Development Cycle Archive

Thread: AT-ST changes on Test Center

Lodacai
Tue Dec 02, 2003 4:17 pm
#222





Abe wrote: I may be misunderstanding, and tell me if I am, but if there is a 75% reduction in damage in PvP battles then the Scalp Slam is capable of doing 12,000 damage? That seems a bit extreme. And what exactly were you doing while the TKA wiped out your beloved AT-ST? Were you standing around yelling "aa" or "a" or "attack"? Or were youtrying to kill the TKA with your character? (you should have some combat skills if you are PvP'ing)




They 75% reduction may not work on AT-STs, I really don't know, but in any case the hits were for 3k plus each .. 6 hits and it was done.


By the way, this was6 Rebels vs 4 Imperials using 3 AT-STs (one each)and 2 Graul Maulers. I burned down two Rebels with flamethrower, but they had more than one medic rezzing them as fast as I took them out. By the time I saw the TKA on the AT-ST, which wasn't right next to me but a good distance away, it was too late to reach him and I died to poison or disease, I forget which.


We lost 2 AT-STs and the 3rd barely survived. The Graul's were fine after the fight of course.


I guess CH is the only real PvP class to go if you don't want to lose weeks of work.


For all those that whine about AT-STs being used vs PvE mobs, congratulations, now you get to whine about Rancor's being used vs PvE and PvP targets.


All they had to do was make AT-STs much harder to get (require Colonel rank), do less damage in PvE (so they can't be used to solo Krayts) and restrict them to one per player (good job on that accord).


Now, we're back to Star Pet Wars, and the game has been diminished in play value for both Rebels (who won't see many AT-STs to fight) and Imperials (who won't use AT-STs to fight other than for faction missions).


Enjoy the circus!


/boggle


Lodacai


RonianTitus
Tue Dec 02, 2003 4:43 pm
#223

This is the most ignorant nerf yet to date.... you devs think this is balancing when all it is , is a fix for all the **edit**ing whiny rebel's crying about AT's, when 99% of them whiny ass rebels are half CH and half Commando...


Stupid... when will you stop nerfing **edit** in general? And you wonder why people are quitting.


God




Ronian Titus
Master Bounty Hunter
Pho-Tek Mining Corp
Kauri's First and Oldest Master Bounty Hunter

"You smell something rabbit??....... Fear
Lodacai
Tue Dec 02, 2003 4:43 pm
#224

Paraphrasing Diametric Dicotomies:


"Based upon the metrics showing them outnumbered, we need to find ways to encourage more players to join the Imperials"


"Today, we're removing the ability to PvE with AT-STs and lowering their resists, but leaving them perma-killable and expensive."


Think about it.


Lodacai



Lodacai
Tue Dec 02, 2003 4:47 pm
#225

Shadowviper, if they did what you asked, AND removed permadeath from AT-STs, like it is removed from droids and creatures, the system would work.


Lodacai


ZamMeLon
Tue Dec 02, 2003 4:52 pm
#226

with the removal of the ATST, does that mean that the racial imbalances will be going away also? Imperials are already outnumbered - at least do something to help BALANCE it.


racial restrictions make sense if you are trying to keep true to the "story", but wait.... not muchelse in the game is.




Nyii,
Shadow Gypsies
LostDivinity
Tue Dec 02, 2003 4:53 pm
#227

I've never had an AT-ST, being a Trando and all. I considered getting one for a while, but in my guild alone I've seen at least 10 AT-STs go down from being attacked while doing missions. This is fine and all, but each time it was always done by a single CH/Commando rebel.


Easy recipe to kill an AT-ST:


step 1: Incap the owner


step 2: Attack it with Graul Mauler


step 3: Flame single 1


step 4: Flame single 2


step 5: Flame cone 1


step 6: Watch that massive investment die in a matter of seconds.



Several things need to be done to make AT-ST's useable.


For one thing, the flame DoT is too powerful against them. I think that the flame DoT should harm it, but I'm thinking more along the lines of100 damage per tick, not 800x3.


Two, there absolutely MUST be a way to heal their wounds. Actually, the best thing to do would be to make it have one health bar instead of full HAM. AT-STs should be repairable somehow. Maybe make it so Droid Engies can make a droid to repair them. I'm sure everyone would love that.




--------------------
Balarizan Kremtar Commando/Teras Kasi
LordScatha
Tue Dec 02, 2003 5:06 pm
#228

So I will no longer be able to control more than one HUMAN SOLDIER unless I become SIEGFRIED AND ROY? What is the logic in this?!
SuRfYoUnG
Tue Dec 02, 2003 5:16 pm
#229

nice another nerf


DEVs pls don't work on another game again

DeQuosaek
Tue Dec 02, 2003 5:16 pm
#230






Lodacai wrote:

Shadowviper, if they did what you asked, AND removed permadeath from AT-STs, like it is removed from droids and creatures, the system would work.


Lodacai




Ok, remove permadeath from my faction troopers too, (/begin sarcasm) and hey, while you're at it give them an extra 20,000 HAM, better weapons, better armor, and let me control 9 of them. (/end sarcasm)


Where will it end? All factional support units are perma death as they should be.





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 5:18 pm
#231






ZamMeLon wrote:

with the removal of the ATST, does that mean that the racial imbalances will be going away also?




What removal of AT-ST's?


The only people who are removing AT-ST's are cowardly Imperials who are afraid of getting their AT-ST's killed.





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."

Lodacai
Tue Dec 02, 2003 5:37 pm
#232

Okay, Abe, I thought your post was intelligent and well-thought-out, but now I see you're just another whiny player.


How long does it take you to earn enough money to buy a suit of composite? A few weeks? How would you like it if every time you died, your suit of armor was perma-destroyed?


Seriously, pull your head out and get a clue.


Lodacai


irulual
Tue Dec 02, 2003 5:44 pm
#233

YAY, CHs, TKAs and Commandos win again.


Looks like I'm down to one ST Commando and me against a Rebel CH with two Grauls and a Rebel Commando now. Yippee.


Devs, can you implement a /surrender feature for me? That would be great, thanks.




- Deft Aklin -

"I don't have a cool sig because I'm too busy playing the game to make one." -Deft's player


DeQuosaek
Tue Dec 02, 2003 5:46 pm
#234






Lodacai wrote:

Okay, Abe, I thought your post was intelligent and well-thought-out, but now I see you're just another whiny player.


How long does it take you to earn enough money to buy a suit of composite? A few weeks? How would you like it if every time you died, your suit of armor was perma-destroyed?


Seriously, pull your head out and get a clue.


Lodacai




Whiny? Oh that's right, I'm the one whining about a perfectly sensible change that addresses common exploits.


I lose my faction pets the same as you. As it should be.





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."

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