Development Cycle Archive

Thread: AT-ST changes on Test Center

DeQuosaek
Tue Dec 02, 2003 3:04 pm
#209






ablueduck wrote:
Ok, one question. Will the AT-ST's already owned by Imperials be converted to the crappy ones?




/sarcasm


No, yours won't get the extra 46,000 HAM.


Crappy? Ha.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Obeewana_Doobie
Tue Dec 02, 2003 3:09 pm
#210

Quit whining you Rebel bastards. If your scared of an AT-ST get your buddies. You way outnumber Imps in your false quest to be a goodie goodie Rebel, so it shouldn't be a problem to get some dudes together so you don't feel so scared. If you where real Rebels you'd have virtues, morals and everything else that's supposed to make the Rebels better people that the Imps. You shouldn't whine in the face of adversity, but use to create a feeling that the GCW actually exists in this game. Unfortunately, you're not better than Imps...you farm, kill steal, slaughter people in med centers, and do everything that a Rebel from Star Wars would never do. Then to top it off, you cry about the AT-ST. Wahhhhh! SHUT UP!!! Next think you know you'll want the Imps using Super Soakers, and then you'll get po'd 'cause you got wet.


(This was not directed at the minority of Rebs that are cool, just the majority that wont shut up).




I am an SOE customer, now only if they'd treat me as one...hell, I'd be happy if they treated me like a McDonald's customer.
DeQuosaek
Tue Dec 02, 2003 3:18 pm
#211






tuinal wrote:

I'm pretty sure most people complaining about flamethrowers, myself included, aren't trying to say AT-STs should be invulnerable to them, but thatthey shouldn't bea mile more effective than any other weapon. Logic would suggest that the harder to make, disposable rocket launchers and heavy beam cannonsshould be the sort of thing usedagainst heavy armor - and the anti vehicular mines. Considering the flamethrower's superb against infantry (as it should be, no argument about that), making it also superb against heavy armor flies in the face of both game balance and realism.

The fact burn damage totally ignores armor could almost be described as a bug. I certainly can't say whether or not it's intentional. Regardless, they're 'fixing' the AT-ST, when the problem is the flamethrower.



Er, theywill be (are?)blast vulnerable




Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

DeQuosaek
Tue Dec 02, 2003 3:20 pm
#212






Obeewana_Doobie wrote:

Then to top it off, you cry about the AT-ST. Wahhhhh! SHUT UP!!!


Hmmmm, looking back on this thread, 90% of the people who are crying about the AT-ST's are Imperial, aren't they?




Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

LLJK_Griz
Tue Dec 02, 2003 3:23 pm
#213






DeQuosaek wrote:






LLJK_Griz wrote:

They cost too much, you can't heal it so it's only good for a couple faction missions before you have to put it away to let it regen, they cost too much, wounds accumulate rapidly and are not healable, they cost too much, ONE REBEL COMMANDO will kill your 6-30k faction point investment with ONE SHOT. And did I mention they cost too much?


I could be wrong, but I've read the cost may be reduced. And the HAM is being raised by 46 THOUSAND points. Yes, thousand. They will not be able to be killed with one shot. (And I seriously doubt they can be killed with one shot as is - show me a screenshot)


I use "kill" to include both "destroy outright" and "render useless from wounding". I don't know exactly how much damage one flame DOT does, but it's a rather large chunk of an AT-ST health bar. Increased HAM will only make it take a few more flamecones before your huge expensive pet is useless.


No one complains about rebel marinesand stormtroopers being useless because they only cost 200 or whatever. You lose one, no big deal, go do a mission or twoand you have enough to replace it.


A mission or two? First of all they cost 450 FP for any decent ones, and even if they were 200 FP, I've never gotten 100 points fromone factional mission (even with the bonus)


Take a mission, kill the NPCs, run 300m away, go kill the NPCs again, repeat until they stop respawning. You can get several respawns per mission. Also I've received 94 faction from a mission just for destroying the base (which has 64k HAM and takes five minutes of afk spraystick autoattack) plus at least 50 each time I killed all the NPCs. Group up and get some decent level missions instead of pulling them solo and ending up with NPCs that give5 faction and die in one shot.


Commandos should have the heavy hitting power to take out big enemies, but they shouldn't be able to use a single weapon for every purpose. Flame DOT ignores armor and resists so there's no reason for a commando to use anything else (besides the launcher pistol for anti-turret).


Eh, there's no reason for a pistoleer to use anything but a pistol. /shrug And I think high heat resistances would be a good reason not to use a flamethrower, but I don't understand why the DoT would ignore armor and resists. I'll agree with you there that it doesn't make much sense for that to happen.


Pistoleers always use pistols, but they have different pistols for different situations. Commando has FT, acid rifle, launcher pistol, grenades, and the assorted disposable weapons but you never see them seriously using anything but FT.














POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
colsankey
Tue Dec 02, 2003 3:27 pm
#214

Whats the total.. non-75%-reducaed damage on an ATST per tick? I as a player take up to 800 with several flames stacked on me when im buffed. Im guessing closer to about 3k a tick when its not reduced.. 48k hp more?!?!!? whoopty Fing doo. 24 ticks of UNHEALABLE damage and my ATSTs burned to the ground.


I cant store it right away because of combat and odds are someones runing out of the cloning centre with /burstrun to re-attack me anyways.. because they know if they can keep me and my pet in combat for 1-2 minutes (thats not an exaggeratiion) my pets basicalyl a write off.


Furthermore as people are saying faction perks and pets should NOT be apples to apples compared.. or I want 100 viatlity on my ATST that took me 8 weeks to grind as a casual player!! Of course this is somewhat hypothetical since I lost my first ATST to 2 novice commandos. Now that I have a second I will never use it in PvP ever.. it'll stay in my datapad till the day I cancel my account if these changes go through.


Any dev who thinks these changes will help shift the ovbiously larger rebel player base to imperial (as shown by their last metrics) needs to send me something their smoking and any rebel who thinks these changes are better is just wanting to see it knock down and laugh at the imperial who foolishly used it.

WookieIsshe
Tue Dec 02, 2003 3:32 pm
#215






Nipple wrote:





GrandMufTartkin wrote:

Shame on you people. Stop with the spin.


You sit there and cry that commandos chew up the at-st, and that is why you are mad, but the reality of it is you are really mad about not being able to solo frickin Krayt dragons and farm holocrons.


If you are going to complain, at least be honest with it. Just tell everyone you think that soloing creatures that where not meant to be solo'ed, and farming holocrons with the most powerful pet in the game that requires no certification is fair.


Just yell....


I want the most powerful pet in the game without spending any skill points so I can solo Krayts and farm holocrons!!


It is not fair that I wont be able to do that any more.


Ohh, and the AT-ST is a useless faction pet? What does that make the rebel troopers?


Everyone can now only pull out one faction pet. At least your ONE pet is 1000 times better than the rebels. Shut up and be thankful, bunch of greedy whiners.








Oh, so Imperials are the only ones that can solo Krayt dragons or farm Holocrons?

Two words: Graul Maulers.

And it's not like we need to have any serious type of tanks to farm the Holocrons -- we can get them off of doing faction missions.

Just because you think you know the real reason we're all upset does not mean that you're correct. Don't assume that every Imperial here is interested in the same things you are interested in. I'm willing to bet that over 50% of the people with AT-STs do not use them to farm Krayts or FS NPCs; in reality, most of us probably use them as a general combat aid, and more specifically faction missions.

I myself have only on 3 occassions used my AT-ST to "farm" Krayts, and I can tell you that if I didn't have the capabilities of a Master Commando, my AT-ST would have been destroyed several times over.



You will still be able to call them for faction missions, and they will be cheaper, I think it was 2k faction points on TC and they now have over 55,000 ham points. This argument is pointless



_____________________________________________________________

Master TKA
Vertigo138
Tue Dec 02, 2003 3:36 pm
#216

I really loved this game but the way its going its making it worth crap im paying 15 bucks a mounth for it to have it get whorse? my friends have quit alredy and if it gets any whorse im not resuscrbing to it.. after my next 2 mounths are gone... so please make sure your nerfs had a benefit... i dont care about the dang ham cuz its useles if u cant heal them ull just have more time to be humilated while your at-sts burns to the ground and then have a master tk kick your ass with 1 hit inless your a tk or master gunfighters.. and if your not your **edit**ed ppl that are not good fighters use faction pets to help them out cuz they cant kill nothing by them selves if they are all in arictect cuz not all of them want to buy there rare resorces and normal resorces


at least with a at-st i dint have to worry about my ass being kicked by a tk... now there the at-st is gona be weakend its gona do crap for me.. ive lost almsot all reson to be fractioned with imps there alredy outnubered so u just helping them.. So heh great balancing if u think that what u did i think u just added 500 pounds to the rebs side and took off 500 pound from the imps so its leaning twords the rebs..




______________________________
Kenchi Lionhart

-I support keeping & balancing the current combat system
-I support the removal of Raevin and all her alts *and personalities* from Star Wars Galaxies, and a full reimbursement to Xerxes Solon
DeQuosaek
Tue Dec 02, 2003 3:41 pm
#217






colsankey wrote:

Whats the total.. non-75%-reducaed damage on an ATST per tick? I as a player take up to 800 with several flames stacked on me when im buffed. Im guessing closer to about 3k a tick when its not reduced.. 48k hp more?!?!!? whoopty Fing doo. 24 ticks of UNHEALABLE damage and my ATSTs burned to the ground.



Here's an idea... while the commando is trying to stack the flames on your AT-ST (which should not be very fast, have you seen the speed of most flamethrowers?)why don't you use your character to kill him?




Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

WookieIsshe
Tue Dec 02, 2003 3:42 pm
#218






LLJK_Griz wrote:





DeQuosaek wrote:






LLJK_Griz wrote:

They cost too much, you can't heal it so it's only good for a couple faction missions before you have to put it away to let it regen, they cost too much, wounds accumulate rapidly and are not healable, they cost too much, ONE REBEL COMMANDO will kill your 6-30k faction point investment with ONE SHOT. And did I mention they cost too much?


I could be wrong, but I've read the cost may be reduced. And the HAM is being raised by 46 THOUSAND points. Yes, thousand. They will not be able to be killed with one shot. (And I seriously doubt they can be killed with one shot as is - show me a screenshot)


I use "kill" to include both "destroy outright" and "render useless from wounding". I don't know exactly how much damage one flame DOT does, but it's a rather large chunk of an AT-ST health bar. Increased HAM will only make it take a few more flamecones before your huge expensive pet is useless.


No one complains about rebel marinesand stormtroopers being useless because they only cost 200 or whatever. You lose one, no big deal, go do a mission or twoand you have enough to replace it.


A mission or two? First of all they cost 450 FP for any decent ones, and even if they were 200 FP, I've never gotten 100 points fromone factional mission (even with the bonus)


Take a mission, kill the NPCs, run 300m away, go kill the NPCs again, repeat until they stop respawning. You can get several respawns per mission. Also I've received 94 faction from a mission just for destroying the base (which has 64k HAM and takes five minutes of afk spraystick autoattack) plus at least 50 each time I killed all the NPCs. Group up and get some decent level missions instead of pulling them solo and ending up with NPCs that give5 faction and die in one shot.


You just admitted to using a known exploit way to go there


/applaud



Commandos should have the heavy hitting power to take out big enemies, but they shouldn't be able to use a single weapon for every purpose. Flame DOT ignores armor and resists so there's no reason for a commando to use anything else (besides the launcher pistol for anti-turret).


Eh, there's no reason for a pistoleer to use anything but a pistol. /shrug And I think high heat resistances would be a good reason not to use a flamethrower, but I don't understand why the DoT would ignore armor and resists. I'll agree with you there that it doesn't make much sense for that to happen.


Pistoleers always use pistols, but they have different pistols for different situations. Commando has FT, acid rifle, launcher pistol, grenades, and the assorted disposable weapons but you never see them seriously using anything but FT.



















_____________________________________________________________

Master TKA
DeQuosaek
Tue Dec 02, 2003 3:47 pm
#219






Vertigo138 wrote:

I really loved this game but the way its going its making it worth crap im paying 15 bucks a mounth for it to have it get whorse?




Ok, have you read ANY of the other changes that are being made? Before you start whining about it, take a look. Go to the main page of www.starwarsgalaxies.com and click on "In Testing".


One of the changes that will make the game BETTER, not worse is:


HAM spent on special moves regenerates MUCH faster than damage.


What this means is that the HAM that you use doing moves will regenerate at a faster rate so that using specials won't kill you anymore.


I'm not going to quote the whole thing. Go read it yourself. The point is they have been changing this game for the better from the very beginning. Just because you don't agree with one change does not mean they are making the game worse.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

DeQuosaek
Tue Dec 02, 2003 3:52 pm
#220






LLJK_Griz wrote:



I use "kill" to include both "destroy outright" and "render useless from wounding". I don't know exactly how much damage one flame DOT does, but it's a rather large chunk of an AT-ST health bar. Increased HAM will only make it take a few more flamecones before your huge expensive pet is useless.


That might give you a chance to kill the commando while your support AT-STsurvives much longer. The HAM will matter. And yes, you should be doing more than just standing around commanding your AT-ST. Try killing the commando.


Take a mission, kill the NPCs, run 300m away, go kill the NPCs again, repeat until they stop respawning. You can get several respawns per mission. Also I've received 94 faction from a mission just for destroying the base (which has 64k HAM and takes five minutes of afk spraystick autoattack) plus at least 50 each time I killed all the NPCs. Group up and get some decent level missions instead of pulling them solo and ending up with NPCs that give5 faction and die in one shot.


Thanks for the advice. Seriously.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

colsankey
Tue Dec 02, 2003 4:11 pm
#221

DeQuosaek :


You have any idea how easy it is for a commando to get a TEF or to get in a free attack while hes unattackable? I can put down a commando in a raid 20 times, unless were 2k from the nearest cloning centre he can still come back assuming people in his group are still nearby and he'll be able to flame it for the first time or again.


Also commandos in 80% composite armour, especially if spiced or buffed can taek an AMAZING amount of fwg5 shots or atst shots before they go down (and im talking 92-450 damage fwg5 not some noob gun) tangle pistol does stun but is too slow for said commando and dx2 is junk. im trying to get a republic done right.. but its null. You know people can get tefs and attack.. your acting like I can attack a commando any time I see him. But this isnt ShadowBane its starwars.

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