Development Cycle Archive

Thread: Publish 7: Major Features

eyeodragon
Fri Feb 20, 2004 9:35 am
#274

does this mean CH's can call a pet. find someone to duel, then have the pet pop out in the middle of combat? timing would have to be pretty good but i can see it being mastered.


Will combat stop this 30 second timer? That would probably be a good thing to add




______
Master Commando
Master Marksman
TKM

Hard Work Often Pays Off After Time,
But Laziness Always Pays Off Now.
Yezzo
Fri Feb 20, 2004 9:40 am
#275


Nice publish!


Just one thing, the contraband searches that was implanted in Imperial Crackdown seem to be very rare. Many players have never been scanned.


Do you have plans on increasing the frequency of theshakedowns/crackdowns?




Aji Freesky on Eclipse
Dozer2
Fri Feb 20, 2004 9:44 am
#276


Hey TH,


I think its great you are fixing the HAR, i hope it does not turn into a clone of the Flamethower though. I had more hopes that it would be a high damage heavy armor piercing weapon, i really don't care if it has a DOT with it or not, just would like a weapon for commando that is armor piercing than is not limited use. Please make sure that it is accurate also, commando's guns are to slow to be missing all the time. Is there going to be any fix for our grenades also, they are in terrible need of a fix. Last night I bought a crate of proton grenades and had a friend duel me so i could trythem out. He stood still while i threw them at him from about 20 meters away, only 2 out of 9 hit him. He just stood there and laughed at me then came over and used his TKA to KD + Dizzy me and continue to whoop me.


I really didn't mind the changes to the flamethrower, in fact i think i like it this way. The only problem is our flame thrower is not very effective to someone with armor on now, thats why i would like to see the HAR with some nice armor piercing ability and some accuracy with it. Its kinda sad how my Flame single 2 shot does more damage in PVP than my rocket launcher or proton grenades. I hope at some point there will be a fix for all this and make being master commando worth while instead of just being a one tree wonder. I also hope you guys can finally give us some defense mods also, defense vs KD, defense vs Dizzy, something so we aren't the chumps always laying on our back not able to stand up for 5 to 15 seconds. I really think this game has went from Pet Wars to Kung Fu Theatre/Outbreak- deadly poison that will wipe you and anyone around out in seconds.


Also I am curious when the revamp for smuggler is coming, defense mods, smuggler only pistol, maybe some TKA ability for smuggler. I really like somones idea to have smuggler be able to recruit thugs by bribing them out in the wild, that would be the best thing ever. I also thought since we have this language comprehension that does us no good it would be cool if smuggler could have there own language to speak in so only another smuggler could understand us, kinda make smugglers a little different from everyone else and give us that underworld feel of being able to commucate openly but only a certain person could understand me.



Dozer
Master Teri Kasi - Smuggler - Commando
NDIF Mall (210 -5440): S. Coronet
*Perfect Tools, Meds, Food, Armor, and Loot*
"There Is No Death, There Is Only Feign"
Rolassk
Fri Feb 20, 2004 9:45 am
#277




Freylocke wrote:

Why dont you just nerf us some more ? Why do you developers keep making good combat professions better and never show the pistoleers any love? I been waiting for combat equality for a while and your going to make a great combat class better carbiner? Hmmm next you will be giving rifleman more speed and range .Duhhhh




Go mount a Bantha



GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
n00berX2
Fri Feb 20, 2004 9:47 am
#278

Sweet now the griefing Bounty Hunters can actully find us



lan?
PsychoKop
Fri Feb 20, 2004 9:50 am
#279

What will the hard capfor defense mod stacking be?
UWSkeletor
Fri Feb 20, 2004 9:51 am
#280






klawlegna wrote:





Zeritul wrote:
What about stacking def. vs stun, blind, etc... is this going to be capped or effected by the weapon you have equipped?




The cap is only for an individual player's skill mods. All other situational modifiers are still in full effect.








I'm still a little confused by this. So an individual player's skill mods include ranged/melee defense, dodge/etc., and def. vs <insert status>? Also, do you have any knowledge on what the cap will be?


Also, will we be informed in our character sheet? For example, if the cap is 100, and you have 150 from the various skills, would your character sheet properly show 100? or would it still show 150?


Also, will this cap be affected by skills and any clothing/armor mods that you have? If so, it will be much betterto get that +25 in armor/clothing attachments and save yourself a bunch of skill points.




_________________________________________________________
s postcnt=postcnt+1
Skel Etor
Valcyn
Master Sharpshooter

atimes
Fri Feb 20, 2004 9:54 am
#281

Has an explanation been given to the 30 second timer for vehicles? If it's to remove the restriction of using a camp but still make camps a viable asset to a group then I totally understand that.


Just looking for clarafication please.


Redfenril
Fri Feb 20, 2004 9:55 am
#282

Thunderheart


Not sure if you are aware of this, but the Devs need to fix the bases further. People still Exploit and use the ability to shoot through the base walls.A CSR ruled it a legal tactic. How can an attacker, shoot a defender from the basebut the defender cannot shoot back, because it's ruled "You cannot see Target".


Can you comment on this issue?






Colonel Oacob Riker
Tier 3 Pilot
RSO

Corporal Quinlan Noor
Starfighter Pilot
DaNumpty
Fri Feb 20, 2004 9:56 am
#283

sorry dunno why that posted twice. Anyway, the devs saw fit to "fix" the chef profession because it was pointless and nobody wanted to use it, they've proposed a bunch of other changes it light of recent changes and needs. Even Jedi is getting a revamp?!! Are there more Jedi than Wookiees in the game orsomething that this change to Jedi is warranted before they fix things broken since launch? Hell, there was a "fix the wookiees" post 40+ pages long at one point which didn't even receive its first dev response until at least page 11. Yeah, tell me again the devs are making a serious effort to fix wookiees.



Let also add a plea for some luv to the Wookies. I got so frustrated with my wookie, I went and bought another copy of the game and started a second character. In about a month with the help and patience of my guild members the new character should be ready to assist in PVP missions. Its a shame that the devs were so shortsighted in this area. Wookies are currently the worst species and least balancedto play in the game. Which is a shame since they should rank so much higher.



When I die I want to go like my Grandfather, quiet and peacefully in my sleep. Not like the passengers, screaming and yelling in his car!

Danumptys vendors are located at the City of Wolves Naboo -481 2352 GWIS PA Hall . There you will find Vehicles, Loot, Artisan and Architect Supplies.
Jeisyn
Fri Feb 20, 2004 9:57 am
#284

Actually, i find the warcry change is a very welcome one.


i'm a stacked rifleman/fencer so warcry1 is a part of my arsenal, but far too often warcry1 or 2is a deciding factor in duels or pvp. I've had fights/duels that lasted over 10 minutes in length because of defense stacking and warcry2. it was extremely boring.


making warcry a DEFENSIVE ability to grant you 10 or 20 seconds with which to heal yourself is a very good tool to have.



also, i'm guessing the ranged/melee/dodge defense will stack to about 125-150ish. 100 is pretty low (but would still be fine). but who knows - what hurts my defense helps my offense and i'll be able to spend skillpoints on things like meditation, yaaaay!




Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Sha_Ja
Fri Feb 20, 2004 10:02 am
#285

Personally Guys, Be glad we didn't have anything in publish 7, rifleman is a bit buggy, But not bad enough to deserve alot of attention, we have some of the same problems as alot of professions.

At least SOE is fixing bugs, and tweaking skills, carbineers wont be pissed anymore. To tell you the truth, the fact that we have to wait in line means we are avoiding the nerf bats. They see rifles as being somewhat balanced and just waiting for a few tweaks. Pike will probably get attention next, maybe the defences with BH. But hey, the further away from attention we are, the less we have to really worry about, Because not all fixes are good.

We will get our turn when it comes, when ever that will be. as long as we end up getting fixed in the end. there are still issues with alot of things that i'm sure are getting more priority then us, and if we keep bugging them for our fixes they will really nit pick the profession to make sure everything is "fixed" the way they want it. so lets just sit back, be happy we still have a bleed on the mind, a head hit, strafe2 and flushing 2, sniper shot, flurry and conceal. that is more attacks that actually work compaired to some professions. flurry damage needs to be upped, surprise needs to do something, headshot 3 needs to be tweaked and take cover has to be usefull, Thats about it. still less then alot of professions. Pike for example has horrid range modifyers, pikes get 5m when tka gets 10? which is the profession with a big stick? most of their attacks are aoe, and KD's that dont really do a good ammount of damage, they use a ton of ham, compaired to the ammount of damage they inflict. Those are serious game breaking issues for pike that need to be fixed, and i hope they get their fix before us because that is just wastefull for the profession.


I know this is a long post but i hope you all read it and agree with me at least to a point.

Thanks for your time



Sha'Ja
Master Lamer - Idiot 4/0/0/4 - Novice Smart A##

Jorgie5150
Fri Feb 20, 2004 10:15 am
#286

Hey TH, any possiblity of getting an option in the sound menu to turn off combat music?



BTW, can't wait to ride my cu pa!





__________________________________________________________
-Jorgie Archwalker
Master Smuggler
Page 22 of 54