Development Cycle Archive

Thread: IT 7-2 Preliminary Combat Balance Changes

ElrohirSoR
Sat Feb 28, 2004 2:33 am
#14

Daker you must be using a horrible HAR because mines are +16 at 0m and +12 within 32m. I for one am glad the HAR got at least some attention now if the delay on the specials were shorten to be more in line with the LLC specials (since that is also a heavy weapon special with no DOT) that would be awesome.



Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
mega3113
Sat Feb 28, 2004 5:55 am
#15

My biggest issue with the new way warcry is implemented is as a Swordsman I rely on AOE attacks. Warcry then becomes useless.


If I understand the changes correctly we get this massive change to warcry and they kept the huge HAM cost, cone effect and high fail rate. How is this a balance? I pray that they balance the skill on TC and they dont just ignore it and assume their changes are working.


On the plus side this will free up all the points I have invested in Master Brawler.
Deady
Sat Feb 28, 2004 6:46 am
#16

Isnt 125 a bit high for a defense cap?


Mastering carbineer can only get you about +30 ranged defense - where does the other +95 come from?


I always thought about +70 would be a fair hard cap on a particular defense mod?
Gray03
Sat Feb 28, 2004 7:58 am
#17

The change to rifleman melee defense seems to be working as intended - I am no longer able to stand in melee with multiple critters being missed repeatedly as a rifleman. (In fact two "blue cons" were able to take me down in melee - neither missed once in the fight)


(I am a PURE rifleman btw - no defense stacking at all)



llllMaverickllll
Sat Feb 28, 2004 9:07 am
#18

A pure rifleman wouldn't hit the cap, so your not testing whether the cap is working or not. You might be noticing a difference because of the to hit bonus.



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fkania
Sat Feb 28, 2004 11:22 am
#19

I'd be willing to do some Jedi testing on Test Center, sounds like it would be fun. Thunderheart, can I get a copy of my Jedi on TC, and keep my main Jedi on Eclipse?


Ciale
cyberotter
Sat Feb 28, 2004 3:38 pm
#20

is anything being done to fix the fact that

1. the humans are the only true pvp race out there without buffs

2. with buffs all races are made equal besides the trandoshan andwookie(who btw doesnt have to pay for composite all the time)

3. with buffs all things are farmable (except the krayt)

4. trandoshan gets nothing at all to make up for no gloves or boots (wookies get alot more stat bonus, trandoshans have nothing for their action and only +100 to mind and thats the main areas to die)

5. stim packs make all regeneration stats equal

6. CARBINEER COSTS TO MUCH HAM (please KEEP chargeshot the SAME ham because ranged kd is subject to alot of complaints

7. TKM IS MAKING ALL PROFESSIONS WORTHLESS (tkm unarmed kockdown2 needs to cost the same ham as chargeshot2 cause they are ABOUT equal....)

8. JEDIS ARE WORTHLESS.... WORTHLESS (iv killed a jedi with a simple kd spam whenever they got up with chargeshot... im not even master carbineer) In the movies u couldnt hit a jedi for the life of u





NERF BUFFS!!!!
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TygerBlueEyes
Sat Feb 28, 2004 3:44 pm
#21

So am I understanding the cap will be 125% protects defence mods? I guess that better than 200%.






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vonbloodworth
Sat Feb 28, 2004 3:50 pm
#22

theres no % in that eqation...its just 125.....not 125%...





Trucegore vonbloodworth,wonderhome
Mayor/guild master

Pikeman, Polition, Merchant,Master Artisan
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Minaros
Sat Feb 28, 2004 11:19 pm
#23

Thunderheart,


Can you get the Dev responsible for Carbineer to also check out ChargeShot2? In the last publish they fixedChargeShot1 so it could not be spammed and applied the normal KD timer to both ChargeShot1 and ChargeShot2. The problem is ChargeShot2 is supposed to be an Area KD and it currently has no KD effect.


I think if this special, along with the others already being worked on, is fixed it will pretty much have all carbineers specials working!


Thanks for your support,


Minaros





Minaros Darkstar
Obsidian Alliance
Master Squad Leader/Carbineer
wiskerbizkit
Sun Feb 29, 2004 1:21 am
#24

a Hardcap of 125 is not enough
HOBBBY
Sun Feb 29, 2004 1:32 am
#25

Why is the republic blaster being moved to novice pistoleer






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SWG-Runesabre
Sun Feb 29, 2004 10:39 am
#26






scruftydog wrote:
Thunderheart. This is not a combat balance. These are bug fixes. Calling these a combat balance is putting lipstick on a pig.






Yes, you are correct. The thread is labeled "Preliminary Combat Balance Changes" for a reason.
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