Development Cycle Archive

Thread: IT 7-2 Preliminary Combat Balance Changes

FuelerMcDaven
Mon Mar 01, 2004 12:15 pm
#40

Can the follow bug be fixed in publish 7?


Tech Support Help link 1
http://forums.station.sony.com/swg/board/message?board.id=Techsupport&message.id=141334


Pictures referenced in above link.
http://www.scapes.net/screen1.jpg
http://www.scapes.net/screen2.jpg
http://www.scapes.net/screen3.jpg
http://www.scapes.net/screen4.jpg


Tech Support Help link 2 with information about how to reproduce the bug.
http://forums.station.sony.com/swg/board/message?board.id=Techsupport&message.id=133997


This is a game breaking bug that I have been trying to get fixed for quite some time. I have not gotten any solid response to this bug so I thought I might get a response here.


If you do not think this is a game breaking bug I can PM with more information.
Shazeen
Mon Mar 01, 2004 4:10 pm
#41






SWG-Runesabre wrote:

I will be evaluating the changes to Panic Shot tomorrow (Monday) when my combat balance designer gets back in town.




Any update on this Runesabre? The smuggler community is eagerly anticipating a response on the issue!




~ Blanchbaca ~ Master Rifleman / Master Chef ~ Flurry || Orim ~ Master Pistoleer / Master Smuggler ~ Scylla ~


dci321
Mon Mar 01, 2004 4:39 pm
#42

Ok I know you devs prolly have some notes on this among the enormous piles of paper and notes lying on your desks but I want to be sure this gets your atention.

The Taking cover ability for riflemen is curently a curse to anyone using it. It delays considerably your combat queues , it costs action dmg to use and makes you tumble for a few moment thus preventing you from using specials. Absolutely no differense bonuses can be witness from cover to simply lying prone (wich is something incredubly stupid to do in PvP in the actual state of the game)

when someone goes into cover mode that person should have all special moves used againsthim treated just like a normal shot for the exception of only 1 type of special moves : the special moves that forces a target out of a covered state of course.

Players in a covered state would be vulnerable to oponents who are in close range to them but it would give a substantial advantage for shooting those who are at the optimal range for the riflemen (wich is very hard to maintain due to the unstable nature of internet play btw). With that mentioned it would be time to fix the ability "suprise shot". curently nobody is using this ability because it has absolutely no value at all in the game. You must be in a covered state to use it and once you do use it it does nothing better then a normal conceal shot or any attacks with the X2 multiplier and in fact, its actually weaker then the other attacks that can at least inflict a state effect besides their x2 multiplier.

That said , either give a state effect to the suprise shot ability or increase its dmg multiplier to compare with the other riflemen abilities that are actually much more convenient to use and have a greater effect right now.
FlipFantasy
Mon Mar 01, 2004 9:54 pm
#43

Yes will the new update render CENTER OF BEING meaningless with the cap at +125?.. and how does CENTER OF BEING work in conjunction with our defensive mods?... The Devs wanted to create it so that the melee professions are the tanks and at the forefront of the action. Please tell us what would happen to the situation.



Nerraw Meteora
Master Swords / Merchant extraordinaire

Archus Meteora
Master Musician / Master Doctor
Your complete buffing and civil servant !!
-210, -3555 Lok, Bastion
Yakisoba1
Tue Mar 02, 2004 1:01 am
#44

Any word yet on the panic shot/warcry discussion? It's Monday.
BountyMaster27
Tue Mar 02, 2004 1:56 am
#45


Sorry for my ignorance, but I don't play on TC. Has anyone had a chance to analyze the +125 cap on def mods? I think this is a very important decision for PVP and I would like some input if anyone has tested it. For once I would like to play a profession that I want to play, not one that I must play to be competitive in PVP. Thanks.


ballbreaker





I Quote: "You will likely not see many (if any) Jedi in game for a long time (likely months). We're not kidding. Jedi are rare in this time period (between A New Hope and The Empire Strikes Back). Becoming a Jedi and surviving as a Jedi is very very very very difficult (and rewarding) in Star Wars Galaxies: An Empire Divided."
CyberFett
Tue Mar 02, 2004 12:03 pm
#46






Thunderheart wrote:

I like cookies


There should be a hard cap of 125 of defense mods, although I think Im the last one here atm and I'll have to confirm with someone over the weekend...




Have you confirmed this yet?


Also is that a hard cap of 125 with the +25 cap from attachments (making the cap actually 100 for skill mods and 25 for attachment mods) or is it 125 with out the +25 cap from attachments (making the cap 125 for skill mods and 25 for attachment mods = actual possability of +150)?


Information would be very helpful. Thank you.





General Vultan Blackstar

<DwV> Dark Warriors of Valor
Commanding Officer
Imperial Counter-Terrorist Unit
Imperial Headquarters (IHQ), Naboo
Fratman
Tue Mar 02, 2004 2:38 pm
#47

Anything being done about Combat Medics ? You know, that class that is completely ruining pvp at the moment.



FRATAC ~ Non-Noob~

RayvinCorp
Tue Mar 02, 2004 4:26 pm
#48

Thunderheart:


Where is the commando balances we have been waiting for with the combat patches you keep telling us to wait for?


Nothing on the results of the Heavy Acid Rifle changes?


What about testing your "priority" fire extinguishers you had to have pushed through?


Why not change warcry1 to the "balanced" system, and lower the duration to 15 seconds at master brawler?



Not expecting a response since this has something about the red-headed step child (Commando) class, but I figured I would ask.



"Anybody can die to a durni, but it takes a Commando to do it with just the right flare...."
Daker-Naritus
Tue Mar 02, 2004 4:33 pm
#49






RayvinCorp wrote:

Thunderheart:


Where is the commando balances we have been waiting for with the combat patches you keep telling us to wait for?


Nothing on the results of the Heavy Acid Rifle changes?


What about testing your "priority" fire extinguishers you had to have pushed through?


Why not change warcry1 to the "balanced" system, and lower the duration to 15 seconds at master brawler?



Not expecting a response since this has something about the red-headed step child (Commando) class, but I figured I would ask.







Ahhhh....A man playing with fire (pun intended).


Your post will be deleted. The devs are deleting any and all commando posts in this thread (including at least 3 of my own, DESPITE the fact that this is theGENERAL preliminary combat balance thread), and haven't provided any alternative testing forum to discuss the commando changes.


In short, they don'tgive acrapwhat commandos think of the changes...


Time to TH passing through and deleting your thread: 5...4....3...2...

Yprocs
Tue Mar 02, 2004 4:43 pm
#50

Thunderheart, you found out what the hard-cap is yet? alot of us are eager to know if we got some skills who are wasted.
RayvinCorp
Tue Mar 02, 2004 4:45 pm
#51

Yproc:




Thunderheart wrote:

I like cookies


There should be a hard cap of 125 of defense mods, although I think Im the last one here atm and I'll have to confirm with someone over the weekend...












"Anybody can die to a durni, but it takes a Commando to do it with just the right flare...."
Raptor2k1
Tue Mar 02, 2004 4:47 pm
#52

In regards to the Heavy Acid Rifle Enhancments, I have a few recomendations to make that would help balance out the Commando arsenal in terms of versatility.



  • Add AP 2/3 to the weapon, it's a heavy weapon designed for armor piercing attacks, according to the skill-box descriptions, and thus should be reflected in the weapon itself.

  • I would hope to see the current special attacks that merely mimic flamethrower specials changed to better reflect the fact that this weapon is a rifle, which implies being most effective at a range, not 16m or closer (this would also grant the commando profession some much-needed diversity outside of melee range.)

  • Accuracy mods on the HAR after crafting should be shifted to reflect the emphasis on ranged attacks (ie. close up it's not as effective, and it's best at mid-range/long-range.)

Aside from that, I like the enhancements seen so far on TC, and with a few simple tweaks (like those afformentioned) the Commando could go a long ways from being the proverbial 'one-trick pony' by the time this patch goes live from the enhancements to this weapon.





Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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