Development Cycle Archive

Thread: IC 1-16: Combat Roles; Teras Kasi Artist

MegaManXero
Fri Mar 05, 2004 7:23 pm
#157

I beleive that much like the star wars role-playing there should be a larger variety of weapons. For instance shock gloves would be neat or maybe even something as arcaic as guantlets. and a little ranged defense would be nice. Its not like a marksman can't hit me while he's running!
atone48732
Fri Mar 05, 2004 7:26 pm
#158

can you belive this>



tome's complete BS about tka's doens't get edited but my reply to it does



Oh so you guys allow people to whine and cry about professions?



thats not right. if anything Tom'es nerf post should have been deleted or edited or whatever



but who gets edited me



what a bunch of crap





Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
MousePad
Fri Mar 05, 2004 9:26 pm
#159






In popular fantasy games, wizards cast ranged spells, warriors are “tanks”, and clerics “heal”. Each archetype has a specific role in combat and they all depend on each other for success. Additionally, each role gives any particular player group a unique feel depending on how many of each type is involved in a group and the role they play when combat gets tough.

In a science-fiction oriented game, those traditional roles aren’t so clear cut.


Please stay on topic.





Thunderheart!


That is the problem right there. "Science Fiction" per definition, is not just space, future, lasers and gadgets. Science Fiction, in its deepest meaning, is the critique of modern day politics/social circumstances, and its consequences (why often set in the future).


This game (SWG), on the other hand, ismostly fantasy, in structure; the way you described it above, with clerics and wizards etc.


The biggest problem with TKA, the way I see it, is hard to explain. But it has mainly to do with the SW feel. Like when Darth Vader boarded leias ship in "A New Hope". There weren't any ninjas breaking down the door, meeling everyone to the ground shouting "If this is a diplomatic ship, then where are all the Teräs Käsi?"


Only melee fight I can remember, that doesn't include any light sabres, are when R2-D2 runs away, and Luke starts to look for him. A Tusken raider knocks him down.


- - -


Because of the current FS unlocking method it would be unfair to make professions such as TKA and such hard to master. But I suggest that the requirements for certain professions should be overlooked in the future.


StartingTKA novice maybe requires previous mastery of Swordsman, Pikeman and Brawler? Even though, you would only need unarmed 4 at the time. Maybe a dumb suggestion, but I think the current system is even more dumb.


Professions like Bounty Hunter and Commando should alsobe improved, and also have requirements like that in that case, because... they really suck =)



I've never seen any TKA in the movies though, except for Darth Maul jumping around a bit. But it isn't possible to combine Jedi with any other profession, so it doesn't make sense either. Letting a Jedi pick an additional back-up profession of any choice (w/o any other requirements) would solve that, and explain why luke uses a pistol while he is almost a Jedi.


I guess that wasn't "staying on topic" so I guess I hafta quit while I can.


Thanks for reading.


/Asphalt

Chimaera Galaxy

Master Profession Jumper
DarthBird
Sat Mar 06, 2004 8:39 pm
#160


You can flame if you want.....


I am a Wookie on the Eclipse server and I have done what the DEVS would like most wookie do. I mastered Rifleman, still sucked at PvP. I mastered CH, still sucked at PvP. I mastered Pistoleer, didn't suck as bad at PvP, but still sucked it up pretty good. Now, I have mastered TK and working on Fencer. I understand that people who ply a Master TK cannot endure the encumberance of armor, so they go without. I always have to go without. Ask a CSR, and they say, "I use a PSG." PSGs suck worse than my PvP fighting.


The comical thing is this. I can take on Rancors, solo, and take down these 2 ton creatures with ease. However, I can get beat by a Novice Pistoleer/ Master Marksman, who not only had mastered the marksman profession, but only had 1 2 3 2 in Pistoleer. I believe that there needs to be something done for the wookies. I am not going to get into a discussion of armor, because as I have seen on here, people who don't play wookies only flame those who complain about wookies not having armor. It is easy to ridicule someone's desires when you have never played that character. My TKM character should be paramount, especially against a 140 lb human that is merely a Novice.


The DEVs do not see it this way. While I am hitting this person for only 42-52 points of damage, Master TK now, this Novice was hitting me for 282 points of damage, and it wasn't my mind pool. Though this person did not hit me often, when he hit, it was hard and in no time at all I found myself riding on the Death Express to the closest cloning facility. I would love to go into the whole wookie armor thing, but I am going to keep to the topic at hand.


People who can count have figured out how to stack defense mods. Does thi hurt the TK? Most definately. Is it possible that a Master Pistoleer would also be a Master Fencer? Possible. Likely? No. The concept behind this mod stacking may work for those who wear armor, but it does not work for a wookie. In the books and the movies, wookies are supposed to be the strongest creatures. If you look at the mods to the HAM of a wookie, it will seem fair to the layperson. The worst part comes when you spend time on a character, and he is worthless in combat against other player characters.


I mastered Tk because I thought that if I can't use ranged weapons, maybe I should master a "up close and personal profession" and close the gap between myself and my opponent. I was wrong.


There needs to be something done about this problem. I don't think it will come any time soon, but it will eventually, and maybe long after I quit playing.


I love Star Wars. I was so excited when this game came out, I felt that the Lucas legacy was going to live on (even after the crappy prequels). Hate if you must, but know this, I play this game for the love of the legacy, not because I am trying to unlock Jedi or make tons of credits, but because I have never been happier with a game.


I will get on my armor stump in another thread, so I won't bore you with that.


Thank you all for listening and God Bless.


Reb_Alliance
Sat Mar 06, 2004 11:55 pm
#161

As much as I love TKA, I am getting sick of seeing 2 out of every 3 people have TKA. Like come on, can u talk about unbalanced??? In my opinion there are only 4 combat profs in the game and its retarded. theres tka of course, rifleman, CM and CH. Plz dont nerf tka or rifleman because i am both but just balance the other proffesions to defend more against us. Maybe have pistoleer have great endurance and better dodging skills against rifle and tka. Have the swordsman and, pikemanranged defence increased also. Commandos and bh could have some skills which confuse rifleman and tka. ex) setting traps and bombs(something new to add to the game). Today for instance, I killed a imp grenadeer with only 0-2-2-2 in tka. come on he didnt even hit me once, just b4 the duel i was expecting to get roasted into a crisp but i didnt even get scratched. Any comments/suggestions for me? And plz dont flame me. Thanks for reading.


Daiitwon Gerdii


"Long Live the Rebellion, Long Live the Jedi"


Novice Rifleman, TKA

afaic
Mon Mar 08, 2004 4:53 am
#162

ask you ask me the TKA and BRAWLER profession needs to be completly revamped.


They are to strong for the game, I never saw a person take such a beating or give such a beating as a TKA MASTER (which I am myself)


If you ask me it is a good way to do Close Quater Battles, in other words fighting in small places like inside a base.


There heavy weapons like flamethrower and acid weapons should have lesser effect and pistols and small assault weapons should have greater effect, just like in real life.


Vegitaa
Tue Mar 09, 2004 3:52 pm
#163

How about stick to your own professions in-concept board and let the actual TK's dream a little. Trust me, if things go as they have been TKM is on the NERF list and you'll get your wish. Till then take your un-educated broken babble to the fencer/pistoleer boards where you belong.


NERF herders should be tarred and feathered. Go back to EQ ya goofball.





NotoriousWookie wrote:
just nerf them til there **edit**, since there homo, and everyone who is them is pretty gay its like let me go jedi na tahts too hard ill just get comp armor and tka and ill own jedis, wow ur a homo if u do that , many people do taht which is freaking gay NERF IT, man with fists vs sword,=instant death vs. gun =instant death, ok should be weakest profession but is strongest, explain this, get rid of there kd or there dizzy dont give them both, there gay, nerf there speed, fencers are supposed to be faster, nerf there dmg they shouldnt be doign 3k dmg, ok basically i think the whole profession should be erased and replaced with an unarmed profession that is 2nd fastest 2nd weakest above fencer, 2nd highest defense above fencer than it will be good, not strongest, highest defense, and fastest tahts homo nerf these biatches!









There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


NovaSpice
Tue Mar 09, 2004 5:33 pm
#164






NotoriousWookie wrote:
just nerf them til there **edit**, since there homo, and everyone who is them is pretty gay its like let me go jedi na tahts too hard ill just get comp armor and tka and ill own jedis, wow ur a homo if u do that , many people do taht which is freaking gay NERF IT, man with fists vs sword,=instant death vs. gun =instant death, ok should be weakest profession but is strongest, explain this, get rid of there kd or there dizzy dont give them both, there gay, nerf there speed, fencers are supposed to be faster, nerf there dmg they shouldnt be doign 3k dmg, ok basically i think the whole profession should be erased and replaced with an unarmed profession that is 2nd fastest 2nd weakest above fencer, 2nd highest defense above fencer than it will be good, not strongest, highest defense, and fastest tahts homo nerf these biatches!







You can say all you want Notorious, but I betcha a thousand credits that Shada D'ukal (one of Star Wars finest examples of an unarmed fighter) could kick anyone's ass, despite them having a gun or sword in their hand.


And I am quite impressed by your sophisticated dialect. Did you learn all those words on your own?


New solution: Nerf You

osuro
Tue Mar 09, 2004 7:14 pm
#165

They are fine the way they are,they kick ass in combat;especially with buffs. They have unique abilites such as meditate and knockdown,im pretty sure jedi can meditate but i know they have knockdown as well. their standing in galactic civil war should be whatever they want.

JoahSaett
Fri Mar 12, 2004 1:33 am
#166

As it is I feel Teras Kasi is an excellent class, I have had more satisfaction fro mthis profession than any others I have ground out.


What defines theTeras Kasi Artistrole in combat?


- A Tank. To go toe to toe in fierce Melee, to avoid damage and to stay on our feet.


What basic combat elements should they possess?


- We are doing well on the damage output front, Defences seem to beokay except for Center of Being and Defence Acuity. Both seem to be broken. Though we really need much higher defence vs. Knockdown, Dizzy and Posture Change. For a class that is supoosedly hard to knock down it seems to happen very often.


What offensive abilities?


- Changeour two combo attacks to do 'Stun Damage'. Have this explained by 'the rapid assault of all areas of the body stunning the opponent'. It could be our extra damage type, one that would be reasonable. And one thatshould be there in Teras Kasi in the first place.


- Make our attacks innately Armor PIercing 1 at the Master box.


What defensive abilities?


- Center of Being, Defence Acuity. Both seem broken, hope they make a difference when fixed.


- Give us better defences versus Dizzy and Knockdown,and enhance Force of Will to include breaking current state effects once at Master.


What unique abilities?


- Move the ability to heal our HAM to the Master box, and Include the ability to heal Battle Fatiguewhen wereachMaster Teras Kasi. Many people dabble in the Teras Kasi Meditation tree in order to gain the ability to heal themselves and break poison and disease. I agree withe the poison and disease, but the ability to heal one's own wounds through sheer force of will is a very accomplished ability. One that only a Master should have.


Should add what advantage or asset in group combat?


- To take care of close combat needs, to deal with close-up opponents.


How could/should they interact with other professions?


- Providing defence when a ranged weapon using teammate is attacked.


What interaction / dependencies should exist with other combatants?


- Teras Kasihave no ranged capability, unless they gain other skill in Ranged Weapons, they are doomed to chase opponents around in circles. Other players could help by pinning an opponent down with Blaster fire, or Polearms, etc.


What should be their unique role in the Galactic Civil War?


- To go into areas that have weapons scanned for, such as limited security areas. A Teras Kasi is a weapon, and should be capable of suprise attacks against opponents in hand to hand range. The yare silent, and not likely to set off an alarm.


Oh, and please...Wipe that silly smile off our faces when we meditate.


Joraan Sett

Corbantis



Joraan Sett
(Master Smuggler/Pistoleer and Smuggler's Alliance Ace Pilot.)
Joah Saett
(Jedi and Alliance Ace Pilot.)
Corbantis
JoahSaett
Fri Mar 12, 2004 1:46 am
#167


Thesuggestion by Ohob is an interesting Idea that I think has merit, Make Teras Kasi require Master Brawler; that would be an interesting bit of versitility. Making Teras Kasi require Master Brawler would be really nearly impossible to implement though, all the people who dont have Master Brawler already would be quite pissed.


By the way, NotoriousWookie, I dont know if I should be embarrased for mankind, or laugh. I think i'll laugh




Joraan Sett

Corbantis



Joraan Sett
(Master Smuggler/Pistoleer and Smuggler's Alliance Ace Pilot.)
Joah Saett
(Jedi and Alliance Ace Pilot.)
Corbantis
Exp24
Thu Mar 18, 2004 10:56 am
#168

Here's an idea. Let's not NERF anything. Let's just make the other professions better! Leave TKM the way it is. And fix stuff like Commando!

The amount of skill points needed to Master a profession should count for something. Right now that's the furthest thing from the truth.

Basically what I'm saying is - Someone who uses almost all their skill points on 1 combat profession should be able to kick the living crap out of someone who only learned Pistoleer, or TKM. It only makes sense and it's fair.


Vurtorax
Thu Mar 25, 2004 10:01 am
#169

I believe TKA's should be the fastest melee fighting class. If you think about it, we aren't swinging any swords or poles around, so we should be able to hit faster, but not as hard. Also lower the encumbrances for using specials, we're just swinging our fists so it shouldn't be as exhausting as swinging swords or poles. Right now we hit hard and fast, but we can't maintain a series of attacks for longer than a minute or two because of the drain on our mind pool (ranged professions in comparison have much less HAM drain when using specials). We should also be given some dodge/counterattack mods. When you see martial artists, they are nimble. The main focus in almost any martial art is dodging and quickly counterattacking. It wouldn't make sense for us to block (picture stopping a sword with your arm). I'm pretty pleased with the abilites we currently have, although I would like to be able to do some other damage besides Kinetic. This is a pain when we're trying to fight Kinetic defense monsters like Grauls and Seething Bols. I suggest giving us either an UnarmedStun2 that deals Stun damage or allowing Weaponsmiths to make a "fill in the blank" type damage VK, just like some of the other melee professions. That's all I got.




VURTORAX

BOUNTY HUNTER

BANE OF JEDI - PVP GOD
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