have to be constantly moving and striking and blocking. Some thing that wouldn't be as brainless as fire off Combat macro # 1 against this foe, and it works every time.


"Shut your noise tube taco human"

-Zim
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