Commando Archive

Thread: Interesting Update notes on TestCenter Today...

Pure_Fusion
Thu Jun 24, 2004 10:30 am
#14



Hellshot wrote:
Well, I was playing last night on test center, and I have to say that I don't think this change is a benefit to us. I was missing a lot last night (I was fightining Gurks's on lok and missing greater than 50% of the time with my flame specials). I will try and recordsome accurate numbers tonight if I get a chance, but I think that this is something that is going to have to be tweaked so that classes with low accuracy (us, pikeman, pure smugglers) don't wind up getting fouled up as an unintentional byproduct. Hopefully Garvin can get the devs to check the math and make sure nothing funny is going on.




Yeah, there seems to be something odd going on. I can get a series of misses, and then several hits (pistol).



____________
Neglexis Dalton, Farstar - Master Commando
Neglexis Dalton, Lowca - Master Commando (retired)
Neglexis Dalton, Test Center - Master Commando
Genezer
Thu Jun 24, 2004 12:19 pm
#15

lol
nerfherder321
Thu Jun 24, 2004 1:24 pm
#16

what i dont understand is... how do i hit things while my gun is facing in the wrong direction, how it goes thru dirt, and how i miss people when my gun goes through them




Cheat Fetto
TechBoss
Thu Jun 24, 2004 6:22 pm
#17

I've got no problem with this IF it is basically effecting PvP. If they are nerfing PvE, then they need to nerf the mobs too. Here is my point:


When I was a stacker, I could stand next to a durni and it would constantly miss me. Basically I couldn't be hurt by it. On the other hand, I don't think I've ever seen a super battle droid miss, even with stacking and COB macro running. I have come to accept this even though I think it's stupid. My character rarely missing was kind of a trade off.


If SOE is adding a randomizer to the hits, meaning you will have at leastsay, 10% chance to hit your target while suffering a 10% chance to miss no matter the mods, then they need to put the mobs under the same rule. If I am standing next the same durni and get hit 1 in 10 times, then that super battle droid better miss me 1 in 10 times. Not only would this lessen the nerf, but it would make combat more realistic/interesting.


As players are all under the same rules, the hit randomizer will not hugely impact PvP. At worst the super accuracy guys miss a bit more and the stackers get hit some more.


Is this going to effect combat medics?




-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
RazerWolf
Thu Jun 24, 2004 6:59 pm
#18



TechBoss wrote:
I've got no problem with this IF it is basically effecting PvP. If they are nerfing PvE, then they need to nerf the mobs too. Here is my point:
When I was a stacker, I could stand next to a durni and it would constantly miss me. Basically I couldn't be hurt by it. On the other hand, I don't think I've ever seen a super battle droid miss, even with stacking and COB macro running. I have come to accept this even though I think it's stupid. My character rarely missing was kind of a trade off.
If SOE is adding a randomizer to the hits, meaning you will have at least say, 10% chance to hit your target while suffering a 10% chance to miss no matter the mods, then they need to put the mobs under the same rule.





Judging by the wording, all combat actions from all game entities, PCs, NPCs, MOBs etc are subject to this. Not CMs though, as they're not a combat action, but a ranged "heal" that causes a DOT.



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Towim
Thu Jun 24, 2004 9:42 pm
#19

I do believe I remember seeing a post from TH that the combat medics never missing is a bug and that will be fixed soon.


Although that may have been the range on combat medics poison/disease.
StarNick
Fri Jun 25, 2004 10:07 am
#20

I agree with garvin, this is more of a PvE dilema...as I said in the original post, only had information concerning Mobs specifically...on TC I did hear some ppl talk about PvP, but not a whole lot.....we should get on testing specifcally both as well.


Anyways, just like the 75% dmg reduction this would be nice in PvP, BUT not in PvE....I see that this brings down the players in PvE....which is already somewhat unfair already.. (higher ham etc)



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Pure_Fusion
Fri Jun 25, 2004 10:11 am
#21


StarNick wrote:
I agree with garvin, this is more of a PvE dilema...as I said in the original post, only had information concerning Mobs specifically...on TC I did hear some ppl talk about PvP, but not a whole lot.....we should get on testing specifcally both as well.
Anyways, just like the 75% dmg reduction this would be nice in PvP, BUT not in PvE....I see that this brings down the players in PvE....which is already somewhat unfair already.. (higher ham etc)




It's still not desireble for them to have defense stackers who can't be touched by mobs, so it has to affect PvE in some way.



____________
Neglexis Dalton, Farstar - Master Commando
Neglexis Dalton, Lowca - Master Commando (retired)
Neglexis Dalton, Test Center - Master Commando
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