Development Cycle Archive
Thread: AT-ST changes on Test Center
Forgive me maybe I am daft but not to long ago the DEV's were complaing that there were to many rebels and not enough imperials. I do believe they said looks like we need to do something to rectify this situation.......congratulations DEV's it worked you will now have even more people flowing to the rebellion because now there is no reason to become an Imperial unless you are Human and can purchase imperial equipment at a reasonable rate. After all an ATST ONLY costs 9500FP hell thats nothing right?
Oh well not like anyone cares but my ATSTs are to integrale (sp) to my gameplay seeing as how I have no weapons skill so looks like I'll be closing my account soon.
Brigham wrote:
... congratulations DEV's it worked you will now have even more people flowing to the rebellion because now there is no reason to become an Imperial unless you are Human and can purchase imperial equipment at a reasonable rate. After all an ATST ONLY costs 9500FP hell thats nothing right? ...
Completly with ya bud. Rebel's alrdy outnumber by an outrageous percentage. They should lower tha fp cost on some stuff to get more people to join the imperial side. The Dev's will seem to not be fixing what they orginalywere going to fix.Their just nerfing the AT-ST, which in the end, will cause more rebels to exsist,when we need more imperials [not rebels]
Thunderheart wrote:
Let's start with where I think you guys got this right. More HAM and less armor more or less balances out. If you're going to leave the fire DOTs in, the added HAM is helpful (preventing the ATST from perma-dying from a single DOT attack). Removing the ATST from non-factional PvE is also good IMO - I was a big proponent of this because it is way off balance.
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.
Going forward, DoT's are being balanced along with the rest of the combat system and after all of the combat changes are made, Faction Point costs will be reduced and brought into line with everything else.
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.
I hope someone that tools this game sits and reads all these posts cause I just spent 3 hours doing it myself.
Im staying involved in this because I know its an important issue. The biggest problem with this discussion at the moment is because most people havent experienced the changes and ongoing combat changes are going to be occuring over the next few publishes. This isn't the end of the line.
I promise I will keep Jester and everyone in the loop and FWIW,The Empire is getting a big boost very soon.
bleh..I grow disallusioned daily with this game. NEXT FEW PUBLISHES? So we have to sit idly by for the next few monthsuntil you re-work combat changes until the BIG picture is done and be satisfied and suck it up with the platitude of "thank you for your patience". Sorry to say TH....my patience is wearing very thin. Many classes are still sucking it up with the "thank you for your patience" BS since release (6 MONTHS AGO).
Bleh..
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.
Um.. ok.. but is that One AtSt.. plus maybe a mount.. med droid.. and a couple stormtroopers..
Or will you be going through with the One pet.. period.. for non - CH
(with pet = creatures.. droids.. mounts.. factional purchased pets)
I think what hes saying is faction rank should be like CH in that... the higher the rank.. the higher the strength of the creatures you can call..
A private can call a trooper.. a sgt. can call a commando.. on up.. allowing say master sgt an ATST.. and Colnel an ATST and couple darktroopers..
Brigham wrote:
Forgive me maybe I am daft but not to long ago the DEV's were complaing that there were to many rebels and not enough imperials. I do believe they said looks like we need to do something to rectify this situation.......congratulations DEV's it worked you will now have even more people flowing to the rebellion because now there is no reason to become an Imperial unless you are Human and can purchase imperial equipment at a reasonable rate. After all an ATST ONLY costs 9500FP hell thats nothing right?
Oh well not like anyone cares but my ATSTs are to integrale (sp) to my gameplay seeing as how I have no weapons skill so looks like I'll be closing my account soon.
See ya later
TH, I have a couple of points our fellow Imperials are greatly concerned with as expressed on the GCW forum.
Basically the AT-ST has been removed from PvE to end the farming that allowed imperials an unfair advantage in terms of the very best high end loot drops.
An unfortunate side effect of the restriction is that now an Overt imperial taking risks with thier pet out can be attacked and incapacitated or killed by random aggroing creatures while some faction pet they ground out thousands of FP for. An Imperial officer falling while thier AT-ST sits by and does nothing is a severely punishing effect the restriction has primarily on Imperial players.
DO you or do you not agree this is an unfortunate side effect TH?
If you agree that is an unfortunate side effect would not a new suggestion which equally deals with and prevents farming but does not leave the imperial players in the Bind above something worth considering and replying on?
Well adjusting the AI of those special high end content items to ignore pets(FACTION PETS ONLY NOT CH PETS) and to directly attack and kill the handlers would apparently and just as efficiently deal with the farming situation that is the cause of the restriction in the first place. Would the developers please atleast comment on this suggestion, rather then going with the default already on TC restriction solution which is unfairly hurting the non-farming innocent Imperial player base.
Considering all the concerns over the AT-ST we the imperial players be assured of adequate testing on the AT-ST on TC before it hits live.
Finally Considering the vast number of changes the AT-ST has been through TH, would the devs be willing to allow Imperial players who originally got an AT-ST that was completely different then the one they have now, allow them the opporutnity to drag and drop this "new" and changed and possibly unwanted version of the AT-ST back onto a recruiter for an FP refund?
These are burning questions regarding the AT-ST from a solid portion of the Imperial player base represented on the GCW forums.
I hope to see you reply TH.
JEST3R
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.
Going forward, DoT's are being balanced along with the rest of the combat system and after all of the combat changes are made, Faction Point costs will be reduced and brought into line with everything else.
You should do a dam sight more than wince. You should run for your vapin life. The AT-ST has been useless for PvP since the commandos were elevated to God status, and the usefullness of them dropped to next to zero when we lost the ability to heal/repair them.
From http://www.starwars.com/databank/vehicle/atst/ "While not as imposing as its larger AT-AT walker cousin, the AT-ST nonetheless served as a significant addition to the Imperial side of battlefields in the Galactic Civil War. The two-man craft is lightly armed with chin-mounted laser cannons, and side-mounted weapon pods. The two-legged craft, dubbed the scout walker by many, serves as a reconnaisance and patrol vehicle, often flanking approaching AT-ATs and mopping up infantry that sneaks past the larger walkers. The Imperials used AT-STs in both the Battle of Hoth and the Battle of Endor. Though their light two-legged drive system is more unstable than the four-legged plodding of an AT-AT, AT-STs are faster and more agile, with a top speed of 90 kilometers per hour on even terrain. Because of this speed and mobility, scout walkers spell death to infantry units. Its laser cannons and grenade launchers can cut through troop emplacements. Its foot-mounted steel claws can slice through trip wires or soldiers that close to engage. "
That's infantry units, not single commandos. But this keeps getting battered by the nerf bat. Way to go giving the commandos a damage bonus for using rocket launchers.. AP3 vs AR2 now. And the kinetic and energy resists cut in half? Yep,I wanna run out into the field and punch a metal walker that stands 8.6m tall. No worries about broken bones, I must have adamantium plating on them or something. Not to mention the guy standing at the feet swinging a hammer that does blast damage, and doesn't even bother checking the armor rating.
Yeah, I'm irked at the nerf bat here. I worked hard for my walkers. Lost one to a bug and one to a commando with a revenge tef (which isn't fixed btw, courtesy of the group tef). The rebels laugh at us and specifically hunt our AT-STs to grief us on the faction point cost.
Now.. on the faction pets.. ok, so we can only have AT-ST out at any given moment. That's ok I guess. Would be just fine if you'd restore them to thier previous glory (this isn't supposed to be balanced, supposed to be overpowered, per posts from Holocron and/or Q-3PO in the past). What about the storm troopers/storm commandos/dark troopers? Looks to me that you didn't answer the question in what you quoted, all you did was tell us again that we can only have 1 AT-ST out at any given time. Everything else indicates that unless we are creature handlers we can only have 1 faction pet of any type out at any given time. Hell, only 1 pet of any type period out at any given time is how it reads. I'm a Major in the Imperial Army, and my command consists of only storm trooper? Unless I'm a creature handler, then I can command 3 if I'm a master (but no creature pets out with the 3 troopers). Please correct me if I'm wrong, but this is how it's going to work from how I understood what I've read.
You guys (the devs) don't have a friggan clue, do they? Seriously, do they play the same game or are they off playing something else?
fatgit wrote:
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.
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 .
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.
Not all imperials are Humans! Not even close to it! I am a Rodian by choice because I'm a human in real life and it's boring, I want to be something different. I also want to be Imperial, so I get this HUGE penalty on buying faction perks. 9,450 is not even close what I pay for one, I pay 3x that which is 28,350! Think how bad I felt the day of the commando patch where they actually "fixed" flame throwers and I had both my expensive AT-STs die to a single commando flame cone. I died and couldn't store my AT's before the DOT took them both out. I learned the hard way and have bought another one since then and I'll tell you I will NEVER use it for PVP!
Anyway... I would love to see how angry TH gets after he grinds 56,700 FPs to buy 2 AT-STs, then takes them PVP'ing.
And no, I've never bought a single FP, I grind all mine by myself and actually sell them.