Development Cycle Archive

Thread: AT-ST changes on Test Center

Skraal
Tue Dec 16, 2003 5:20 am
#703

I'm a Rebal so HA!!! but beyond that the truth is AT-ST's are armored vehicles and because of that they should be tough and deadly so reducing armor value is stupid. That isn't what we need in this area to bring balance to the game what we need is for the Rebs to have access to AFV's of our own.


If we had the option to buy tanks then I would have no problem with the nerfing of the commando profession either.


Oh and one more thing... commando weopons are insainly powerful I have freinds that solo krayt dragons but you nerf the FWG5? OOoooo better watch out he has an FWG5... huh? do you guys ever actually play this game anyway?


DrSyphilis
Tue Dec 16, 2003 5:31 am
#704

Well, whatever changes they make, they need to make them PERMANENT. Either that, or they need to have a trade in program for when they make dumb changes.



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Skraal
Tue Dec 16, 2003 5:45 am
#705

Oh one last thing;


1. Commandos are basically used as combat engineeers in this game.


2. Yes you can destroy armor with a flame thrower, Fuel explodes.


3. Why is it that the Dev's are so against rebal armor. Armor is an essential part of modern warfair.


4. The AT-ST should'nt be a pet at all. It should be a vehicle that you drive like you would a speeder. And it should be a vehicle you can try and capture.


5. Even the lowest grunt carries anti tank weopons examples ; LAW. RPG and the good old Bazooka, these should be availible to everyone.


6. ARTILLERY!!!!! what ever happend to good old Arty? we dont even have that in the game! Artillery is the King of battle and you didn't even include it... nerds on computers never understand warfare like a grunt on the field. Talk to some soldiers so you know what to do.


7. Last but not least what about Air support? funny how we have all these starships flying around but cant get any air support... glad you guys arent running our military


ok thats like seven things


Skraal
Tue Dec 16, 2003 5:49 am
#706

Ok I lied one more thing... Stormtrooper should be a profession that leads to darktrooper then imperial guard.


And imperial guards might even have some minor force powers.


Leftik
Tue Dec 16, 2003 5:58 am
#707

Just thought I'd put my two cents into the sea of rants.


1) Factioned pets should have nothing to do with CH. If anything make their availability relative to rank. i.e. Higher the rank the better, and more pets you can use. Instead of restricting the number of pets, restrict the difficulty of pets (for both CH's and Factioned).


2) CH's are practically worthless. Either fix CH instead of nerfing other professions to balance, or eliminate CH, and encorporate it into the ranger profession.


3) Flame DOT, are you kidding me?


4) Consider allowing squad leaders to control more factioned pets (maybe a squad of em),and/or make them able to give orders to non player controlled NPC's (For defending bases etc.) This would make the squad leader profession not only useful, but really fun.


5) Eliminate AT-ST's as pets, and re-incorporate them as vehicles used by a new pilot profession.


6) Make me supreme ruler and master of SWG

Seventhfret
Tue Dec 16, 2003 6:14 am
#708

Who do you have playing on Test Center? Why do the dev's not listen to the player majority? How am I supposed to go after anything stronger than a krettle without pets?



"I fell in love with the girl wearing nothing but a smile and a towel in the picture on the billboard in the field near the big ol' highway"
RedNalroni
Tue Dec 16, 2003 6:25 am
#709

Going through many of the posts I can see many people's arguments. Some of the main ideas that people have put through seem reasonable.


Leftik like many others that I agree with state that Factioned pets should have nothing to do with CH. I totally agree. However I can see the point of Creature Handlers walking around with AT-ST's.


Squad leaders do seem poor and, yes, thats seems a great idea to put some of the control of the faction pets to this profession. Possibly allowing higher tier Squad leaders to control MORE faction pets. But a balance must be met as with CH and that CH/SL dont have a silly amount of pets. However thats more to do with profession balance of Squad leaders than the Current AT ST problem.


Eliminate AT ST's as pets and make them as player driven vehicles?! Excellent idea and think it very suitable. But in this case they must be balanced and not be nurfed. For it is the damage of the AT ST that will replace the players own damage. (Not bad if its a Master Creature handler with no combat skills in the AT ST) So in this case attribute its weapons to hit as Heavy weapons or ranged support. All really complicated I guess that only one solution would be to have an entire profession for pilot.



Assign ownership if AT ST's to imperial Rank. Not a bad idea. But like any armed force even the lowliest of troops can pilot an AT ST but its must be an officer to command one.


Original ideas set down by Thunderheart all seem reasonable however I do think that their effectiveness in PVP should be increased to compensate for the lack of PVE. In my opinion they Should be as effective in PVP as they are in PVE now, and as effective in PVE as they are in PVP now.


Lots of people say Commando's can take em out with two hits blah blah. Erm...The requirments for the Commando profession are one of the most expensive next to Bounty Hunter, and Bounty Hunters get mission terminals and a pet. Commando's are designed to take down heavy artillary, thats what theyre designed to do. Its like saying a can opener shouldnt be able to open a can LOL. However there should be a challenge added to this. I mean look at the Rebel Commando Orrimaarko, probably the best commando the rebel alliance had to offer who took down an AT AT with conventional weaponry...Currently in SWG thats like "So what? Anyone can" Come on make it an achievement atleast.


Another argued point is Fire damage...


Well I kind of think Flamethrowers as more of superheated plasma that melts through metal, mangles machinery. You think SWG flamethrowers are alike to the flamethrower you can by at your local DIY store? Come on get real. It was not said they take FULL dmage from them. They should have resists true, but not 100% unless they decide to give Flamethrowers Armor Piercing. Yeah AT ST's are IMMUNE to poison and disease..ofcourse theyre a machine!! Geesh. Immune to fire? Come on get real how do you forge metal? With HEAT.


My two cents

mkummer
Tue Dec 16, 2003 6:25 am
#710

After all i don't understand why the developers try to do balancing with decreasing the strengh of some professions and items. This is frustrating everyone, and i am sure it will have a few people quit their subscription. Balancing the game by adding new contend (weopons, pets, faction petc...) and by making some professions stronger would be better for everyone and more fun.

to the problem with the ATST: if they are to strong, why not double or even multiply with 10 the faction points you need for it?





Sybee
ockeew
Tue Dec 16, 2003 8:21 am
#711

the current prepatch problem with atst is that the rebels whine cause some imps use them for killing bigger mobs. well fine.. but last time I checked Imperials were outnumbered 3 to 1. so who the hell cares. Second of all, they die fast. all 3 of mine where dead within 30 seconds. so... the piont is... they weren't all powerful, all mighty, all dominating... or any thing. in fact after that, I realized that they suck. Ask any rebel commando who kills them, they are **edit** easy. Burn it... then toast it... and badda bing badda boom, its dead... but what the hell do i know.... I guess I'm not the palyer majority, nor the ones the devs listne to... but hey whatever.. I guess this just means we all have to hunt in groups now... which would be fine if I could find some competent people around here.



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DarkManifest
Tue Dec 16, 2003 8:37 am
#712

From my point of view, AT-STs are one of the few things keeping the game somewhat resembling the movies. In the movies, the Empire had a much larger force than the rebellion. That is not true in game, due to the current ratio of rebels to imperials. Weakening one of the few motivating factors for being imperials will just result in less imperials. I had an AT-ST, but it got messed up in one of the patches and deleted from my datapad. The darn thing took me a while to get and since it was deleted, I just decided that I was strong enough without it. It was not a necessity. Now I run around with pets, just because they help me earn money fast. My pets are strong enough to take on Krayts, so I don't feel the need for an AT-ST, but many people do. I am all for keeping the game more geared towards the movies, but stripping the Empire of all of it's powers will not assist in that.


Maybe once they completely nerf the AT-STs, they will finally allow Colonels to wear imperial command hats... I have just been carrying around the worthless hat that no one has the ability to wear. But at least it was motivation to become Colonel.




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-Wolfspirit-
Tue Dec 16, 2003 8:38 am
#713

Ok fisrt of all I wish to aplaud the Devs for trying to fix and balance this issue.

AND IT IS A MAJOR ONE.

Imperials are complaining that thier precious ATST's arent going to be of any use to them any more GOOD! I am tired of them they should have never been allowed as a player "pet" in the first place!

why you ask?

well heres why :
6 players killing a Krayt Dragon and doing a decent job of it no commando's in the group and the dragon is half dead not a bad job for most of them getting incapped and their pets losing 2 or 3 points of vitality

Then along comes a solo Overt imperial with 2 ATST's jumps in the fight kills the dragon and takes the loot and the rest of the dragons and thier loot too!

Is this fair? If you ask the imperials they will say yes
ask a reb or a neutral HELL NO!

As if that isnt enough! Im tired of each and every Imperial with an ATST bragging about how that they made 1 MILLION Credits in 3 hours running missions. Whens the last time a Rebel even saw a million credits from running missions from a terminal?

This in effect balances the game as far as PvM and is a good thing a very good thing.

Now as to PvP:
ATST's even with the new changes still give a very unfair advantage to Imperials I have sat in Theed hauking my wares either on my doctor or my architect and watched many a battle take place :

Rebels even with a commando are still at a serious disadvantage although i have seen them win the fight as long as an ATST is not present! toss a AT in there and its all over yes they may lose the AT in the process the Imperials still have a very unfair advantage. Rebels have nothing to counter this threat at all!

But OH wait rebels have Commandos well hate to break it to you people so do Imperials.

And Now the Imps will say But the Rebels have Master CH's again I say SO DO IMPERIALS! I have seen it many a time 3 Rebel Rancors vs. 1 ATST , who wins? The AT hands down each and every time!

So all you Imps out there be thankful that the Devs arent listening to the rebs and taking ATST's away from you completely! Which they should do.
Vladimierharkonon
Tue Dec 16, 2003 8:39 am
#714

I disagree with this change....



I think you should be able to "command" more of the imperial forces with the more rank you have.



A Col. should be able to have 3 at-sts out as his personal protection against any think in the enviornment.


A SGT. should be able to have 2 storm troopers out as well.


If the faction pets are part of the creature tree then make the with all the same"stats" of the creatures but not with creature handler points it should be with IMP ranks.

Jibbrish
Tue Dec 16, 2003 11:33 am
#715

One thing I keep reading over and over and it was the first thing I thought when I heard the ridiculous idea that multiple faction support troops can only be pulled out by CH:


TIE FACTION TROOPS TO FACTION RANK!!!!!


What are you people thinking?!? The CH is already an uber force with Grauls and Rancors now you hand them the keys to the GCW? How is that "ramping things up"?


There was a post early on that suggested a point system, where you have points based on rank that allow you to have certain troops out. Example: a corporal has 5 points, faction creatures use from 5 to 20 depending on strength. A corporal can only have 1 of the weakest troops, a general with 20 points say can have 4 weak 5 point troops or 2 medium strength 10 point troop or 1 of the maximum strength troops. That makes the ranking important in a real way and will really add impetus to the GCW.





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