Development Cycle Archive
Thread: Publish 7 Feedback: Combat Changes
ratlif
Tue Mar 16, 2004 6:36 pm
#54
Stop crying smugglers, not supposed to be a pure combat class anyway 
Now as being a pistoleer, creature handler...this patch did...well nothing at all for me. Only change I can see is i get hit alot now by melee creatures when before I would dodge them once in a while. Now butterfly drones never miss.
Now as being a pistoleer, creature handler...this patch did...well nothing at all for me. Only change I can see is i get hit alot now by melee creatures when before I would dodge them once in a while. Now butterfly drones never miss.
jockbronson
Tue Mar 16, 2004 6:46 pm
#55
ok warcry is now useless,good bye master brawler.it was fun while it lasted.
and melee defence while holding my rifle is also gone! thnx devs! what a great sick joke you played on us.
ssublime42
Tue Mar 16, 2004 7:37 pm
#58
You guys say you want to foster better communication, yet the information you give us is extremely generic with no real numbers.
I feel that we tend to be left in the dark and all i see it doing iscreating TONS of questions.
Please, please start explaining exactly what gets changed.
humberton
Tue Mar 16, 2004 7:54 pm
#59
Panic shot no longer works.
I say we change it to a target snare type attack that slows movment by 25%
Remember that as a smuggler I also have warcry, so if I need a useless delay attack I already have one.
I say we change it to a target snare type attack that slows movment by 25%
Remember that as a smuggler I also have warcry, so if I need a useless delay attack I already have one.
Article57
Tue Mar 16, 2004 8:13 pm
#61
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Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)
Fixed inverted ToHit modifiers. (Melees now get correct ToHit bonus when attacked targets with ranged weapons, Food Accuracy & Dodge Buffs now work correctly, Dead Eye buff now works correctly)
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1) whats the cap? and melee and ranged defense skills are exempt?
2) are rifleman easier to hit than carbineers and pistoleers?
Esquilax1138
Tue Mar 16, 2004 8:22 pm
#62
Thanks for the Carbineer fixes, this really made my day
And huge respect to novamarine for all his efforts on the Carbineer forum and helping get our voices heard.
Now,any chance ona stun damage carbine? 
Pykla
Tue Mar 16, 2004 8:25 pm
#63
Please answer our question, what are the hard caps on defence mods, what mods are capped, and can food/attachments take us beyond those caps.
TandisWhisper
Tue Mar 16, 2004 8:52 pm
#65
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.
I stopped in to post just this thought. Unless stack your commands, by stacking a few attack commands on your target, switching targets, stacking in warcry, switching back to your original target or another one, and repeating... Warcry is now either a major pain or totally useless if you decide it's not worth the timing hassle.I kept master brawler for warcry2, if it stays this way... it will free up alot of skill points for me to put elsewhere.It would also be nice if it actually 'froze' the critter in its tracks and kept it from running away... great for those pesky imps that like to start a fight and run the other direction.