Development Cycle Archive
Thread: Publish 7 Feedback: Combat Changes
8 pages now and you still haven't answered our fecking questions.
We play to pay this game. Without us, you'd all be living in cardboard boxes on the streets. You guys are really pissing off a lot of CUSTOMERS by not answering our concerns. HELL we are being completely ignored.
WE PAY YOU...now show us some friggen respect.
DEF CAPPING
ANSWER IT NOW
jerks.
Meanwhile. I will play my FPS's and my X-Box, and watch tv or read.
Carbineer weapons are still inferior, and actually shoot slower than rifles at master! ![]()
Riflemen and Pistoleers are getting some fantastic weapons lately, unfortunately carbineers are being left in the dust.
or is this a waste of time ?
defences are obviously broken, armour decay is broken too... and you guys (dev's) are giving us the silent treatment...
makes one wonder why i'm paying to get this abuse...
i could get this abuse for free
SOE answer your player base and fix this problem
vegasbabe wrote:
I have a guess as to why everyones defenses seem lower. My guess is that like dodge/block/counter melee and ranged defenses only pull from the current class of weapon you have equiped. When i am holding a pistol i dodge as i have 80 dodge, but when i go unarmed, i rarely if ever dodge, and i suspect that melee and ranged do not stack across classes. This may not have been intentional and that may not be the case.
The panic-shot change ruins playing smuggler for me.
If you thought panic-shot was too powerfull, which i don't see, neither read any discussion about it in
The original Panic Shot was a good way to make up for the Pistols low damage and big action cost from
-CARBINEER-
Got an apprentice Carbineer on other server, those changes look good, maybe dizzy is a bit too easy now,
-PISTOLEER-
I once decided to learn some Pistoleer skills to make my Smuggler more effective, i ended up with Master
garvin wrote:Bleed DoT Improvements: Targeted pool bleeds (/mindShot1 & 2, /healthShot1 & 2, etc) now hit their intended pool on the initial strike as well as the bleed damage.Were Flame DoTs suppose to be included in this change? There were not included, but some people feel they were suppose to. It seems pretty obvious that the change references Bleed DoT Improvements but I thought it couldn't hurt to have some sort of official response on whether or not Flame DoTs should be targeting an "intended pool"....Apparently the initial attack still targets random pools, but the tick targets the health pool according to some...
Actually if you test it with a pistol launcher (use healtshot 1), they haven't improved anything BLEED wise. Not sure what they IMPROVED it on, cause it's still the same for me.
eakop wrote:Did a little testing, I am a master commando, master tka on the bria server.I figure ok, patch day...lets see what the combat changes did. I choose to do some quick gurk missions.Fairly simple...just run in whomp on the things get paid move on....wrong.I first attempt to use my flame thrower on a single gurk, no specials. I did not notice any difference on my hitting them.How ever I did notice that THEY HIT ME EVERY TIME for 151-201 pts of damage there by quickly incapping my sorry toon.Ok, I'm now a little wiser...and a little more beat up. I figure ok, enough play time. The next gurk runs up and I hit him with a flamesingle2, and of course it hits his action pool. (I come to a sudden realization that the flame dot is not a bleed dot unless it is used in the context of a nerf.). Now after using my special I of course realize that now, I cannot attack or heal myself during the next 7 seconds...where the gurk whom is on fire..but not bleeding very hard proceeds to incap me, since he hits me every single time. for 151-201pts of dmg.Ok, I'm now a little smarter. I unequip my beloved flame thrower, and decide I'll use my good ole VK's. Bingo...Mr. gurk gets his butt handed to him on a silver platter, and he bearly even hit me...and when he does it was at a max of 70pts of dmg. I can deal with that!Now I figure....I'll just have to try out the new acid rifle mods. Yep, shoots a little better...yep looks a little cooler...yep dmg works. But then again I get incapped because gurks feel the nature to run up and beat on the person who is shooting them....and dang it..they hit me every time.Somehow I figure that Melee Defense is somehow tied to the weapon that is equiped, and hope that other ranged people don't see the same problems as I have.--eakop--
I'm kind of glad about this, this kind of lowers the stacking. I'm almost master commando (4/0/4/3) and a Master TKA. I do notice I get hit, and hit hard. Which means that we don't get the melee mitigation from the TKA line, which is fine with me. The delay, the 7 second delay is more then likely your flamer, cause I have a 3.6 delay flamer, and takes me about 4-5 sec to re-flame flamesingle 2. Anyways, like I said I'm glad about this, depending on what you equip, then the defense depending on what you equip your weapon comes intact.
Remember, Commandos are suppose to be an all in your face profession, that can do enormouse dmg in a short period of time, there has to be some repurcussion or some disadvantage of being one, which is they have poor line of defense. If you want to get all the defense and the mitigation from a TKA, then switch to the TKA weapon. Getting to the point where you have to start thinking strategically and figure out what the best thing to do. In your situation as a commando on the gurk, you could easily just do a unarmed knockdown, then flamesingle2 them fast, and basically own them in one shot. That's what I do when I face mobs that have 9-10k of ham.
BlackEdge Wrote:
Grr can't edit, but anyways now that I think of it, I have been using my stimpack a lot more lately then I use too as a TKA... hmmm
The amount of stim's i use has increased drastically i went through 2 stim b's each 31 uses just doing 5 missions on dantooine and was still incap quite a bit seemed like there was a delay on using a stim while in combat longer than usual.
I think the Dev's take weekends off i could be wrong just by looking at the Dev tracker there hasnt been a single post since friday.