Commando Archive
Thread: Interesting Update notes on TestCenter Today...
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StarNick
Wed Jun 23, 2004 5:03 pm
#1
Vass's update: Can be seen @ this url
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=18913
TH's discussion:
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=35083
- Changed core combat system so there is always a chance to hit or miss in a combat round. No longer will it be possible to have a 100% or 0% hit rate.
This was the only non-jedi update it seems, as its a change to core combat. In the link to TH's In Development thread with a discussion about it, some respondees were saying that they were missing 10% on some mobs, or even 25% on others.
Coupled with our horrendous accuracy...this may not be the greatest of changes (at least not until CB), as theres now always a chance to hit or miss...I can just imagine the RL in action w/ its 60%..
For better or for worse I cant tell (especially before CB), havent been on TC yet...and atm im waiting for it to come online -- also in TH's discussion...some replied saying that it seems to be more player-end...which may not be the greatest news to us commandos. If this is for worse until the CB comes..may be a long 2 Publishes...hehe
ghola_flurry
Wed Jun 23, 2004 6:19 pm
#2
Check Dev Tracker. TH gives a pretty good explination of it. Basically, because of stacking it is possible that you can have your "to hit" modifier not even reach your opponents "defend" modifier. Meaning you have no numerical chance of hitting him. I.e. you need a 15 to him and the highest you can roll is a 14.
lisasdarren
Thu Jun 24, 2004 2:14 am
#6
StarNick wrote:
Coupled with our horrendous accuracy...this may not be the greatest of changes (at least not until CB), as theres now always a chance to hit or miss...I can just imagine the RL in action w/ its 60%..
For better or for worse I cant tell (especially before CB), havent been on TC yet...and atm im waiting for it to come online -- also in TH's discussion...some replied saying that it seems to be more player-end...which may not be the greatest news to us commandos. If this is for worse until the CB comes..may be a long 2 Publishes...hehe
Actually this should be great news for commandos, if you already miss then you will still miss, the circumstances under which you miss won't change (no extra misses), however what it does mean is that we will always have a chance to hit so even with our low accuracy we always have a chance to hit everyone.
Its going to have a negative affect on the high accuracy hitters (Pistoleer / carbineer combines with BH, TKM etc.) and on the high defenders (fencers etc)
RazerWolf
Thu Jun 24, 2004 4:11 am
#7
Yeah, it means that any noob can hit a defence stacker, which can only be a good thing.
Pure_Fusion
Thu Jun 24, 2004 6:14 am
#8
It's good when you're shooting moving targets with the flamer, but bad when you stand next to a still target using aim. So I guess it's good for our pvp-side.
RazerWolf
Thu Jun 24, 2004 6:19 am
#9
Yeah, it'll hurt classes with stupid accuracies like Rifleman, who -do- have the ability to "hit on a -2 or above", but will only have a positive effect on Commando, which always ends up somewhere between "You need to roll a 4 or more on that D20" or "you need to roll a 24".
StarNick
Thu Jun 24, 2004 7:06 am
#10
Well it may be good for us in that way, bad if it further reduces our accuracy. Also, it seems like 30% and up is the norm, and the fact that higher mobs seem to be hitting players more. So something isnt working right it seems atm...
Hellshot
Thu Jun 24, 2004 8:29 am
#11
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.
Ster
Thu Jun 24, 2004 8:55 am
#12
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.
I agree and to tell you the truth, we should have one of the highest to hits in the game considering we are shooting a huge cone of fire at someone.
Yoda2397
Thu Jun 24, 2004 9:31 am
#13
Iagree and to tell you the truth, we should have one of the highest to hits in the game considering we are shooting a huge cone of fire at someone.
At close range I might add!
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