Development Cycle Archive

Thread: Publish 7 Feedback: Combat Changes

Krayvex
Tue Mar 16, 2004 4:44 pm
#40

I'm not crying "stealth nerf" here. Just the same observation from a couple of people. I took more dmg than usual earlier. I'm a master commando, master smuggler so i don't have any skills that could have been capped. NPC's just don't seem to miss me at all. Even running at 10m around an npc with a rifle they still hit. Some other folks observed more damage than normal too. Granted it's second nature to see something like this after a patch, but this was pretty noticable.


What has everyone else seen?





Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



erikAceman
Tue Mar 16, 2004 4:51 pm
#41

COMMANDO ACID RIFLE:


->Specials (Acid Cone/Acid Single)do not calcuate HAM costs correctly


->Speed/Accuarcy: Accuracy fixed not though i think


->Animation: much better, but not loud enough, needs a deeper tone and bigger/longer animation (this is the big dog acid gun right?)







-Imperial Col Er'ik Striker-
-Guild Leader IEBO-
-Imperial from launch-
-http://www.iebo.net-

CLab2021
Tue Mar 16, 2004 5:06 pm
#42






Boatsheets wrote:





Pale-Toraus wrote:

Since Warcry works as a cone instead of a radius, and nothing ever, ever attacks in such a way that there is more than one mob in the cone that close to a melee person, Warcry no longer has any functionality at all in the game. I can only delay the mob I am currently engaged in combat with, which I will hit again within one second, rendering the Warcry null and void for that mob.


I agree that it may have been overpowered before, however, without a radius effect there is no point whatsoever in its continued use or existance.






/agree







Agree as well....who's bright idea was this agian?..I am very curious to know....



J.I.A.S.F.C
hasibert
Tue Mar 16, 2004 5:27 pm
#43


Carbineer Specials have been improved:


The dizzy effect in /fullAutoSingle1, /fullAutoSingle2, /fullAutoArea1 & /fullAutoArea2 have been improved tested /fullAutoSingel2 and /fullAutoArea1, both worked


/actionShot2 now hits all targets in the area of effect.


worked



Defense / To-Hit Fixes: Melee attackers now get a To Hit bonus when attacking targets with ranged weapons.


seemed to work, creatures are hitting me more often I think





Character Names:

Janom Mosak on Gorath | Eve'line Mosak on Starsider

SWG :: Database |[The German SWG Fanpage]|
Cacciatore
Tue Mar 16, 2004 5:37 pm
#44

Jedi missions are still bugged.

Jedi visibility's decreased.


I'm tired of all this crap.


Every time I say "I wait till next publish, I wait till next publish, I wait I wait .... "

Now I'm totally fed up.


I'm waiting for World of Warcraft.


Regards.
JoeyMojo
Tue Mar 16, 2004 5:39 pm
#45

Defensive Modifiers will have a hard cap with profession template stacking. Defense stacking will no longer stack beyond the intended combat calculation limits causing the defender to be nigh invulnerable.
---

Can you please be more vague in upcoming publish notes? I mean seriously, this is giving just too much away about significant portions of the game.

Oh no, sorry, that was /mood sarcastic. The devil is in the details. Does "defense" here refer to Def vs. or does it refer to "melee/ranged defense" - or to both? Does this also mean that as a master pikeman/brawler, I've got 37 melee and 30 ranged def - yet when I switch to a stun baton these mods climb to 81 and 74? Or is there some other cap that is going on here. Since we, the end user, have no idea what you, the developers, intended - you need to bloody tell us!
JoeyMojo
Tue Mar 16, 2004 5:42 pm
#46

Warcry has been changed from being a single target lock down preventing it from attacking to a method of 'crowd control'. Enemies can be temporarily prevented from attacking as long as they are not currently being attacked themselves
---

Now that the melee classes no longer have a delay (the single most effective way to reduce the effects of kiting in pvp), can we ask that smuggler ALSO lose their delay? Sorry, wrong rant.

In order for warcry to work as a "method of crowd control" as intended, it would be most effective to change Warcry 1 to a 15m radius and Warcry2 a 30m radius. Or some variation therein.
Gdog79
Tue Mar 16, 2004 5:50 pm
#47

We need details on the CAPS please. There is no way to decide what professions people should work on without this information. This needs to be addressed immedietly please

what is the cap for Melee/Ranged Defense?
what is the cap for Dodge/Block/Counterattack?
Will skill attachments allow you to exceed the cap?
Will food allow you to exceed the cap?
what will Center of Being do to the cap?

WE cant decide what profession or do anything at all in this game as far as grind until we know this information



Colonel Gdog of The Imperial Army
Killing Candyass Rebels Since 6/26/03
Loot, Skill Tapes, and Sliced Weapon Vendor in MASC City on Naboo -190. 5700





eakop
Tue Mar 16, 2004 5:56 pm
#48

Did a little testing, I am a master commando, master tka on the bria server.


I figure ok, patch day...lets see what the combat changes did. I choose to do some quick gurk missions.


Fairly simple...just run in whomp on the things get paid move on....wrong.


I first attempt to use my flame thrower on a single gurk, no specials. I did not notice any difference on my hitting them.

How ever I did notice that THEY HIT ME EVERY TIME for 151-201 pts of damage there by quickly incapping my sorry toon.


Ok, I'm now a little wiser...and a little more beat up. I figure ok, enough play time. The next gurk runs up and I hit him with a flamesingle2, and of course it hits his action pool.(I come to a sudden realization that the flame dot is not a bleed dot unless it is used in the context of a nerf.). Now after using my special I of course realize that now, I cannot attack or heal myself during the next 7 seconds...where the gurk whom is on fire..but not bleeding very hard proceeds to incap me, since he hits me every single time. for 151-201pts of dmg.


Ok, I'm now a little smarter. I unequip my beloved flame thrower, and decide I'll use my good ole VK's. Bingo...Mr. gurk gets his butt handed to him on a silver platter, and he bearly even hit me...and when he does it was at a max of 70pts of dmg. I can deal with that!


Now I figure....I'll just have to try out the new acid rifle mods. Yep, shoots a little better...yep looks a little cooler...yep dmg works. But then again I get incapped because gurks feel the nature to run up and beat on the person who is shooting them....and dang it..they hit me every time.


Somehow I figure that Melee Defense is somehow tied to the weapon that is equiped, and hope that other ranged people don't see the same problems as I have.


--eakop--

Demane
Tue Mar 16, 2004 6:07 pm
#49

I agree with more info on the cap!


This is a priority!!!


I have not hunted seriously in6 days....yes6 DAYS.... because my character is at the point where my next skills trained will push me around the cap but I have NO idea what is capped what the limit is. I am not about to waste a ton of xp and time to train something just to find out if it is capped or not. This is partly due to having to untrain other skills I want to keep to the last minute until I am sure I want something else.


Everyone has been barking for over two damn weeks now for this info so they can actually finish their characters and not have to untrain a crap load of skills because they didn't understand the caps. I think there must be a serious communication problem amonst the devs here, otherwise I am sure we have heard something by now. Either way it isa sad situation.


Let me give, once again, the questions we need answers too:


1. What, exactly, does the cap apply to (I know it says dodge/block/counter attack but +200 meleeand randed d's seem rather excessive to me too)?


2. Do foods and skill enhancements allow the cap to be exceeded?


3. How does the cap effect centre of being?


4. Are there any other plans for other caps in the future that is under consideration?


5. Anything stated elsewhere I missed.


I think you devs are great but man this is frustrating.



Sinumbra (Flurry),
Officer at large.
Trioth
Tue Mar 16, 2004 6:10 pm
#50

Panic shot is now off my hot bar, I hope the devs do a much better job on the smuggler revamp ( if we ever get one, this lack of communication from the devs is dissapointing to say the least) because this is frankly an out and out nerf of an already borked profession. Get a bloody clue devs!



Trioth Dalmoran-Imperial Colonel- 3 time master Smuggler..."I just can't seem to be able to go straight"
D66
Tue Mar 16, 2004 6:20 pm
#51

Funny how they bow to crafters in less than a day and the smugglers are left out to dry.



--------------------------------------------------------
Orron,
Master Smuggler

Relax
JoeyMojo
Tue Mar 16, 2004 6:24 pm
#52

I suppose it would also be too much to ask for our Skill Sheets to show the ACTUAL mod, if capped. IE: Ranged Def 200/225/125 where the first number is total combined, the second is with skill enhancers, the third is where it is capped.
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