Development Cycle Archive
Thread: IT 6-5: AT-ST’s over and over and over…
Getting an at st was the reason i got this game. Now I have no use for it. Why dont you make em the way they were, and give the reb's something comperable to play with.
I just wanna know when your AtSt can shoot covert Rebs with a TEF, since most ppl just use GTEF anyways. And it won't shoot pets either, even if they and thier owner are overt. Or turrets...
So if it can't do all that then why have em? It's suicide to pull them out when a Commando is out too, thats not even an option anymore.
I cant believe you even listen to these rebel TH, thats what got it nerfed and useless to begin with and all the imperial players very upset.
Keep listening to them and you will find servers full of rebels instead of what the storyline says.
As long as AT-ST's do not attack Covert Rebels with A TEF or GTEF, they can be killed by even a Chef with a CDEF pistol. They suck and are useless except in PvP. Most of us dont even PvP full time. There are other things to do in this game. AT-ST wont even defend me if I am in trouble from creature, how is that even a valid perk to have? How can the price be justified for something that is useless.
Anyone that has not experience or have had an AT-ST before shouldnt even have a say in the matter. As always the rebels that post on these boards will jump on our threads and squash it. They outnumber us in the game and on the boards.
Maybe I just expect to much for being the underdog and being outnumbered and not having as much support as the rebels. Having great numbers and lots of crafters and player cities on your side is a huge benefit. People will continue to join the Rebels over imperials, there is no benefit for us. All we have is penalties.
angristVong wrote:
how about hotfixing the accuracy
What good is perfect accuracy (from a long barrel which should give good accuracy) when you can't even shoot the rebels because they are covert?
richor wrote
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WOW.. you guys are all crazy.. AT-STs are HARD to kill, they take at least 15 people in a mixed group. When they pull out 7 of these just to take on the ONLY rebel owned large block turret on tatooine (FarStar) and it crumbles in seconds, you know they're hard. As I see it they're a sound investment for an imp, after all it's like having a rancor without the CH (thats a lot of XP and skillpoint), and yet you guys moan about them? Seriously, the only thing that takes down an AT-ST is a **edit** good medic or two reviving everyone as they die from the 1 shot kills. Are things really that different on american servers?
ewoks were NOT boxing the at sts, and yes it were alot ewoks and many many died. period
Kade_Deveron wrote:
Until there is a way to actually repair AT STs their value is negligible. My AT ST got in a fight with ONE rebel with a flamethrower, and now has 30% wounds to it, permanently as it cant be repaired. Personally, I think they should be repairable using garages.
I guess I've never unstood the logic behind the first wave of changes behind the AT-ST. They prevented people from being able to "heal" one as it is a machine, that made since.
But your can give is a Bleed? Where is the lodic in that?
Anyway, I have not idea what the current issue is and no idea what a dupe is. But fixing a AT-ST at a garage sounds like a very reasonable solution. Maybe even adding an option at all faction bases that can repair them for 100 - 200 faction points.
I keep seeing all these posts saying an AT-ST should be immune to small arms fire and kinetic dammage and have perfect shooting and more powerful guns and and and and and,,,,,
I could guarantee that if all this was done that 60% of the die hard rebs would up and quit. Whats the point of playing a game where its soo one sided? If one guy with an AT-ST can walk into our massive group and kill us all because we dont happen to have a heavy weapons specialist with us its not worth our time to play.
Now, I can understand them not being effected by DoT's. Maybe something like an acid DOT, but yeah, flames should just hit, dammage, and be done with it. A bleed shot with a high powered weapon, maybe. But that wouldnt be a true bleed, but more of hitting like a hydrolic line or something. Obviously not worth codeing in an all new DoT just for use on one faction pet, so keeping it at generic 'bleed' seems fine to me. Warning shot and all that, maybe if done with a rocket. Im thinking, inside a large robot or not, if I see a rocket (something I know can take me down) fly past my head would still scare the crap outta me and give me second thoughts about what Im doing.
Over all I can see why they havnt payed more attention to the All-Tanking Super-Tank. Its a balance thing. If most of the complaints on this thread were put in, this already unbalanced faction perk would just break the scale entirely. I could agree with boosting the armor up if they made it into a vehicle for players. Balance that with the player not being able to wear armor while piloting and adding in some sory of armoring up delay if they jump out in battle. Definately keep the high cost on it, for sure, or make a faction rank line seperate from thecommand linethat a player has to go up just to use one effectively.
Theres alot of things that can be done to fix these without making them a huge Imperial Tank. Too many people think of the AT-ST as a tank. They arent. Their a scouting unit. That would make them more of a Bradley than an M1. That would make them a LIGHT Armor vehicle, not a tank.