Development Cycle Archive

Thread: AT-ST changes on Test Center

ezara
Fri Dec 05, 2003 9:37 pm
#469

Put simply the ATST is worthless. There not healable, there wounds are permanent and FLAME DOT will take one down in a matter of seconds.


Why do all the rebels think that every dam player has an AT ST and all they do is farm money? LOOK at the numbers, Imperial Coverts 7.87% Imperial Declared 1.39% = 9.26% of the poplulation is Imperial. Now I know not every IMperial has an AT ST, I say nearly half even less do. That puts us about 4% of the population has an AT ST.


These 4% imperials are not all looking for krayt tissues as well, so the numbers even drop less.


Now Devs please lookatit this way,WE all know that alot is broken in every profession ( I can name several issues that need fixed that affect a whole lot of more people then just this small percentage), quit listening to these OVER EXAGGERATED rebel whiners and fix something worthwhile for all of us to enjoy.


Obviously the whine that you hear is the majority, becausethe majority areRebels, there 63% more of them then there is Imperial. Do us all a favor and just deletethe Imperial Faction and make everyone either Rebel or Neutral as being Rebel is the Empire, they wanted the ATST nerfed even more they get what they wantREBELS RULE this Galaxy.





Ezara
.......:::: Proud member of Oasis ::::.......
.......:::: Colonel of the Imperial Army ::::.......
| Master Rifleman | Master Doctor | |

Hydroxide
Fri Dec 05, 2003 9:56 pm
#470

I have been a supporter of NOT nerfing the AT-ST's for as long as they have been considering it.


I was wrong! NERF THEM! NERF EVERY SINGLE ONE OF THEM!!!


let these whiners that only want to have 3 indestructable UBER weapons see what it is like to have only normal weapons. And to actually have to fight. I was just organizing my meds for sale (I'm a merchant), decided to clone since i was on Dant at this PC. and low and behold from out of nowhere 4 AT-ST's hand me a severe ass whooping (the /warned me at some point) they let my icapp wear off and did it again until I was forced to clone. upon apearing at the cloning facility they incapp me several more times, laughing all the way saying some prety choice words.


Yeah, I see how useless your weapons are.


For all you crying about this nerf, are you just afraid of actually fighting on a level playing field? The "grand" WhIMPERIAL army.. enjoy your new nerfs I certainly will.



-H

CCheetah
Fri Dec 05, 2003 10:19 pm
#471

Well I just want to add one thing. I have already made a few posts on here. One thing that we cannot do is allow the AT-ST's to attack non faction aligned mobs that attack you "en route" to your faction aligned target. The reason for this is simple. It is exploitable.

For example: While running to one of your missions on our favorite faction grind planet, Dantooine, you see a Force sensative NPC. Ohh a chance at a Holo. Well since he is aggro, I will just make a slight detour. "AT-ST gaurd me" Oh heavens no, I got aggro! AT-ST save me! Oh drat, I got incapped. No matter, my AT-ST will light him up, I will wait my minute. Finally get up. Help him kill force sensative mob. Bam. Done. And that is just one example. There are many other wonderful situations we Imps could set ourselves up in to allow just this sort of thing to happen on a regular basis. Now you could have gone around him, but the temptation is to great for too many. A perfect example of why that would never work.

And just for the record. I have three accounts, all Imperial. Every character I have made on any other server has been Imperial. My "main" as it were is a master smuggler, master CH. Yes he does own 3 AT-STs and you know what? I am fine with them being removed from PvE. But in their current state, and with the changes proclaimed for the next patch, they will never be pulled out again once the changes have gone through. Even for a master smuggler it is incredibly time consuming to get three AT-STs. I will simply store them and wait for the devs to realize the err of their ways. And they will eventually.

You think the rubberbanding effect we had going on in game was bad... it's nothing when compared to the rubbernecking of changes that the Devs implement. I just really REALLY hope the devs are paying attention to these threads. When the nerf bat swings your way, a million ideas flash through your head. A lot of good ones got posted here.

One other small thing... For god's sake, all you Rebels just please shut up with your "Way to go devs" posts. If you don't have something productive to add then just don't say anything at all. I do want to thank the Rebels that have posted with their ideas. But I can't believe such a large majority of Rebels are still proclaiming this such a huge victory. I fully expected the AT-ST to be removed from the PvE element long ago. However I also expected at the same time that their PvP usefullness would be somewhat reinstated. As it stands, and has for some time, no one uses AT-STs in PvP and with these changes they still won't. I don't know what universe you are playing in that you are getting killed so often by AT-STs that you feel it such a terrible injustice that you have to come here and moan about it. But even if you are getting killed by them, guess what. You are meant to be. AT-STs should require a small force of at least 4-6 Rebels pounding on them to bring them down. Especially with infantry weapons. Now commandos I expect to pack a heftier punch. What I don't expect from them is to be able to literally burn an AT-ST to the ground in 30 seconds or less solo or even with a few distractionary rebels there to draw fire.

That said I am going back to my wookie Rifleman/swordsman.
/SarcasWarningOn
He needs some more imperial faction points, 28k to be more exact, to buy an AT-ST. I can't wait to break him out in PvP and have him killed in under a minute and ruin the whole month that I spent building up enough faction to get him. That is gonna be so much fun! I can hardly wait to proclaim my great satisfaction in looking down at it's crumpled carcass. Wow this is gonna be so cool. I can't wait!
/SarcasWarningOff
oexisome
Fri Dec 05, 2003 10:33 pm
#472

Since i have started playing in july i have seen more rediculous nerfs that i could ever imagine becarefull you dont make the game suck too bad i already lost alot of online freinds because of the nerfs. It dont matter to me im easily amused but most people arent.Oh and by the way if you talk about balance make sure you know the meaning because when a master commando and a master tkm get in a fight the obviouse winner is the guy with the flamethrower.I always said dont come to a battle unarmed but i guess thats not the way it works here good luck to everyone who bashes this response the good thing is everyone has an opinion and i just gave mine so carry on . p.s. by the way i can i get all the stuuf that has disappeared out of my backpack back or are the bug reports nerfed too
CCheetah
Fri Dec 05, 2003 10:48 pm
#473

Hydroxide, I am sorry you suffered from some skill lacking griefers. There are some of these on both sides though. The only difference is that the Imp ones get AT-STs and break them out on single targets. What you experienced, I think, was representative of very VERY small fraction of the Imperials(which is pretty dang small considering how few of us there are). None of the ones I know, hang with, and goof off on a regular basis with would have done something that low. We would have taken you down ourselves. Yes, I know there are some of you imps out there dying to defend these sorts of activities behind the veil of "It's war". Well the "skilled players" like to show that they have some skill and not just rely on their war machines. Although in a situation where the rebels outnumber us in combat, we should be able to pull out our AT-ST and even the odds, don't ya think? But almost none of us will for all of the previously stated reasons here. Sorry again Hydroxide.

I just want the GCW to be enjoyable. As it stands, it will become a slaughter with more and more of the Imps dropping accounts, going nuetral, or even worse joining the Rebels and further skewing the odds. In all of the movies the rebels were small bands of scattered freedom fighters. The imperials were a massive army. I don't know how the Devs mistook the two for one another and mixed em up as bad as the did. Of course the blame doesn't completely lie there either. I personally feel most of the rebs went reb because they knew they would win in the end, they wanted to be heroes, or they wanted to join the side of the underdog. The imps, well we just thought crazy and decided we wanted to rewrite the movies and make the imps win. But the rebs aren't the underdogs they were in the movies. Here they are a massive force that swarm from place to place wiping out huge pockets of the imperial resistance. Yeah, that is right I called em the imperial resistance. The rebs are the ruling force, despite what the posters and your imperial recruiters will tell you. I just hope something can be done to salvage this before the entire game is ruined.
Daak_Gelrin
Sat Dec 06, 2003 12:58 am
#474

CCheetah, well said my Imperial brother, we will have to continue the Imperial resistance...


Daak Gelrin(Master Smuggler)


Colonel in the Imperial resistance Force


Imperial till the end!





Daak Gelrin
Master Smuggler (FOREVER)
AssistantNerfHerder
Sat Dec 06, 2003 1:06 am
#475

Interesting posts.


My experience with AT-ST's are a couple of fights where a skilled Imperial Bounty Hunter and Rifleman were slapping down a set of 8-10 rebels and I was quickly recruited into the ranks only to have myself (a young pistoleer and creaturehandler) and my wrix quickly incapped and my corpse sent to the cloning facility as the AT-ST chewed through my crude bone armor.


I backed out of this fight and ran because I was out gunned and out classed.


Looking back, I really don't mind that this happened because it makes sense... 2 imperials against 8-10 rebels outside of a canteena should slaughter when the impscalled in an at-st. From the nature of the movies, the AT-STs were not vulernable to base pistol or rifle or punching attacks (*sniff* those valiant, noble but stupid little Ewoks *sniff* but at least they tastegood) But AT-STs did godown when they were crushed by logs or tripped over a avalanche ormet or another at-st.


An AT-ST is more of a vehicle but I can see it being commanded by a ground officer. I can see that gaining rank in each of the factions SHOULD allow you to command more troops (what is the difference between a general and a Corporal, the general has a couple of corporals to throw at the approaching enemy).


So I think that AT-ST's should either be a vehicleor commanded as a NPC. As a player gains ranks, they should be able to call more NPC levels. A creature handler who is also of a player rank should also be able to call just as many NPCs as the same ranked Non-CH.


AT-STs should be repairable in non-combat situations by Droid Engineers (or maybe just artisans) at a cost of either materials or maybe have AT-ST repair kits (or however you are going to install vehicle repairs). It could just take a lot of time and resources for balance. Although not a droid, it is a mechanical piece. And it would be similar to the 10-20 stims or pet stims that it takes to revive my Grand Wrix when he gets chewed up.


I personally want a reason to gain ranks in the Empire... (cough cough ***or other groups***) and I think that if it gave me the ability to command others, it makes sense. If if those players are killable or there is a penalty to loose one... that makes sense... If they don't want to go on hunts with me when I take out Gnorts... that also makes sense.


But in order for this to be effective, you need to have some sort of faction mission / non faction mission mode. Just because you are killing a Wrix, doesn't mean that you are hunting wrixes... you could need to attack them to get to the base behind their lair... Or you could have drawn aggro on the way.


Hard to tell and I will love to see how it works out.


Maybe have the pets have a Faction DOT. The longer that you have your NPCs and storm troopers out... the more your faction points go down, untill the point where they are sent back to the empire for a commander who can actually do something with the equipment he is assigned.


That way if you have been a good little trooper and have stored up some faction points, you can mis-appropriate some time to smack down some Krayt but if you don't get back to your duties, then you loose some favor and some rank...


If you are going on missions and kicking some butt... (earning more faction points) then it justifies you keeping your equipment while you spread the glory of the Empire.


Just a thought


<<name withheld because of a small disturbance with Ragtag Kooks who keep trying to kill him>>

Zahnn72
Sat Dec 06, 2003 1:09 am
#476






DeQuosaek wrote:





colsankey wrote:

Whats the total.. non-75%-reducaed damage on an ATST per tick? I as a player take up to 800 with several flames stacked on me when im buffed. Im guessing closer to about 3k a tick when its not reduced.. 48k hp more?!?!!? whoopty Fing doo. 24 ticks of UNHEALABLE damage and my ATSTs burned to the ground.




Here's an idea... while the commando is trying to stack the flames on your AT-ST (which should not be very fast, have you seen the speed of most flamethrowers?)why don't you use your character to kill him?






Because the fire is already started and IF I killed said commando 10 times in a row for setting my AT on fire, what would that accomplish?


A 10% reduction in the quality of his items. (which he then could replace after torching a few mission NPC's)


or perhaps he looses nothing except the time spent in the hospital healing his wounds which in most cases will be minimal cause he has cloned nearby anyways. That way he can keep running out and torching it again so it will burn faster. And nothing will stop him from repeating this until it dies or he gets bored.


so lets say you loose 30 FP on each death do this 10 times 300 FP lost to the rebel. 9450 lost to the IMP.


Remove AT-ST's from PvP what happens? nothing. just a mini clone war... who wins. noone. because there is nothing to gain from PvP right now. IMPs can't invade a city, neither can REBs. Factional bases are only vunerable for one hour a day and most of the time the destruction process is bugged or non-functional. So whats the point? there is none. PvP battlefield nothing special there either. There is supposed to be a war going on here, but in a war there is land to be taken, lives to be lost. buildings to be destroyed machines to blow up. The only thing they got right is faction pets die and some of them are machines. There is no land I and my friends can invade and keep for the empire. There are no rebel towns to be crushed. There is only certain death for faction pets.




All I can come up with is hearing Han's voice over in the noob tutorial saying, "This place is gonna blow." I guess that's about it. At least Han was honest.
Playing SWG is like licking a steel post in the wintertime. Sure it hurts. If you leave, parts of you will remain.

----May the FARCE be with you
---If you don't think too good, don't Think too much.
------I'm not wrong, I am mistaken.
---I'm not argueing, I'm agreeing in reverse.

Free Kattatonic - Banned with no explanation or warning
pitdroid777
Sat Dec 06, 2003 1:54 am
#477

Ok these are my ideas on making this great game even better. Devs please read this. Everyone else let me know what you think.


1) One faction pet will not work. Goes against everything Star Wars in the game.
This will only work if it has NOTHING to do with CH. Period. It has to be tied to rank.
At each rank you should be able to have a set number of points like CH and be able to control higher and higher level Faction NPC (NOT PETS) They are not pets. They are your soldiers. You are their commanding officer. So at high ranks you can have 1 AT-ST or a few high level troopers or a bunch of lower level ones. No limit except by your rank. If you had 10 low level troopers then so be it. Give a reason for Formations and tactics. DUH.
Now on the AT-STs. Fire would most likely harm them in real life. BUT it should not affect them as much as a projectile would. A dev needs to ask the military what a flame thrower does to a tank. It would not stay burning for long. Nothing to burn on the outside. Only a sustained flame attack would keep doing damage. When you see a tank on fire on TV it is because a missle punched into the inside and it is inside burning.
High hamm and lower armor fine. Ewoks blew them up for God's sake. With Trees!!!! They are not almighty. They are just light tanks. More along the lines of a hummer then a Abrams really.


2) Make rank mean something. Nothing like the Star Wars feel to see someone leading a small force into battle.
Also make faction perks cost less. They must. It takes way to long to get it for what they are worth.
How about this as an idea also. Make faction points only cost for purchasing items. Make the number of missions you have been on or something else like that have to do with your rank. Make it a equation were you take the faction mission hardness level and say to get the first rank you must finish 2000 levels of mission and the recruiter will then promote you. And then you do another 3000 worth of mission levels to get the 2nd rank etc. Just an example. I think they should be separate. You don't buy rank in the military you earn it. You earn it by a combination of time in service and going on missions.
PVP would become major cool if the devs did these changes. Just think since faction pets are PVP only seeing 20 or so real life imps and 20 or so real life rebels each leading into battle a total of say over 100 each in troops and Hardware. Now that is a war. And with the slight lowering of cost of troops and armor and the changing of ranks tied to promotion and not purchase, then more people could afford to have these battles.


3) Now on to repairing of the AT-ST’s. And coming up in the near and far future. Vehicles and Space Craft. How about either a new sub-profession under Artisan. Called MECHANIC. At lower levels they can repair land speeders, then Swoop bike and then a speeder bike. With a AT-ST also in there somewhere. Have them be able to change paint jobs or make design upgrades on your vehicles. (not on your AT-ST) Then as a Master or high level mechanic they can make repairs on space Craft. Solves several problems for now and the future. Then we can see Garages and repair bases start showing up in the cities to get your stuff worked on.


Again Devs please post what you think of these ideas. We need more feedback. And fellow players let me know what you think about these also. I’ve got Ideas on a lot of thinks like this. So Devs hire me to help. Lol We need some players helping make suggestions from the inside out.


James Cox aka J’mes Caster on Scylla



I posted this under SWG Discussion also as it's own thread

Welwood
Sat Dec 06, 2003 4:46 am
#478

I currently use 3 storm commando's to allow me to get surface marshal missions. Are you guys saying that soon the only way for me to even attempt to get holocrons is by getting an 18,500 fps (trandoshan) faction pet that I will never use due to it's godawful pvp and soon-to-be nerfed pve ability?


If so just tell me now so I can save my money to buy my holocronsfrom the real empire, the rebellion.


If I'm only allowed 1 pet how am I, or any other imperial supposed to work around this for anyone without the astronomical amount of fps that it takes to get one. And what about rebels who don't even get atst's as anoption? What exactly do the devs see as the point of having 1 regular storm trooper/rebel equivilant?


For the record, I bought a single regular storm trooper to test what he could help anyone kill. He died fighting a single low-level spineflap. In other words, useless.


Welwood
Sat Dec 06, 2003 4:49 am
#479

Actually let me clarify.


I DO NOT use my commando's to kill anything.


I put them in the party with me, tell them to "stay", get my missions, which are higher level than I can get myself, put them away or leave them in the base, and solo my faction missions.


Even if I had an atst, which I don't, I would use it in the exact same manner. It's simply not feasable for me to spend almost 20k fps on an item which dies faster than I do.

Naite_pt
Sat Dec 06, 2003 5:19 am
#480

I already posted my thoughts in this thread, but after loooking for a second time into the AT-ST changes I belive they are NOT THAT BAD (could be worse).


1- AT-ST for PvP or faction missions only (everybody agrees...even Imps)


2- Only Creature Handlers can use 3 AT-ST , or better yet only CH's can use 3 faction troopers, most ppl hate this idea, its plain silly (only the CH's are happy I think, but even some also agree its silly)


3- AT-ST with less armor more hitpoints and now bleed and poison DOT's dont affect him. Its a smallimprovement (less DOT's to mess with the AT-ST), but hardly what ppl where expecting.


Some say that we might be looking in the wrong direction here, since the problem may not be the AT-ST itself but the DOT damage that the commando is able to do against it...well I for one agree that every Combat profession, Pet or Faction Perk should have a "Nemesis", I think the commando is in fact perfect to bring down a AT-ST but as it stands its just too easy for them and very risky to the Imps that have AT-ST's and this must be leveled for the good of the GCW , otherwise as others have already stated its a scenario where the Empire is hidding and the Rebels are out for the kill.


And for those rebels that are saying: "At least you have a big faction pet...look at us!!!", i'm sorry to say, but thats the way its meant to be...you get to have the numbers and the Empire gets to have the firepower.



Anyone for a Boofa treat ?

Cafa
Sat Dec 06, 2003 5:32 am
#481



Naite_pt wrote:

I already posted my thoughts in this thread, but after loooking for a second time into the AT-ST changes I belive they are NOT THAT BAD (could be worse).

1- AT-ST for PvP or faction missions only (everybody agrees...even Imps)

2- Only Creature Handlers can use 3 AT-ST , or better yet only CH's can use 3 faction troopers, most ppl hate this idea, its plain silly (only the CH's are happy I think, but even some also agree its silly)

3- AT-ST with less armor more hitpoints and now bleed and poison DOT's dont affect him. Its a smallimprovement (less DOT's to mess with the AT-ST), but hardly what ppl where expecting.

Some say that we might be looking in the wrong direction here, since the problem may not be the AT-ST itself but the DOT damage that the commando is able to do against it...well I for one agree that every Combat profession, Pet or Faction Perk should have a "Nemesis", I think the commando is in fact perfect to bring down a AT-ST but as it stands its just too easy for them and very risky to the Imps that have AT-ST's and this must be leveled for the good of the GCW , otherwise as others have already stated its a scenario where the Empire is hidding and the Rebels are out for the kill.

And for those rebels that are saying: "At least you have a big faction pet...look at us!!!", i'm sorry to say, but thats the way its meant to be...you get to have the numbers and the Empire gets to have the firepower.

Anyone for a Boofa treat ?






Are you high? Does not crap get through your skull?

Whether or not TH cohorts implement this IMPS do NOT AGREE WITH IT! ESPECIALLY THOSE OF US THAT HAVE EARNED THE PERK.

I might add - UNLIKE YOU!

This good of the GCW crap is nothing more than side B kissing TH's butt and the rest of the devs that simply has lost all train of logic or continutiy for the Star Wars universe. last time I checked MOST OF THE REBELS DIED IN THE MOVIE SERIES. But you never die, you never have any consequences. And when you have something that you can't grief you whine to the devs and get your 63% more players way without earning that too.

You think you are making a point for us, YOU ARE NOT. You are conceeding a point that WE, the PERK EARNERS will not conceed. Just because they have the power doesn't make breaking our trust right or noble.

Cafa Asia

I am NOT a wookie!



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

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