Creature Handler Archive
Thread: Fellow Creature Handlers, what do YOU want to see out of the combat upgrade?
MarlonB
Tue Nov 02, 2004 7:51 am
#53
I agree.....remove the timers .... why do i need to wait 60 seconds after battle to store my pet ..... why do i need to wait 2 times 15 secs to call my 2 pets before going into battle.....
And i would like the buffs to still be there after I stored my pet...
Traie
Tue Nov 02, 2004 8:07 am
#54
*ding* I'll take "Timers" for 200, Alex.
IF they stay in, why does being engaged in combat stop the countdown until your pet shows up? Aren't you like 8 out of 10 times calling the pet to help fight?
(Maybe more or less times. These numbers reflect an informal poll I took while walking down the streets of Dallas. Most people just said yes because they didn't know what I was talking about.
I'd also maybe like the pets to have a 'range' of combat abilities (maybe 4 or 5ish) that I could pick and choose from. That way the pets could be more tailored to our play style.
And maybe some freakin' laser beams attached to their heads. I figure every pet deserves the occassional warm meal. (Or maybe not.)
MrTopi
Tue Nov 02, 2004 8:38 am
#55
Mesa be wanting a big bad killer pharple okeyday? ![]()
Seriously, I have a feeling that we won't be nerfed any more. I hope our creatures will once again be feared by some, if not by all.
- More creature storage definitely a must. 22 creatures is OK for functionality but not for fun. Rare collectors have to delete a bunch of other good pets.
- Pet buffs should stick even if they are stored (not to avoid death, for transport purposes). Doc at Coronet buffs pet to be a tank on another planet. Try to find a doc on Talus...
BossJohn
Thu Nov 04, 2004 4:24 am
#56
The call timer definately needs to go. I load into some outpost and some NPC decides to attack me. I immediately try to call my weapon out for support because I hadn't played in 4 months and completely forgot I couldn't use my pet. Luckily another player slaughtered the NPC. Also, I travel on my mounts, but have to store them before I attack a lair or they'll get killed. A MCH should have at least one mountable pet that can actually be used in combat. That way we might not have to worry so much about not being able to call our weapons when we're attacked. At least if we're riding our weapon at the time. Other than that, different attack types would definately help us all out. Kinetic only isn't really anything great.
slave138
Fri Nov 05, 2004 12:54 pm
#57
I understand why we have a timer on storing creatures but I think it could be seriously lessened - like maybe 15 sec after ending combat. If we have no timer, it makes it too easy to just keep cycling through our pets in a 'call-attack-store' fashion so they can get a shot in and are gone before their opponent can do anything about it.
The timer on calling pets is another thing all together. We should be able to keep calling pets (instantly) throughout combat up to our maximum ability. As long as we can't also store them immediately, it shouldn't matter though they would need to also remove the ability to store an incapped pet. To prevent us from calling pet after pet after pet... It would not really be fair for us to be able to send out 30 waves of pets against a target (though it might be a little funny to watch).
Gyrfish
Mon Nov 08, 2004 9:58 pm
#58
Okay heres my suggestions, PETS SHOULD BE WEAPONS, just like a pistol or a vibroblade.
Acid Spitting Spiders, so they dont just hit for kinetic
Stun Hitting Rancors - wouldn't you be stunned
you get the meaning, okay so some things will not be possable(Blast, Electric and such) but at least it will give us some more options.
I must admit, I love the idea of area attacks forLarge pets, especally when most of my larger pets are big softies and keep running off, and are only pulled out to impress Newbies.
Let your pet understand you in group chat, its a right pain having to leave group chat to give your pet a command.
Ch should have the abilitry to remove Babys from lairs, or at least check the lair for babys, and maybe an ability to delay an attack from creatures. I never go hunting for babys in a group because you always get 1 person who agro's the animals coming out by hitting the nest too much, and most of the animals group so bang goes your baby, so what about a calming special, so you can calm them down.
And of-course MORE MAX LEVEL OF PETS 
jopenack
Tue Nov 09, 2004 9:05 am
#59
yea some of that has been suggested before, would be cool to have different damage types.
ok im not trying to open a debat here lol but at different times and depending how you use them pets are weapons, they are aslo combat support and at other times you are the support for your pets.
as far as the combat upgrade we shall be classified combat and Th has said they would be working on specials, it gives me hope that our command structure for pets may have its viability increased.
hmm removing babies from lairs, now that is a novel idea. maybe on a rare loot type dice roll in the least. it would add some fun to the baby searches. I like this if added to the way babies spawn now.
/crosses fingers
Message Edited by jopenack on 11-09-2004 11:08 AM
Krosc
Wed Nov 10, 2004 3:59 pm
#60
* Make all specials work on command, not just stun andintimidate.
* Give us a way to increase damage output. The best pet's damage pales in comparison to any other combat class. This can be by new CH skills or by some type of bet booster made by BE (like weapon power ups).
* Fix bugs like poofng pets, pets getting lost, etc. Make the range of "follow me" command infinite. I understand all other commands having range limits, but its silly to have to store and recall a pet because he chased some running stormtrooper 500 meters away. If you gonna call them, you should be able to call them wehter in datapad or not. If they have to warp to you, big deal.
* Give ability to store pets or call them to you after you have died. Pets are my olny weapons in my build. I have had to wait more than 15 minutesat times just to store and recall my pets because I was deathblown. No one else has this kind of penalty. The above would solve this problem as you could call them away from battle and to you wherever you might have spawned.
* Pets need to keep fighting after your down unless you call them away (after releasing or getting revived).
* Pets need to naturally heal faster if you are at rest (in a camp). Add a command where you can isntruct your pets to rest giving them significant increase in regeneration.
* Make the call time in wild from 15 seconds to 5 seconds. If someone is after you, they will initiate combat much fastert than 15 seconds anyhow. The long call time is an unecissary annoyance.
* Add bonuses to mount speed based on CH level. At MasterCHmounts should be able to keep up with the slowest speeders.
* Add special mounted combat. You can choose to either use your weapon (rifle, pistol, etc) without specials, or take control of the mount (which takes both hands so you cant use your gun). When you take control of mount it basically becomes your weapon and you can do special attacks only done with mounts. These would have specials effects or increased damage. You could stampede your torton through a bunch of enemy, causeing an AOE posture down effect for example.
* Add some defnsive bonuses to mounted CH. Not alot, maybe +15 to ranged (your moving and bobing and have to aim around mount), +40 to melee (its hard to hit someone up high on amount).
* Have the creatures that spawn babies change occasionally(every couple of weeks or so, kind of like resources do but a little less often). This adds alot more excitment to finding a rare baby.
* Allow bio engineers to actually enhance a tamed pet (like slicing a weapon) at a risk that the creature might be harmed making it weaker or killing it.
* Change the vitality. Make it 1000 and as the cretures takes wounds, have it reduce. Big reduction (like 50 or so) if it dies. This makes better vitality packs more important. As the creatures vitality goes down, his stats will change. His health/action/mind will reduce at 75%, but his attack will becomemore accurate (as he is now wiser from combat). At 50% he loses some resistance but does more damage (know where to hit from so much fighting) or something of that nature.
* Add petarmor of some type, that can have BE creature enhancing tissues added to them.
* Remove restrictionsfor commands Embolden and Berserk pets from mount.
* Remove all restrictions concerning healing from mounts.
Message Edited by Krosc on 11-11-2004 03:15 PM
Tycalibur
Wed Nov 10, 2004 7:20 pm
#61
All I want to see on the Combat Upgrade is as many things as possible on Vert's Creature HandlerEnhancement Wish List. If not all at once, slowly over time.
Dodece
Wed Nov 10, 2004 9:55 pm
#62
Put a fast call command in just like burstrun. So a ch can do a fast call on a creature pet when he needs too, but cant just do it over and over. Allow this command to be placed to a hotkey, and let a pet be placed there aswell. This will negate the problem with chs being jumped defenseless.
While the creature storeing can be annoying its necassary. Otherwise ch loses pet stores pet calls up another in no time. This would allow a ch that never got into combat with another player just their pets to cycle through 10 or 11 pets just to overwhelm defenders. Thats a little harsh. The timer should be thirty seconds to atleast make the ch try to work with a pet instead of storeing them in rapid succession.
Give the ch a pet retreat command if he is incapped or dead. Once again pet owners storeing pets in the middle of combat is annoying to the opposeing side. As a rebel it urked me no end if I death blowed a atsts master, and my team had the turkey on the ropes to see it just vanish because the guy auto stored it. A retreat commandwould give the pet a chance to save a pet from dieing, but not allow faction pets to get away with murder. I know most people will hiss, but I am being realistic instant calls, and getting away from not paying the price of creature death in pve should not be allowed to happen.
If I go down in combat, and my pet is hanging by a thread I accept that its my fault, and my pet should lose vitality for that. I do not think that makeing it so a ch could force drive ten creatures in a group battle is good either. I should be throwing my stakes on the pets I call in such a battle doing the job. I should not be getting second third or fourth chances. My graul goes down I auto store, and immediately call another.
Nobody else gets to have a hundred k ham shield to throw at critters neither should I. I never want to see a day where three creature handlers sick thirty to fourty pets on a krayt dragon to slowly overwhelm it.
You or I might not abuse our pets like that, but less worthy players would. People would take up ch just to sick ten pets in rapid succession at a high level mob. This could only lead to our pets getting nerfed again. We have to see why we cannot have some of these things instant store instant call. Death storeing. While I agree the occasional missing pet not storeing blows. Traveling or logging in and out fast usually clears it up.
Krosc
Thu Nov 11, 2004 2:21 pm
#63
Dodece wrote:
Once again pet owners storeing pets in the middle of combat is annoying to the opposeing side.
The complaint is not that we cant store them in combat, its that we have to wait forever after combat. And god forbid if you die or they chase someone out of range to control them. Then you could get stuck without your weapons for a very long time. How would a rifleman/TKA feel if he had to wait 30 seconds to holster his gun so he could go to melee fighting.
Madhi
Tue Nov 16, 2004 7:43 am
#64
Okay I did a bit of thinking and this is what I came up with.
1) the first problem is that if CH is considered a combat prof. than it should be able to take on the same things (level wise) then say a TKM. Problem is stacking a tkm with fencer doesn't give you as much benefits as a TKM/CH. To counter this it would be nice to see a few classes that complement eachother. I've always seen a ranger as a amateur CH. Give the ranger a few CL+ abilities so that a MRanger/MCH could control lvl 90 (this is an example, I wouldn't know the numbers)
2) Creatures aren't strong enough. They are good enough tanks imo, but they just lack the strengt to kill something. Increased damage or AP could solve this.
3) Specials. More specials for creatures. (wild creatures should have more different specials than be'd)
4) BE vs Wild creatures. BE creatures are much more powerful than the wild ones. Although this is kind of logical, it isn't fair. BE still should have their ability to modify creatures and such, wild creatures need some advantages over BE'd. Give them abilities that can't be BE'd. Possibilities are bonus when grouped, better specials (maybe more area effect), differnt damage types, Terrain negotiation etc.
5) Increased speed of mounts. Even when they gallop they are too slow. Maybe speed could be CL related, where the higher CL gives more speed. I'm no fan of gallop as it gives us more disadvanteges compared to speeders, besides if you've got a health/action of 10k (compared to a human with 1k/1k) you might think that they can gallop continually.
6) If not speed increase, give us special options while mounted like using specials etc. And please let us talk with NPC's while mounted. It's not like animals make as much noise as a speeder does.
It's also hard to target someone on a mount. make it so that every attack has a chance to hit the mount or rider.
7) Pet substats are terrible. It takes them ages to heal naturally. The regeneration stats could use some boost. It's weird that creatures that are superiour in health compared to humans and so terrible at recovering their damage.
8) Rare creatures should be more than trophy. They should have strong specials and abilities like medium armor and the like.
9) Size. Why does a rancor slow down when climbing a mountain? He is as big as one. Why can you knockdown a fambaa with a pistol? How can a BE'd durni intimidate a wookie???
10) More mounts. Fliers, rancors (the witches can do it), fambaa (i just love them), Kwi/blurrg would all make fine mounts.
11) beast of burden. Just something i had in mind. Those creatures shouldn't be strong in combat but could carry some of your items.
12) Give creatures various 'tasks'. Example: when approaching a lair, you probably been spotted by a scout. A warrior (high damage, med ham/resis) would attack you, workers would go repair the lair, and defenders would stay close to the lair (high resis/ham, low dam). This way you can use one creature in different ways, allowing for more tactics in as well fighting as creature handling.
13) More tameables. There are just too few that can be tamed.
14) Creatures should receive some benefits from squad leaders.
Well that's it so far.
1) the first problem is that if CH is considered a combat prof. than it should be able to take on the same things (level wise) then say a TKM. Problem is stacking a tkm with fencer doesn't give you as much benefits as a TKM/CH. To counter this it would be nice to see a few classes that complement eachother. I've always seen a ranger as a amateur CH. Give the ranger a few CL+ abilities so that a MRanger/MCH could control lvl 90 (this is an example, I wouldn't know the numbers)
2) Creatures aren't strong enough. They are good enough tanks imo, but they just lack the strengt to kill something. Increased damage or AP could solve this.
3) Specials. More specials for creatures. (wild creatures should have more different specials than be'd)
4) BE vs Wild creatures. BE creatures are much more powerful than the wild ones. Although this is kind of logical, it isn't fair. BE still should have their ability to modify creatures and such, wild creatures need some advantages over BE'd. Give them abilities that can't be BE'd. Possibilities are bonus when grouped, better specials (maybe more area effect), differnt damage types, Terrain negotiation etc.
5) Increased speed of mounts. Even when they gallop they are too slow. Maybe speed could be CL related, where the higher CL gives more speed. I'm no fan of gallop as it gives us more disadvanteges compared to speeders, besides if you've got a health/action of 10k (compared to a human with 1k/1k) you might think that they can gallop continually.
6) If not speed increase, give us special options while mounted like using specials etc. And please let us talk with NPC's while mounted. It's not like animals make as much noise as a speeder does.
It's also hard to target someone on a mount. make it so that every attack has a chance to hit the mount or rider.
7) Pet substats are terrible. It takes them ages to heal naturally. The regeneration stats could use some boost. It's weird that creatures that are superiour in health compared to humans and so terrible at recovering their damage.
8) Rare creatures should be more than trophy. They should have strong specials and abilities like medium armor and the like.
9) Size. Why does a rancor slow down when climbing a mountain? He is as big as one. Why can you knockdown a fambaa with a pistol? How can a BE'd durni intimidate a wookie???
10) More mounts. Fliers, rancors (the witches can do it), fambaa (i just love them), Kwi/blurrg would all make fine mounts.
11) beast of burden. Just something i had in mind. Those creatures shouldn't be strong in combat but could carry some of your items.
12) Give creatures various 'tasks'. Example: when approaching a lair, you probably been spotted by a scout. A warrior (high damage, med ham/resis) would attack you, workers would go repair the lair, and defenders would stay close to the lair (high resis/ham, low dam). This way you can use one creature in different ways, allowing for more tactics in as well fighting as creature handling.
13) More tameables. There are just too few that can be tamed.
14) Creatures should receive some benefits from squad leaders.
Well that's it so far.
Message Edited by Madhi on 11-16-2004 03:47 PM
Tallmaris
Thu Nov 18, 2004 10:25 am
#65
Well, I'm still a novice so I just read a couple of ideas, and now here's my two cents...
I started playing 2 months ago (more or less) and really wanted to go CH because of its "coolness" you may say... If it is also useful in combat it's a good addendum...
BUT, one thing I always thought was that a CH mount (which requires a Management IV to train and MASTER to transfer, so it's not everyday sight), would really be better (maybe faster or whatever) than a vehicle... After I read that mounts are slower than the slowest vehicle I was a bit pissed off (I really thought a kaadu could be as fast as a landspeeder). So I began thinking that maybe the difference is that you can shoot (or fight in any manner) from mounts... I was a total newbie, as you may have guessed... Now I discover that you can't even TALK from mounts, so what we have here is, simply put:
CH mounts are simply a slow vehicle (the slowest).
That's absurd, if you can't make them faster, make them useful in combat... I simply dream of this scene: I shoot from my bantha mount while my kliknik attacks the same target... too much? then put the option to shoot from mount as a tough skill (3rd or 4th in a tree, or even master), and with accuracy malus (riding a mount it's not like shooting being prone).
I started playing 2 months ago (more or less) and really wanted to go CH because of its "coolness" you may say... If it is also useful in combat it's a good addendum...
BUT, one thing I always thought was that a CH mount (which requires a Management IV to train and MASTER to transfer, so it's not everyday sight), would really be better (maybe faster or whatever) than a vehicle... After I read that mounts are slower than the slowest vehicle I was a bit pissed off (I really thought a kaadu could be as fast as a landspeeder). So I began thinking that maybe the difference is that you can shoot (or fight in any manner) from mounts... I was a total newbie, as you may have guessed... Now I discover that you can't even TALK from mounts, so what we have here is, simply put:
CH mounts are simply a slow vehicle (the slowest).
That's absurd, if you can't make them faster, make them useful in combat... I simply dream of this scene: I shoot from my bantha mount while my kliknik attacks the same target... too much? then put the option to shoot from mount as a tough skill (3rd or 4th in a tree, or even master), and with accuracy malus (riding a mount it's not like shooting being prone).