Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
What are some neat combinations that would be good for the game?
Each combat master profession should have a group passive ability for pvp. Ideally this would give each class their unique flavour and desirable for pvp groups.
Could these abilities maybe be purchased with faction points from recruiters for either side, with differences between each class being dependant on class/faction.
Sadly im to thick to offer any proper suggestions for which abilities they should get ![]()
I believe that skill tree that we have is good however i think there should be more professions and having to master more low level prof. before learning another high level prof. maybe:
a Docter needs to mastermedic/scout to become a novice docter
i believe all next level artisans prof. should need master artisans
New professions should be Engineer/machanic- they would build and repair vehicles and buff them change them like an image designer ie tattoos you could have really have somegood designs on your speeders.
I think there should be three levels in the skill tree not two. ie
brawler-Teras Kasi-Sith maybe but when you get to sithnovice you need meditating/unarmed/lightsabre/combat exp to get skills up
I didn’t read all the posts so sorry if I might be repeating someone else’s opinion.
The only thing good about it is the ability of each player to be able to have different attacks and defenses for different situations. Unfortunately some of the class’s are way to powerful against others and with mixing and matching you can create the perfect fighting charter in a very short time. For example a Master Teras Kasi can knock anyone down every time if they get the first hit or rush them and be able to keep them down until their dead. Where as a Master Commando has to move in close to do decent damages, with no posture changing attacks, unless they unarm themselves and go hand to hand, or use a less effective weapon. Having to only master the unarmed brawler to get to the teras kasi tree it would leave you the ability to also master a second elite class that is non-combat. The master commando has to master the same unarmed brawler class, but also has to master the marksman class to get to the commando tree. In PvP a master teras kasi can easily rush and defeat a master commando do to the ability to knock them down and keep them there. Then there’s the bounty hunter that you have to master two classes to get to the BH tree and is getting nurfed all the time. In PvP a 4/4/4/4 teras kasi can beat a 4/4/4/4 commando or a 4/4/4/4 bounty hunter every time and yet has mastered no classes. There’s something wrong with that. I was out with a master teras kasi the other day and watched him do 1000 damage every ½ second, where as I’m a commando only doing 1000 every 2 seconds against the same creature that had no armor rating. In a two week period a new charter can master teras kasi for fighting and a crafting class for money, and be basically unbeatable against other combat professions that take longer to master, and don’t have the skill points to get a crafting class.
I might be wrong, but mixing classes should be for using the different attacks against the different weakness of each opponent. A bounty hunter specializes in 1on1 combat, and should be at least as powerful if not more against a teras kasi. Ranged classes should be able to hit and run, or stay at a distance, and brawler class should be for when an opponent rush’s them, not the other way around. This is a good scenario for a brawler; in PvP the opponent deploys a pet and has him attack. The brawler would use his skill to defeat the creature, then switch to a ranged weapon to take out the opponent. This would give the opponent the advantage for taking the time to master more that one class like creature handler and what ever ranged weapon or brawler class they have chosen. A brawler class should have to disarm attack, so they would have to disarm the ranged weapon before using his skill to defeat them.
To be fair to the brawler classes, weapons like a flame-thrower should cause damage to the user in close quarter battles. So that it would require them to have close range weapons, like pistols or unarmed as well. It should be an advantage to have to master more than one class, not a disadvantage.
I also read people talking about the HAM attacks. I agree that the health bar should be the only one to cause death. The action should slow down the attacker, and the mind should make them lose accuracy, and both should lower their defense as well.
Sorry about ripping on the TKA, but come on, you see it too outside the starport.
just-wondering wrote:Here is how I see it...We have 250 skill points. Let us get what we want with it. If we get stackable professions then so be it. Lets look at this way; if I am a tie-kon-do master and I decide to take up the swords then I know both arts. I wont suddenly get amnesia and not know how to kick if I have a sword in my hand.
No, you won't forget how to kick. But your defense is going to be considerably different when holding a sword than if you were performing martial arts without a weapon. First thing you'll ask is "Why, how would it be different?" It's simple. Face to face combat is about balance. Holding a large weapon (even a sword as light as a fencer's practice foil) changes your balance considerably, a move you could do unarmed to defend yourself will NOT work exactly the same way and quite possibly not nearly as effective, if you're holding something in your hands. If you lose your balance in hand to hand combat against a professional or extremely skilled opponent, the fight is over for you unless they REALLY mess up or have a heart attack or something, ask any martial arts teacher (somehow I have a feeling you're going to claim you ARE one so don't bother pls heh). For this reason is exactly why they shouldn't be stacked and actually be 100% effective as they are now. The idea most have follows this process of thought but still holds true that if you master a hand to hand style of combat and a ranged style of combat, you'd still be extremely effective in PVP, you'd just have to switch weapons or equip/unequip weapons to fit the current situation. Personally, I think it would add more tactical spice to PVP which SWG desperately needs...the KD/Dizzy tactic has gotten old.