Development Cycle Archive

Thread: Publish 7 Feedback: Combat Changes

jkbond
Fri Apr 09, 2004 10:53 pm
#222

c'mon devs! 10 pages and you haven't answered a question yet! what's goin on in those offices???



Jaycon Tabef - Jedi

"War isn't supposed to be easy. It's hard and the harder the better. Maybe there would be less war if it were just a little harder."



Sunfire1
Sat Apr 10, 2004 11:36 am
#223

Well I hope the devs are still reading this subject because there is a large problem since the last publish.


For some reason, if your mission spawns close to/on top of another lair, the creatures from the nearby lair attack you when you attack any of your mission targets. It does not matter if they are usually agro on not, they still attack you.


In the last 2 days on Talus I have seen this happen 3 times. The 1st time I had taken a Tortur mission, and it spawned next to a song bird rasp lair. As soon as I attacked one of the Torturs, all of the song birds attacked me. The next time this occured, I was doing a rebel mission. As soon as I attacked one of the storm toopers, 2 Roba's from a lair that was right next to my mission attacked me. The 3rd time again was a rebel mission. The mission spawned right next to a beetle lair. As sonn as I attacked the Imperial Coronel, all of the beetles attacked me.


In all of these cases, the creatures from the nearby lair were not agro to me. And under normal circumstances these creatures never attack me. The only thing these 3 missions had in common was, all 3 spawned nearly on top of another lair. It seems that if missions are spawning too near another lair, the agro for both gets merged. I have notconfirmed this by attacking the nearby lair and seeing if it agros my mission, but if this situation arises again I will try it and return here to report what happens.


Lieshi
Mon Apr 12, 2004 9:49 am
#224

THUNDERHEART AND SOE,


***PLEASE POST DEFINITIVE ANSWERS ASAP TO THE QUESTIONS REGARDING STACKING OF DEFENSIVE MODS.***


YOU ARE SOE'S VOICE TO THE SWG PLAYER COMMUNITY. IT IS FRUSTRATING WHEN THAT VOICE IS SILENT AS REGARDS AN IMPORTANT QUESTION THAT HAS BEEN ASKED REPEATEDLY. AT THE VERY LEAST, YOU SHOULD HAVE POSTED THAT YOU ARE CHECKING ON THIS.


WE NEED TO KNOW:


- DO ANY MODS MODS STACK ACROSS CLASSES?


- IF SOME MODS STACK ACROSS CLASSES, WHICH MODS STACK AND DO THEY DO SO WITH ANY WEAPON EQUIPPED OR ONLY WITH A SPECIFIC TYPE OR TYPES OF WEAPON(S)?


- IS THERE A CAP OF 125 FOR EVERY COMBAT SKILL, INCLUDING EVERY DEFENSIVE MOD?


-DO BONUSES FROM SKILL TAPESALLOW ONE TO BREAK A HARD CAP, AND IF SO, BY HOW MUCH? 25? DOES THE SKILL TAPE CAP ALSO APPLY TO BONUSES DERIVED FROMB.E. CLOTHING, MODS ON SPECIAL DROPPED LOOT, ETC.?


- ARE DEFENSIVE / OFFENSIVE BONUSES FROM FOOD / DRINKSNOT SUBJECT TOTHE CAPS?


I EXPECT A POST FROM YOU BY COB THIS MONDAY.
Krash32
Tue Apr 13, 2004 11:56 am
#225

no. we have not forgotten about this issue, at least those of us that haven't left the game because of it
Fedacorr
Tue Apr 13, 2004 9:28 pm
#226

Welcome to the SOE Stonewall, week 5. Fun, isn't it?
IHawkMike
Mon Apr 19, 2004 6:51 am
#227

/bump

Still waiting on an answer guys. This is ridiculous. If you aren't going to answer, then WHY BOTHER EVEN HAVING THIS FORUM?!?!?
Get off your asses and give us some answers!!!
lunafae
Wed Apr 21, 2004 6:57 am
#228

KD2 and warcry2 are pretty much useless now. You knock an npc down and they are back up instantly - waste of time. And warcry2 does nothing I can see. I have to spam it over and over and over to get it to take on any of the mob in front of me while they are hitting away at me. This blows. It was overpowerred before when I could knockdown and keep them down for 20 seconds, but to nerf it to nothing is not right.





Edath
/ Danu

Sunrunner

Kelgry
Mon Apr 26, 2004 5:01 am
#229




check this

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.

Who cares about the initial dmg,I used these for the DOT.


Why the pveDOT dmg from bleeds and flames nerfed so bad?

TygerBlueEyes
Mon Apr 26, 2004 9:55 am
#230

Is it just me or did weapon decay go way up today? Looks like a few other things may have changed today too.






[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
KaiRan
Mon Apr 26, 2004 10:39 am
#231

How are the combat specials working for you?


Pistoleer/Smuggler:

Panic Shot- now only usefull vrs large closely packed groups. When it does work, it offers me a break from getting shot by all MOBs. Would be nicer if it stuck them to the spot for 10s as well, allowing for a quick getaway!


Bleed DoT: Health bleed 2 is now my shot of choice. The damage from this shot is more powerfull than my other Health target shots, and therefore makes this attack the only one I need. The only situations in which I do not use it is when facing a large group at range (FanShot), when surrounded (point blank area shot), or when the MOB has extreemly high HAMs so as to require me to Feign or rick incapitation (a bleeding animal will re-aggro when you get up every time where there is a chance to get up and walk away from a MOB that is not bleeding). All other circumstances call for spamming my 2nd tier health bleed DoT for that enormous initial damage.



jnoh | master smuggler + master pilot | starsider
If you don't want me to "play the forums," then I suggest you make time playing the game more rewarding and less repetitive than "playing" here!
READ THIS before telling me I cannot complain about Smuggler
GOT SMUGGLING? - I AM STILL NOT A SMUGGLER - GOT SPICE?
quietboy
Mon Apr 26, 2004 2:05 pm
#232

Here's my template:


Master Fencer

Master Pistoleer

Smuggler 0,0,4,0 (Dirty Fighting 4)

medic 0,0,0,0

Scout 0,0,1,0


Can some one explain how good/bad this template is withRanged and Melee Defenses? I've "missed the boat" on the whole concept of defense stacking :/




Olaogi Ighav'Tah -NRA-
Pistol Expert / Resource Miner / Hunter for Hire
KzinKiller
Mon Apr 26, 2004 7:14 pm
#233


Welcome to the SOE Stonewall, week 5. Fun, isn't it?


Not particularly.




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
Page 18 of 18