Commando Archive

Thread: Combat Balance

JohboBocal
Sat Mar 27, 2004 7:07 pm
#14

Maybe not for a while now, lol.










Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
JohboBocal
Thu Apr 01, 2004 2:25 pm
#15






maddogs wrote:

so ill keep on fighting untill it gets fixed all the way that or i have enough and quit








Yeah, I love it too.



I hope you keep fighting till its fixed, because I sure don't want to see you go.





Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Wideshot
Sat Jun 05, 2004 2:38 am
#16

Now admittedly this comes from a report on the smuggler's forum, so it is 2nd hand information and naturally does not have a ranger bias, but Calc when you return from yourmerry holidays are you able to ask whether Ranger's are still getting any love in the combat balance (not what love because I don't expect that the Devs will answer that, but just whether we are getting any consideration).


http://forums.station.sony.com/swg/board/message?board.id=Scylla&message.id=176840


Thanks.

Aenedor
Sun Jun 06, 2004 7:17 am
#17

The combat rebalance and the revamp of the SL profession are two different things.


My understanding is that ALL professions will be effected by the combat rebalance.


After all, you are going to have many hundreds of TKAs and Commandos looking for something else to do now they are no longer uber


Even if they only nerf other professions it will still even the playing field.



Aenedor Tru'shot
Elder Ranger
Imperial Medic - Bringing Healing and Order to the Galaxy.
Wideshot
Sun Jun 06, 2004 11:29 am
#18

It wasn't the Smuggler re-vamp that I was querying (and I appreciate that this is indirect and partial information only, so this isn't remotely a complaint but just a query). The list of improvements to professions in the combat balance didn't include a mention of Ranger, despite this being mentioned in TH's previous 19 questions a few weeks ago. This could be an oversight or it could be that there is an open book from the Devs regarding how Rangers fit into the revamp. The latter would even be a good thing as we would havemore of an opportunity to express ideas.


The query was simply can we ask for confirmation that 'something', if not necessarily 'what' will be happening.


DrArgule
Mon Jun 07, 2004 11:39 pm
#19

Reading all of your ideas I would like you (provided you have the time) to repost them here. Time is short and I would like to come up with something comprehensive. So be specific!


What is your vision for TKA?


What would you like to see? The combat balance is going to bring a foundation for tweaking and polishing, what do you want to say to the devs about our profession?


New moves?


Old ones fixed? (like combo 1&2)


Species specific moves?


Content?


What about armor?



If at any moment during the game you were using TK and thought "You know what would be cool? If they...(add great idea here.)





Vlak




Vlak Hergozinovia
Original Commando
Nefertity
Pre-9 Jedi Knight
(ggggggggggggggggggggg9Xnn[[[[[[[[[[nnnnWg)

volta
Tue Jun 08, 2004 2:52 am
#20

I think the most important thing on peoples minds is that we only have one Damage type: Kinetic


I know we are getting the BSRK Heat damage, but would that really be enough?


More damage types would be great, and possibly a fix on our Combo moves.


Meditation is great, but could be tweaked a little? (too biased?) Removing Poisons from PC's takes forever.






- Volta' Dere'zier -
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Abrock' Dere'zier -
Gavvot
Tue Jun 08, 2004 4:17 am
#21

- Judo move : Allowing you to use the force of the oponent, basically picking it, drag it over your shoulder, and dropping it on the ground.

- Combat/Defense balance : either we're supposed to stand and take the damage, if so we should have more defense, or we're supposed to do damage and then the Kinetic only and 100% Kinetic resist on mobs doesn't make sence.

- Profession specific armor seem a good idea at least for TKA, but based on a quest TKA-only can make (having different parts depending of your level) and TKA only canwear. Maybe involve the AS in the process, but not sure if it's a good idea. Depend alot of how will be the armor after combat revamp.
Quality of the armor would depend of the answer of previous question, and maybe, beside resist, add some modifier.

- Run & jump move, to start a fight, you run, jump and kick in the face. (not sure it's doable, but would look cool)

- PowerBoost : should last a little longer IMHO.

Message Edited by Gavvot on 06-08-2004 01:18 PM



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comandobob
Tue Jun 08, 2004 4:41 am
#22

well i think TKM armour would be nice as i dont think we should be able to wear comp armour ,


now fix are combo moves , and maybe give us beter stances in stead of the boxer stance as it looks naff ,


id like to see a different damage type but im not sure if that would call for a nerf if it got to powerful , not a VK , maybe heat are cold gloves the damage could be the same as with out the vk but it gives us a different damage instead






Naerbe Airrea Commando {TS} Farstar
For Teh Horde
Naerbe -Tuaren Warrior -wow Zenedar
Loshuss
Tue Jun 08, 2004 6:42 am
#23

I think TK as a profession is almost perfect as it is. With the supposed armor changes, I think being competitive in PVP will again become a reality for some of us. A TK specific theme park would be awesome, but without giving each other profession a similar park, the idea just doesn't work.


Some minor changes like fixing the combat spam for combos 1 and 2.


Making a few more of the TK attack animations more martial artsy would be great. Unarmed Hit 3 looks great, as do a few others, but headhit is currently the same as unarmed lunge 2.


All very minor stuff.


Is there any officialword on how the combat revamp will affect combat in general? I think we could provide much better responses if we sort of had an idea on the mechanics and how they will change.



Losh - Ethak - Evaen
Gavvot
Tue Jun 08, 2004 7:27 am
#24

What I heard was, armor maxed at 60% resist,
aiming at a specific pool is not possible anymore and damage is always done to the highest pool.

For the theme park, I never sayd there shouldn't be theme park for each profession, it's just that doing the very few theme park I did so far I had rifle component, tailor schematics for DE stuff, sword,...

Some of the profession have loads of stuff, others don't have anything at all. There is a lack of balance there too.



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How to make a link in those forums
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Valor
Tue Jun 08, 2004 7:47 am
#25

fix combo 1/2.
--maybe make combo1 have the chance to apply stun
--maybe combo2 a posture change (increase dmg on both)

increase dmg on ua leg/body/headhits.
--ua leghit applies stun
--ua bodyhit applies intim?
--ua headhit applies blind

more dmg types, heat would be nice, but i could see cold and/or electric being added, possibly stun depending how devs fix armor.

more profession based content, player owned dojo's that can increase meditate states like PB and healing. allow to pvp inside to hone your skills w/out the incap timer (could be used as an exploit prolly, but hopefully not)

--natural armor

--depending on our role, i agree w/ more defenses. we should have more def v kd/posture than anyone. come on, why does a pistoleer have more? doesnt make sense.





LordValor/LadyValor/DukeValor
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Nuckman
Tue Jun 08, 2004 9:17 am
#26






volta wrote:

More damage types would be great, and possibly a fix on our Combo moves.


Meditation is great, but could be tweaked a little? (too biased?) Removing Poisons from PC's takes forever.







Combo moves work.....


And the stronger the poison the longer it takes, that doesnt need to be changed


FOW timer is a little long


Last nite i was doing missions in a solo grp now even as a TKM you cant dizzy creatures and keep them down but why can they keep us down?


I had armor and buffs so I was fine but I was stuck on the ground for almost 2 minutes..


and before you all say did you /stand?


yea but i was too dizzy and keep falling over


So in summery


Be able to kd/dizzy creatures and have it stick


FOW timer


Dont give us stun because the devs will just take soemthing else away..


Karate Garbs would be nice, something that had same kinetic def and decent ubese but no other resists


that is a quest item and only Brawler Classes be able to wear it







-Colonel Alic Sa'o-
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