Development Cycle Archive
Thread: AT-ST changes on Test Center
Thunderheart wrote:I think the key issue here is that right now AT-ST's are Faction MissionPvE only after this and Fire DoT's make PvP usage pretty harsh. I accept that. I do not accept that they are useless however. I'm involved in a fair amount of PvP on both sides of the war and when Im Rebel, I wince when I see them and when Im an Imp, Im sure glad they are on my side.
TH, just wondering if you've actually gotten an AT-ST like the rest of us imperials have had to, or if you just were given one. Because for those of us that had to grind for days or weeks to get one, we wince when we see one in PvP now as well. We aren't glad to have it on our side, all it does is bring out all the rebel flamers, literally. One shot, and it's dead. I wince when I see one, because I know that one shot will ruin a fellow imperial's hours and hours of gameplay. I know I never bring mine out in pvp, why risk losing it? I've had 2 one-shotted before, not going to lose my third.
Thunderheart wrote:
There is one place where I think you guys have gotten it glaringly wrong: tying the number of controllable faction pets to whether or not the player is a CH. They're Creature Handlers, not Creature and NPC Handlers, and yet by allowing a CH to control additional faction pets they are transformed into a Creature and NPC Handler. The correct metric to tie the number of controllable faction pets to is faction rank, period. Anything else just doesn't make sense. If you're going to call upon "Starwarsy" reasons for removing the AT-ST from PvE (which again, I am fine with), then certainly having a player's wild animal handling abilities tied to their ability to order NPCs and machines around doesn't make sense, either.
You are correct. The metric for an AT-ST is one.It was unclear at the time and I did a bunch of research today and verified it before we go to live with the changes. One AT-ST per Imperial player.
Wait, so does that mean that a MCH won't control 3? And what about other factional requisitions, like stormtroopers? (whoever came up with "factional pets" should be drug out into the street and shot.
) Will those be one per imperial as well?
Thanks for helping on this issue TH, I appreciate it.
Ok a few things about AT-STs, flamethrowers, and logic. I'm not sure how many people are aware, but flamethrowers are mainly used as anti-bunker because they rarely intend to actually set the place on fire. Instead, they are supposed to eat up the oxygen so everything inside dies. Therefore flamethrowers should work extremely well against mobile bunkers like an AT-ST. That's my spiel on it. Here's what scares me though:
Thunderheart wrote:
The Empire is getting a big boost very soon.
What exactly does this mean? Does this mean you're going to be making Rebel's lives very hard? Kind of goes against the nature of the game, and from what I've seen you guys are already breaking continuity a great deal. My biggest complaint is allowing Imperials to roam Lok without Nym stepping in, something that I think is completely wrong. But that's my own personal rant.
Frankly, the Rebels suck really bad right now. Hardcore bad. They have *no* good faction perks. Not a single thing that they have can even compare in interest to what the Empire has. Ok so the Empire should have more resources, but that doesn't mean the Rebels shouldn't have tools as well. For one, I'm really annoyed that nothing has been done about the Rebel rocket launcher. It still uses the old stats for Rocket Launchers. If you want better continuity, make Rocket Launchers do a TON more damage and then beef up the AT-ST as you see fit. Let them burn it, but make a few rockets put it on it's back.
Also, AT-STs have a pretty crappy design. There should be a way to KD them in which case they cannot get back up, as evidenced in ROTJ. It's not that hard to implement, and would make things a lot more tactical.
Also, as for the Empire's newfound strength, give the Rebels an alternative. Put up all kinds of Imperials at the major starports. Let 'em have them I say. Let us go to cantinas or wander around the starports looking for NPC Pilots (I know they're in the game, give 'em a purpose) that can offer us safe passage. Say there's Rebel ones and Neutral ones that charge different prices. But also, restrict usage of certain starports to Imperials. For one, Nym would never let an Imperial pass through his Stronghold. Also, don't let Imperials go the Rebel base on Rori. It just goes against common sense and really hurts the continuity.
[quote]and FWIW,The Empire is getting a big boost very soon.[/quote]
Okay, caught, this is just flat out wrong. Empire getting a big boost? You mean your taking the team with AT-ST's and giving them ANOTHER big boost? Wait a bloody sec here. I see rebel raids slaughtered by imperial counterattacks ALL THE TIME on Kettemoor. I rarely see a rebel raid pulled off at all for more than 10 minutes because of the overwhelming might of the imperials. I see anchorhead conquered and flatened by imperials on a regular basis.
And you wanna give the empire ANOTHER BOOST?!?! Common man, rebels have NOTHING worth spending FP on AT ALL. Our pets SUCK and now your even limiting us rebels to ONE cheesy SUCKY faction pet. And we dont even get a droid or CH pet + the faction pet now.
And you wanna fight us to fight an empire with AT-ST's and ANOTHER BIG BOOST with THAT?
You've gone clean off the deepend TH/Sony...CLEAN off the deep end.
You guys have GOT to give the rebels SOMETHING by way of a worthwhile pet/equipment to spend their FP on. Wake up and Smell the frickin napalm. PVP balance'll straight down the frickin tubes if you buff the empire even more.
Rebel vs Imp = Imp tells AT-ST to attack rebel from 64meters and the rebel dies in 2-3 shots. On the field of battle AT-ST's are unbeatable in large scale pvp as it is. Right now they die cause imperials are stupid and walk through the towns and small enclosed spaces where large machines of war are useless and its grunt territory. But, sony has stated they WANT pvp to occur outside of cities in large open areas and battlefields. AT-ST's hold an incredible advantage in these areas, especially when used in groups or packs of imperials with multiple at-sts which is the only way they technicially should be used if the imperials have any kind of sound warfare doctrine.
Bottom line. Currently, imperials enjoy a massive tactical advantage over rebels in SWG soley due to AT-STs (as long as they're used properly and not by complete idiots). Boosting the empire even more will absolutely kill all semblance of balance unless the rebels are given worthwhile faction perks NOW.
Lexy wrote:
TH, just wondering if you've actually gotten an AT-ST like the rest of us imperials have had to, or if you just were given one. Because for those of us that had to grind for days or weeks to get one, we wince when we see one in PvP now as well. We aren't glad to have it on our side, all it does is bring out all the rebel flamers, literally. One shot, and it's dead. I wince when I see one, because I know that one shot will ruin a fellow imperial's hours and hours of gameplay. I know I never bring mine out in pvp, why risk losing it? I've had 2 one-shotted before, not going to lose my third.
Actually I've never had one myself. When Im an Imp, Im a Doc in combat and usually run around healing other players while my team mates handle the pets. But for the sake of discussion, when I play on live, I dont "give" myself anything. I actually spend all of time playing on live servers as a "regular player" so i dont get too far away from the issues.
Like I said, when it comes to PvP usage of AT-ST's, I agree that it can bepretty harsh in many situations.
But hear me out. Right now, the combat system is being rebalanced and if we micro-manage specific issues like FP costs or other small issues, they will be out of whack again when the overall system is re-balanced. We have to wait for the combat re-balancing to take place and FP costs will come down once we can look at things in the context of a larger picture.
When it comes to DoT's though, there are changes being made right away because that's next on the list and you will get some relief their soon.
Wait, so does that mean that a MCH won't control 3?
AT-ST's? Correct.
And what about other factional requisitions, like stormtroopers?
For now, yes, but we think thats silly too. I don't know whenits slated to change yet, but it is.
What exactly does this mean?
I'll tell you as soon as I can. Its about a week too early for me to say. We have to finish a couple of things internally before it becomes a done deal and I can share the details.
Come onto Chimaera server, start a new character without any tinkering, well, OK I can accept you getting a few marksman boxes.
Grind Imperial missions until you can afford an AT-ST. (about 13k inc promotions), and then take it into Anchorhead ot even Sunfall, a rebel player city, at about 8pm GMT.
See how long it lasts.
The AT-ST is totally & utterly neutered in PvP. The amount of CM's and Commando's is massive. If you meet 5 rebels, at least 3 of them will have Disease or Flame, the other 2 probably have TKA.
Yes, the ATST is getting a HAM boost, but its losing resists, so Commando's will take them out just as easy.
You may be reducing the cost, but I bet you dont refund those of us with AT-ST's the difference in faction points. For us, our AT-ST will still be a 9450 faction point decoration once we can't use em in PvE .
I actually agree that the AT-ST needed removing from PvE, but it needs :
A way to repair or heal it
A way to heal disease & flame
Vitality like CH pets.
You cannot understand how Imperials with AT-ST's feel until you yourself grind for one, and see some FOTM player toast it with 1 shot.
Thunderheart wrote:
Lexy wrote:
TH, just wondering if you've actually gotten an AT-ST like the rest of us imperials have had to, or if you just were given one. Because for those of us that had to grind for days or weeks to get one, we wince when we see one in PvP now as well. We aren't glad to have it on our side, all it does is bring out all the rebel flamers, literally. One shot, and it's dead. I wince when I see one, because I know that one shot will ruin a fellow imperial's hours and hours of gameplay. I know I never bring mine out in pvp, why risk losing it? I've had 2 one-shotted before, not going to lose my third.Actually I've never had one myself. When Im an Imp, Im a Doc in combat and usually run around healing other players while my team mates handle the pets. But for the sake of discussion, when I play on live, I dont "give" myself anything. I actually spend all of time playing on live servers as a "regular player" so i dont get too far away from the issues.
Like I said, when it comes to PvP usage of AT-ST's, I agree that it can be pretty harsh in many situations.
But hear me out. Right now, the combat system is being rebalanced and if we micro-manage specific issues like FP costs or other small issues, they will be out of whack again when the overall system is re-balanced. We have to wait for the combat re-balancing to take place and FP costs will come down once we can look at things in the context of a larger picture.
When it comes to DoT's though, there are changes being made right away because that's next on the list and you will get some relief their soon.
Wait, so does that mean that a MCH won't control 3?AT-ST's? Correct.
And what about other factional requisitions, like stormtroopers?For now, yes, but we think thats silly too. I don't know when its slated to change yet, but it is.
What exactly does this mean?I'll tell you as soon as I can. Its about a week too early for me to say. We have to finish a couple of things internally before it becomes a done deal and I can share the details.
So how is your crafting character coming along?
Betatoxin wrote:
So how is your crafting character coming along?
Fair enough. My issue now is Im trying to develop 3 mains and because of that, my character development is a bit slower. I'm basically working up to Master Artisan atm.
The CH issue is verified to be out of the way. Excellent, it truly was odd. Heh.
The deal with one trooper to command, needs to be addressed. The AT-ST is a curious beast, we have not heard the last of this...
Other than that, I am pretty excited to hear something is going on. Oh, and I look forward to wearing my hat. :-)
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On top of that
This game is turning into a one sided game. Rebel PC VS IMP NPCs
I’m disturbed by the many one liners and bits of information about changes to the Empire. If the Devs do what I think they are going to do, give the Empire a larger NPC presence in the game .Fine but don’t leave Empire PC out in the cold. You have nerfed IMP PC big guns to death. Because of Rebel cries of fairness. Now you’re going to Jump start the GCW by adding more target for the rebel to shoot at? The game seem to be made and moving in the direction of making more fun for rebel players.