Development Cycle Archive
Thread: AT-AT Test
Pex wrote:
If you were around for the AT-AT test, please post your comments here.
Was it tough enough?
The one rebel group seemed to take a single AT-AT down pretty easily, so maybe make it tougher or give them some support troops. They also got knocked down pretty easily, KD shouldn't work on them.
Should it attack differently?
It looked good except for the spinning that others have already mentioned.
How did it look?
It looked great!
Would it be a strong opponent for a typical group ( after all, we had about 60 ppl online fighting it).
I'm not sure, the Rebel group did pretty good on them, but the Imperial group didn't do very well. A well organized group probably wouldn't have too hard of a time with a single AT-AT.
Should the Events Team wait for fixes before using it for live events, or does it still need a lot of work?
Give them KD resists and stop the spinning and they would be great.
Any other comments on how to make it better.
By itself it is pretty easy with a bunch of commandos... which is entirely pluasible. A situation I would like to see it in is defended by multiple AT-ST's and a large group of troops. This way you have to get through those before you can get to the AT-AT.
And I couldnt tell if the attack it had was AoE or not. It makes sense for the big lasers to do thatbut only withvery pooraccuracy. It is for sieging... not taking out infantry, like pex said. So if it attacks something large it will have good accuracy... something small like a player it should have trouble with.
It hit hard, but only as hard as the AT-ST, it should hit much harder, but fire at a slow rate.
The resists to blast need to be higher, after all in the movies the Rebels had to tie the things up to bring them down.
I would say up the resists and the damage per shot and it can go live now, you can change things on it later if needed. Against a typical group it is powerful enough, as we Imps learned quickly when you turned them against us...:-)
Looked good for the most part, turned too fast(But I can understand why) and the legs looked a little short.
I agree that it needs to be stronger in some way, perhaps a incap from a AT-AT=instant Deathblow? I'd also like to see a grenade and or multi-targeting guns.
But for the most part I think it was quite impressive, I greatly enjoyed seeing it in action.![]()
Was it tough enough ? Well i was on the imp side and my but was thoroughly kicked, it seems that s lar4ge group with commandos took it down with relative ease. So if anything on it should be altered ham/resist wise , maybe think about uppin the blast resist just to make it a bit tougher for commandos, but then again now commandos will be in high demand for group at-at huntings.
Should it attack differently? Idk bout differently. but seein a small fleet of them in row formation heading toward a large rebel outpost/city would be all sorts of kick ass.
How did it look? Great! with the exception of it spinning, it looked awful, and killed a sizable portion of the immersion of seeing an At-at. Also need to see it goin up hills.
Would it be a strong opponent for a typical group ( after all, we had about 60 ppl online fighting it). Yep less it was mostly commandos. But there commandos so they should be able to take it down.
Should the Events Team wait for fixes before using it for live events, or does it still need a lot of work? Yes the spinning, the lack of climbing animation, need to be addressed first, otherwise its solid and cant wait to see them bareing down on New Unity.
All in all great job , this combined with a healthy supply of StormTroopers will really make this even more "Star Warsy". Great Job Again.
Was it tough enough?
Should it attack differently?
How did it look?
Would it be a strong opponent for a typical group ( after all, we had about 60 ppl online fighting it).
Should the Events Team wait for fixes before using it for live events, or does it still need a lot of work?
Any other comments on how to make it better.
Was it tough enough?
For the number of people that it took to take it down, yes it is tough enough.
Should it attack differently?
Maybe an Area Effect attack would help out a little and some kind of stomp attack. Allowing the AT-AT to have multiple attacks would be more appropriate.
How did it look?
Very nice looking skin. The turning speed might want to be looked into.The weapons are supposed to be turreted, so there should be less of an issue with it getting kited.Movement on slopes needs quite a bit of work still.
Would it be a strong opponent for a typical group ( after all, we had about 60 ppl online fighting it).
If there are enough Commandos involved, a group of lesser size would be well matched.
Should the Events Team wait for fixes before using it for live events, or does it still need a lot of work?
It could use a little bit of work, but otherwise it looks to be good to go.
gah, i'm sorry, stupid forum.... i didn't even press anything!
I think it looked great
if it's not meant to be KD-able, prehaps there shouldn't be a KD graphic. it *does* turn a bit faster than it looks like it should, after all it has 4 really chunky legs O.o
i missed the first spawn, but i did join into the 20-person group... i kept spamming heals, but besides the first person who was incapped (mind) there wasn't really anything to heal. prehaps you guys should look into its targetting system, otherwise everything else looks good.
The scripting for targeting needs to be adjusted.. it was switching targets too fast with so many people attacking it, no one really went down.
It needs to spawn with a force.. for each ATAT that spawns, you need 2-3 AT-ST's, and a dozen or so Storm Troopers. Once the support crew spawns in, they need to be set to guard the ATAT.. these things were not meant to be 1v1 (or really target individuals), they were the "Big guns" for larger assaults. So the smaller fries guarding the ATAT and engaging smaller targets would make this so much more fun.
The Movement speed seems out of place, but I'm afraid that's a nessasary evil. Adjust the targeting to stick with 1 target longer (say 5 seconds minimum before changing targets) and tweak the attack mode scripting so it doesn't run around like an ATST. With those changes, the movement speed won't be so obvious, as it won't be doing pirouettes in place.
Damage output... seems ok, looks about double an AT-ST... I'd say keep that power and add a reasonable AoE (8m-15m) to the default attack, and setup a special that doubles the damage, and the AoE range, maybe a couple state effects to that (stun and dizzy seem right, maybe intimidate).
HAM, seemed like it just wasn't enough against the Rebel Commando's.. there were a lot of them, and against the Imperials it barely got scratched (which seemed more realistic). I think if the targeting scripting is updated, it won't seem such an easy target, with dwindling opponents.
Looking good, looking forward to seeing the changes
Pex wrote:
If you were around for the AT-AT test, please post your comments here.
Was it tough enough?
For the rebels with commando's it was easy to kill. However with groups that have no commando's it was not as easy to kill.
Recommended that only advanced professions can only attack it.
Should it attack differently?
Did noticed at times it had the same charactistics as a creature in falling down and getting up. The ATAT is a imperial heavy support unit and should not be given creature aspects. It should be treated as a heavy battle support unit. Where it walks slow, has slow turn rate but fires fast. It is not a anti-personal vehicle but should be used against bases only.
How did it look?
Should be bigger and taller. Had to much grey to it. In the movie ESB the ATAT's on hoth were colored white.
Would it be a strong opponent for a typical group ( after all, we had about 60 ppl online fighting it).
For a large group with commando's yes. I did noticed that my carbine did no damage to it since it did not have AP capability.
Should the Events Team wait for fixes before using it for live events, or does it still need a lot of work?
Needs more tweaking. It gives out a strong mind shot and incapped me in one hit. It should not go out on live right now.
Any other comments on how to make it better.
Do not make this a pet for players.Personally you should have never made the atst as a pet. Matter of fact I think the GCW would be better off if the atst was removed as a pet and be given NPC status only.
"It is not supposed to be knocked down unless it is dead."
Don't mean to sound harsh but that was the entire rebel strategy during the battle of Hoth, knock the suckers down by twisting up their legs and then hitting the week spot on the upper neck of the vehicle. I don't think a TKA should be able to knock it down, but perhaps there needs to be a weapon for commandos that gives them this capability, like a harpoon gun.