Commando Archive

Thread: Combat Balance

ClanGideon
Fri Jun 11, 2004 5:13 am
#53

With all the talk about only one damage type (I agree we need more) perhaps we could get a way to add poison on to our VKs. It wouldn/t be much but it would be a start. I also believe TKAs should have a "dis-arm" move. All martial arts teach some type of disarming move. Just makes sense thatI would remove an opponent's weapon (or at least try) and avoid being shot up as try to take them down. Finally, please fix the damage issue with UA Combo 2.

Thank you for your consideration.

Gennia Gideon,

Knight Protector of Leoness{valcyn}



Dr. Ganamire Gideon - SEMRA
"Luke wasn't happy that he had blown up the Death Star, he was thinking about all the XP he just got!"
slapjack
Fri Jun 11, 2004 5:22 am
#54

you cant block or counterattack with your hands???? someones obviously never been in a fight in real life between 2 real martial artists................



the above post should make no sense, should be offensive, and should get flamed. the ideas contained herein should be absurd and insane. If for some reason the above post shows compassion, intelligence, sanity, or kindness I highly suggest you run like hell, a major change has just ripped through the world.
Ais
Fri Jun 11, 2004 5:53 am
#55



slapjack wrote:
you cant block or counterattack with your hands???? someones obviously never been in a fight in real life between 2 real martial artists................





hehe yeah but then both those should be added to all the elite brawler professions using that argument
slapjack
Fri Jun 11, 2004 5:58 am
#56

no, its hard to counterattack with an 8 foot stick. kinda hard to block with a 1 handed sword too, as the amount of force being directed at you is usually greater than the grip you have on your weapon. Swordsmen should keep their block though, they're the only ones with a strong enough grip on their weaponand a weapon "weildy" enough to use effectively for blocking. but tka should have block and counterattack and dodge as far as i'm concerned, real martial artists use all 3, why dont we?



the above post should make no sense, should be offensive, and should get flamed. the ideas contained herein should be absurd and insane. If for some reason the above post shows compassion, intelligence, sanity, or kindness I highly suggest you run like hell, a major change has just ripped through the world.
Dyasis
Fri Jun 11, 2004 6:22 am
#57




I like the idea that ClanGideon mentioned...

A disarm move! I took martial arts a long time ago, but I do remember some form of disarming my opponent if he had a weapon. What this skill could do is actually unequipped your opponents weapon, if the move was successful, the opponent would have to reequip it (which shouldn’t be to hard as everyone has it in their F slots...) OR the move could simply put a delay of 5-8 seconds on the opponent. I don't know about the unequiped weapon due to the new combat rebalance putting equiping weapon and armor into the Q...


VampyreD
Fri Jun 11, 2004 11:17 am
#58

A higher dodge and/or counter attack would be good.



wHadhatter Thelnsanew
**Proud Solder of the Rebellion **
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swankiller
Fri Jun 11, 2004 11:19 am
#59

all i want is


FoW timer reduction

and status effects on the combo moves


that is all



Remos.President.of.the.3/4.inch.club
| 1&1/2 on a good day | KRA
KraytDung
Fri Jun 11, 2004 4:38 pm
#60

Things, as I see it, that need a looking at, are, as many have mentioned before, the fact that armor does not in any way fit the Teras Kasi. They need the agility and ability to attack at rapid speeds to outway the lack of damage they output. I believe karate-like robes would fit well, maybe allow the Teras Kasi Novices to craft them themselves and as they progress in a skill tree (don't know which one this could go under...) allow them to add certain amounts of bonuses to dodge/attack speed/Center of Being duration/effect (once they fix it, it would be a desirable plus to have IMO). As I have seen mentioned above,and being a Trandoshan myself for the very reason, see how the devs came to the conclusion of adding unarmed damage, accuracy, and speed due to their claws, but maybe to balance this they should, because Trandoshans can't wear gloves, allow the other classes the luxury of damage enhancing gloves? I don't believe the bonuses on the gloves should surpass that of the stabbing claws, but maybe just half to make it a little more balanced. Also, I feel the need to address the fact that the Teras Kasi focus mind over body, and therefore should get a higher resistance to all damage types that increases with training. This would go away with armor, and should cap of at at most 30%. Also, I know how annoying it is to try and fight any ranged enemy with TKA and it is quite a pain. Maybe allow us to craft our own ninja stars or something-just a thought


Well thats my 2 cents




(g'.')-O ::Gheed:: O-('.'t)
One of the few, the proud, the s-e-x-y Trandoshans of Ahazi!
::TKM / Master Brawler / Fencer::
Ahazi...if you don't like it, then leave
.

McFlyGuy
Fri Jun 11, 2004 4:59 pm
#61

What I would like is not a different kind of damage type but having moves do different damage. Basically this would be stun and restraint. Have them take over combo 1 and 2 or something it seems to be of very little use now since armor holes have been fixed. Seems pretty logical since stun and restraint seem to be good alternatives to the good ole kinetic damage. Have them do less damage than a regular attack but enough to be useful against armor etc.



_/\__/\_Phlat-Line______


N00b-E With a Year of Experience!


EatBlazingED
Fri Jun 11, 2004 7:10 pm
#62

I have been playing for a few months now, and I have mastered tk, pistoleer, rifleman,medic, doc, scout, marksman.And dabbled in CH, 1H swords, 2H swords, Smugglerand Bounty Hunter. None were holos just stuff i wanted to try.


Vision: Teras Kasi Masters shoud be few and far between not nearly as common as they are now. We should be self sufficient. We need a little more in the meditation line. We should be very hard to take down in combat. I think we shoud be primarily a defensive class, and the focus of our attack moves should be that of disabling/crippling our opponent. If possible I would like to see different ways to specializewithin the class itselfsimilar to the new jedi system.


Why: I see TKM as a very demanding and difficult title to attain. The common novice needs not be so rare however, as many fighters in the modern world use techniques borrowed from martial arts. I dont have a problem with dabblers, just the massive number of masters we currently have. In the EU (was tk even in the movies?) TKM were rare, powerfull, and respected. TK at higher and master level, seems to be more of a self relaint lifestyle. The current meditating system does and excellent job at this, and bf is an ingenious way to keep us from completely abandoning society. I think the mediation line is excellent, just not enough in it. (more on this in the skills section). I see us a defensivebecause (as most of you die hards wont believe), no one either bare handed or with fancybrass knuckles, will be able to dish out massive damage to an opponent. Face it, a vk is not going to hit likeaPower Hammer or T21, or any gun for that matter. So if we can not deal damage, what can we do? Well for one we have spent out entire virtual lives training in combat soI think we know how to avoid getting killed. We should be tough,andable to take dameg and keep going. A perfect tank.In close quarters combat we shoud be feared, our moves should be that of grapples. These moves should appy states thatseverely limitdamage,accuracy,or mobilty. A martial arts fighter's goal in a fight is to disable the opponent before the opponent can hurt the martial artist. Only after the opponent is weakened by these things should we be able to dealdecent damage. (similar to how we are now, we dont do much unless ouropponent is intimidated and flopping on the ground). This wayin large pvp situations, the tkms could be sent to weaken a jedis ablitly to wreak havoc on the rest of the fighters.We would be sent to disable those swordsman dealing massive hits, as well as rifleman. (Both of which I see as attacking oriented professions). In effect we would be softening up the enemy so other proffession that deal the big damage could finish them off.


New Moves: In the mediate line i would like to see an improved CoB that would greatly increase our chance of evading an attack, and it does not have to be based off of melee/ranged mitigation and defense,dodge, block, counter-attack,butit could be based off all of them.Using this skill shouldmake you hard to hit, and damage you take will be mitigated. We then will havea new berserk, but it will be different. First of all notrained master will everlose control, but couldsee the end of the fight drawing near, get into a blood lust type ofrage.The move should work on a timer like berserk, and then offer a damage bonus to attacks, without making specials unusable. The catch is, the move could only be used when the opponent is vulnerable i.e. (blind, dizzy, knocked down). The other "new" moves would be modifications of the old ones. leg hit would cripple the oppnent, forcing them to move at walk speed rather than run. The Body hit couldbe more of an arm bar, damaging the arm enough to limit the opponents damage dealing capabilty. Plenty of ideas here, different ways to take the enemy out of the fight.

On the jedi thing, we should not be able to take them out, just slow them down and weaken them enough to allow our supporting fightersto really lay into 'em.


Species moves: Fine, as long as it doesnt make it like, "oh you started a x species, you wont be a good tk unless you picked a wookie." If the devs want to give big advanteges to profession if you are a certain species, the player needs the abiltiy to change species. Which the devs said they would never do, and I really don't like the idea of.


Content and Armor: It'd be cool to have a dojo where tk can hang in there cool new outfits and duke it out, but it isn't neccesary. I like the idea, but thats more of the stuff I'd like to see later in the development of the game, when all the professions are working (good luck with the balance pistoleers, carbineers, and pikemen). Yeah we should not have armor, but like the wise wookie said we could be severly limiting what we can do in the game.


side note: on the kiting thing, close range we should own a ranged fighter. At range they will own us. Deal with it.


HopeI have not wasted your time, I think tk is a great profession, and with just a litte bit of work it could be amazing.




Barachon
Proud Soldier of FED
"Bow before me newb" - Cypher-Dyas
Ataries
Sat Jun 12, 2004 10:32 pm
#63

now more damage types would be nice and longer powerboost and new armor...

but you cant have everythingso i dont really expect much. but a buff timer on

powerboost!! yes it is a must have... please



Hake Avasosar - Kauri
TheLoneBowler
Sun Jun 13, 2004 4:51 am
#64

Lower the Force Of Will timer. Also, it seems to fail at a high amount for master. Maybe it's just me.


Center of being needs fixed. It is useless now.


I die more from use of specials then by getting hit. I think this will automatically be fixed.


Dodge/block would be nice, as long as it didn't put TK over the top. It seems like most of the posts here might as well say 'make teras kasi like fencer' in regards to high defense, low offense. This is ok, but in a way I like the differencesbetween TK and fencer right now.


I really like the idea of unarmed toughness vs. armor. I am all for making this class 'armor free' like jedi. I like the 'innate armor' and/or 'some amount of force resistance' ideas.


Oh, the disarming move. This is an incredibly coolidea that I assumed would be in when I first heard about TK, but it was never there. This would give TKM a solid role in GCW.


It would be good if the grappling moves were able to be put in but it would be more of an awesome bonus then a role fulfilled for me.


As for the role of TK, I always saw it as the 'Jedi that everyone could be'. It is a class that seems to have the same principle as jedi, but is not restrained in this time period. I see TKMs as largely self-sufficient types that can withstand a large amount of damage and move at very quick speeds.




Shree Lanka
7777Spec-Ops Arcas Legion8888
MasterY Medic Keeping SOAL Alive
"I tried being reasonable. I didn't like it."


AlephNull43
Sun Jun 13, 2004 11:07 am
#65






EatBlazingED wrote:


side note: on the kiting thing, close range we should own a ranged fighter. At range they will own us. Deal with it.






Agreed on this point... If your opponent is 25 meters away from you, (that is like almost 80 feet) and has a rifle, carbine or pistol, you should accept that you are dead. If you guys are looking on RL for fixes or ideas, you should accept that in RL anyone with a gun (doesn't even have to be a "laser" gun) could own a martial artist, from a distance. In RL, they could just shoot you, and bam, you are dead.


Now I do not want this implemented in the game by any means, because one shot killing is very bad in a MMORPG. But remember, TKA should not get direct RL influence if everyone else doesn't, remember TKA cannot be brought above any other profession. That is not balance.


And about that disarming attack thing... Pistoleers have had Disarming shot 1 and 2 in the game since launch. It was nerfed a few months afterwards because to many people were whining that being able to disarm and damage someones weapon was too powerful.. So now Disarming shot does absolutly nothing, except for that bug that causes it to do double damage to lairs. Because of this, I think that if anyone gets a disarming shot in the combat balance, it should be pistoleers.


On to what TKAs should get.. I think that meditate should be more important in the game. ATM, it heals damage at the same speed as sitting down does, this should be doubled. Bleeds and diseases should also speed up.


Combos should be fixed of course...


Not just for TKAs, but I think that all professions should be like the new Jedi system. Where there are more boxes that you can learn, but once you reach the cap for that profession, you become a TKM, but every TKM would be different.


Just my 2 creds.





hhhhhhh Aleph Null hhhhhhh

Rogue k Master Pistoleer k Shock Trooper k Bounty Hunter

VALCYN GALAXY

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