Development Cycle Archive

Thread: AT-ST changes on Test Center

erka
Thu Dec 11, 2003 9:19 am
#638

I have read many posts in this forum. I must admit this and many other topics are fought over very harshley from each point of view.



My thoughts are;


In reality could such a person be capable of taking down a large walking machine built of metal and armor... You say you got super huge flame thrower that can melt steel, fine I say it has a super air conditioner and cooling system.


Reality bases certain decisions. The whole interest in this game is the basis of the star wars universe. If you change that concept you lose portions of the interest in the game itself and thus you find crowds of protestors.


I do not believe my comments here will make a large inpact on the outcome of this decision or topic.


My point here is on both, the devs work hard to produce an enviorment that compensates everyone, this will never be a reality as no ones interests or views will be the same as another. I support the activists who proclaim keeping the star wars universe intact with its content. Decisions that need to be made should be made off that ideal if in need of any decisions otherwise use common physics. This will be a settlement for both parties.


In closing I except the fact the at-st makes life hard for rebels and life easier for imps, I also except that the commando is to easily able to take out a war machine. The at-st is equivalent to a modern day tank, if I had one, you shot a flame thrower at me, Id drive your ass over and never think twice. Simple physics dictates that a simple blast of flame from a gun is not capable of disturbing a large armored vehicle, especially with technology backing it. My only hope is to trust the masses will agree with my statements and belief and the developers have the strength and ordeals to hold the star wars universe to its theme. If not, I will be dissapointed but I am sure I will still find interest in the game. If nothing else, cruel and unusualtorcher to new players


While I can understand desires to limit it, it already is limited as its cost is excessive, on that note so is storm trooper armor. Where is the imperial commando armor?

AzzixxSWG
Thu Dec 11, 2003 9:23 am
#639

Color or unique icons need to be put in for crafted items.
HyprHypo
Thu Dec 11, 2003 10:51 am
#640

Of course most players wanted this change. Most players are Rebels.


I wish I could1 star you!



http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=890788




_________________________________________
SWG Ahazi:
HyperHypo / Guild: Shadow Gypsies

Trystan1969
Thu Dec 11, 2003 11:18 am
#641

Thunderheart wrote:


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.







Having been a commando (since moved on from that 1-shot trick class), fix the rocket launcher and a few of the other heavy weapons before taking the flamedot off of the AT-STs. It's pretty bad when the flame dot is the best way to take out an AT-ST. Rocket launchers are a joke.


Under most conditions (perhaps scoring 3 or 4 max damage hits to 1 pool), you'll kill yourself before the AT-ST. The rocket launchers I've seen, have around 133 health cost, with action and mind about half that or so. After 5 shots, I'm seriously hurting from shooting it, while the AT-ST (pre-change) would be about half health on all3 bars.


In my opinion, after 5 shots, it should be dead, otherwise, it makes the AT-ST too powerful in terms of PvP.

GhettoGnome
Thu Dec 11, 2003 1:44 pm
#642

Dont know if someone said this or not im at work and im not reading thru 28 pages of thread because i only have 8 hours here..but


i can understand not using at-st's in PVE..i myself am a rebel on one server and a imp on another and thought i was funny i could hunt with them.But only limiting the number of faction pets to 1 is crazy.Now for imps i see why.So we dont have one guy walking around with 3 at-st but even in the movies the at-st's are backed up with soldiers.And for rebels this is really going to suck.Why can we do it to where you can have 3 faction pets out but only 1 at-st and 2 soldiers..And as far as the soldiers why cant you pve with them..there not that strong and if i was a rebel out on patrol and got attacked by a narlatch and the troops under my command didnt help if i lived i would turn around and shoot them.And it makes no sense why a high ranking officer in a army only has control of 1 person.


And along with the CH fix(for lack of a better non sarcastic word) you said some are going to like it and some are going to hate it.Well how about all CH's are going to hate it and all NON CH's are going to love it.Why didnt you just come out and say this..And why does CH's always need to be the one to get changed.How about fixing the other classes that are having the problems and not the one that isnt.


It seems odd how most of the class's that are having problems with fighting,bugs,and just flat out skills not working as they should are not being fixed but instead your bringing everyone down to there level.Instead of bringing them up to us like it should be.I rarely see commandos,BH's,or pistoleer complaining about CH's.Why cause there class works and isnt as buggy.But its all the other ones that are bug'd that are complaining.

BarlokKincaid
Thu Dec 11, 2003 4:56 pm
#643

First thing, the stupid morons need to change these boards. I just wrote a long post and it all got erased because it promped me to log in again and dumped me back to the main boards page.


So, this rewrite will be much shorter. (I am SO annoyed about having to redo this)


I'll make this short and sweet.


CREATURE HANDLERS HAVE NOTHING TO DO WITH COMMANDING FACTION TROOPS!!!!!!!


FACTION TROOPS ARE NOT CREATURES!!!!!!!!!


DO YOU UNDERSTAND THIS CONCEPT?????????


There are already too many creatures being used in this game. There should be MORE faction troops being used and less creatures, NOT the other way around. I also wonder if the Devs even WATCHED any of the Star Wars movies.


The point I am trying to reiterate is that the number of faction troops should have NOTHING to do with being a CH. That idea is just INSANE. Faction rank should serve SOME purpose. The number of faction troops should depend on the faction rank.


This idea of having to be a CH to control more than one of ANYTHING is simply absurd. This is the worst change in this patch and it MUST be addressed.


Now, I didn't read all 28 pages of this thread, but I had to make sure that I stated my thoughts on this issue.


(my last post was better, but I'm not going to try to rewrite that one again)




Cardo Dycen
- Just when I started getting uset to the CU, they dropped another overhaul on us.

(Insert witty remark here)
StromSunrider
Thu Dec 11, 2003 7:23 pm
#644

Said by TH


"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."



Whatever! Here is what I have to say... My guild, BBR on Scylla has to a man/woman converted to Rebel, except me. You call this balance? I don't want to be Imperial because of perks, I like the thought of playing on the side of the Empire. Am I bitter? **edit**ing right I'm bitter! Get your heads out of your asses, put the Nerf bat away and let us play the game. Christ!


What is the current ratio of Imperials to Rebels? I hope to god you **edit** are reading these posts, because it is a harbinger of thing to come. What will you do when there are no Imperials? Probably make lots more NPC Imperials then rename the game SWG Rebel Alliance.


Not that you care, but you are about a hairs width from losing another player, and another 16.00 a month.


/endrant

Crixian
Thu Dec 11, 2003 10:06 pm
#645

I might as well start of the post with the fact that I play an Imperial, with that being said it wont surprise most to say that I don't agree with the changes. But in my defense I don't have an AT-ST, yet, I just don't see the point in the grind out. I do however have 3 Storm Commandos that I use often enough to the point where the change would hurt, mainly because my combat class is Rifleman.... that's it. Honestly I think the "one pet" fix would hurt the Rebs just as bad if not worse, mainly because their pets are weaker. But that's the way it's supposed to be, we've all heard why, and the thing that is funny is when I got the AT-ST I didn't plan on griefing with it, of course if I saw something present itself how could I resist? But I can't see why people enjoy causing so much frustration running through towns with them before the "commando fix." And I will admit in being in one of the groups that ran amuck in one of the reb towns when the AT-STs started showing up, and that's also why I wasn't surprised that the Devs intimidated those Imps from so willingly bringing them out. I honestly have no prob with Commandos being able to kill them, its called balancing, realistic or not! Now as for the fact that for one only AT-STs are the only thing being changed for combat purposes seems like a really bad idea... I totally disagree with the fact that if that is my only "pet" out and I start getting mauled by a plains hunter that all it will do is sit there. And since it won't attack non-faction things mean that the non-faction things wont attack them?? I guess what I'm trying to say is things AT-ST and pet wise actually seemed balanced in a sense, at least better than things were. Imps aren't griefing nearly as much and commandos get to do a lot more of it now. And the best thing is, BOTH SIDES HAVE THEM!!



Awww I bent my Wookie....
-Ralph Wiggum
Eimi
Thu Dec 11, 2003 10:29 pm
#646





CREATURE HANDLERS HAVE NOTHING TO DO WITH COMMANDING FACTION TROOPS!!!!!!!


FACTION TROOPS ARE NOT CREATURES!!!!!!!!!


DO YOU UNDERSTAND THIS CONCEPT?????????


-BarlokKincaid





/agree , great point!!!!!! Preach on my brother.


Quit whinning rebel scum.


Eimi Togi


Master Bounty Hunter/Carbineer


Starsider





Seijuro Hiko/Bria
Eimi Togi/Starsider
Baitr
Thu Dec 11, 2003 10:47 pm
#647

Squad Leaders should be the class that is allowed to have multiple faction pets and the amount of pets should be limited by faction rank.


CH should loss a pet slot when taking a faction pet.


The flame dot issue is pretty silly, there should be no DOT for it when hitting a closed vehicle.

AemTrooper
Thu Dec 11, 2003 11:08 pm
#648

I really cannot understand how you people (DEVS, correspondants) approach these VERY important matters. It seems as if you change things, yes, however NOTHING is solved. here are the problems: 1)at-st cannot be healed 2)at-st takes flame DOT when metal should NOT catch on fire.. 3)at-st cost WAY too much. Now lets see what was done about this... 1) still cant be healed 2)OK you want commando to be a threat to the at-st, so make the flamed AP1 along with the Acid rifle which will improve damage but stop teh complete idiocracy of having it burn over time 3) yea thunderheart u *shudder* when u see it come into battle against u...but how about us imps seeing the *shudder* commandos who kill it in a couple hits and lose NINE THOUSAND FACTION POINTS...yea whos shuddering now, the person who dies and suffers 1% decay or the person who lost NINE THOUSAND faction points...thikn about it.
Dyseman
Fri Dec 12, 2003 1:52 am
#649

Let's look back to why we wanted to be Imperials... Oh yeah, AT-ST's as back up.


Well, Rebels out number us, Rebels Got the Special Act I thing and will probably get the II and Final Act goodies as well.


I really don't know what's keeping me from Neutral or going to Rebel and taking the Guild with me. FP's are FP's except saving up for an AT-ST or a Trooper or 2. Now? Not even worth that.


Fun Factor... about to Plummet.




----Just me----
noodles_the_magic_lampsha
Fri Dec 12, 2003 3:49 am
#650

well imho, some changes are good, some are bad. i think that a machince should certainly not get dotted or poisoned. thats kinda wierd. in regards to the reduction of pets a non creature handler can have out,it is already limited to one. faction pets should be held in a differnt catagory.there is a risk of having faction pets, you have to be overtto use them, most rebles really dont use faction pets and most are a form of creaturehandler, so they run covert most of the time. witch then brings the issue of the rebles always having the first shot at any empire player.i think that the the empire player will be at a seriouse disadvantage. (unless SOE's goal is to have the servers chocked full of rebs killing npc empire mobs.)we are out numbered almost 6 to 1.if you want a balanced game, we have to be able to fight evenly. this is not the case, way to many rebs. the only other way is to allow us to have command of better gear, I.E. ATST's . at this point in time i have 2 atst's and i fear that a few commandos will take em out if they have a chance. i find it strange that i have to be the one in fear, if we even try to follow the timeline of starwars, the empire is in control at this point in time, not the rebellion. rebles should have to be the ones on the run. also, if you bind the atst to faction only, it will bereally stupid for me to get aggroed by a mob and die right next to my trusty atst, whats the point in having it? atst's should not be bound to faction only. i had to work long and hard to get my atst, 9000+ faction points dont come easy. one more point, creaturs can still be used after they have been killed, any faction pet once killed will be gone forever. just my 2 credits worth.





"Evil will always triumph over good, because good is dumb", Dark Helmet
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