Development Cycle Archive

Thread: IT 6-5: AT-ST’s over and over and over…

AldrakSWG
Thu Jan 29, 2004 9:32 am
#66






DarkChyld01 wrote:

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.




They're mainly for use against ground forces. So yes, it's lightly armored and quick so that it can handle resistance while the AT-ATs and AT-PTs and other REAL assault units reduce the target base/city/installation to rubble. Your TKA/brawler might get a punch in on it, but then be dead immediately after.


And a bleed because they hit a hydraulic line? Are you serious? What combat vehicle do you know of that has hoses where they can be shot at?


In the end, yea, it's a game, but the equipment should reflect the Star Wars universe and not be some pansy version of what we should see. The only thing that should affect it is Blast damage. Everyone can buy grenades and throw them at armored units, so everyone could still mount an offense against it and not just commandos. At least then it would make sense and actually make grenades useful. The heavy weapons guys can light it up with rocket launchers and take it out fairly quickly, or everyone else has a tougher time lobbing grenades at it.





Issogi'ka Itydo

~Original Attention W**** Extraordinaire~
Jimbo and Asa's Egotistical Snobby Bish

...and occassionally Asaekai

BadKarma777
Thu Jan 29, 2004 9:38 am
#67






DarkChyld01 wrote:

Whats the point of playing a game where its soo one sided?






Exactly the point.


I play a rebel on one server and an Imp on the other... let me tell you - being Imperial sucks raw eggs.


I keep on playing and building up in hopes that the inequities will be addressed, but that may be misplaced optimism.


Rebels simply outnumber Imperials by outlandish numbers. They rule the Galaxy, openly and brazenly with very little to fear. Even making the ATST nearly invulnerable would not stop this, because the owner is always goign to be a vulnerability (i.e. DB him).


Now Imperial players can't even field more than one NPC trooper who's about as worthless as a sling shot on top of it all. There is no balance here - none.


So what IS the point of playing a game that's so one sided?


You tell me.





**I have come here to chew bubblegum and kick @ss... and I'm all outta bubblegum.**

Rhooon
Thu Jan 29, 2004 9:38 am
#68




I'm going to skip over reading most of the posts to throw in my $0.02 credits worth here. As a Die-Hard Rebel player and one how organizes raids on Imperial Bases weekly I find the AT-STs a laughable Joke. When an AT-ST is out, the PCs should be screaming for a few Commandos to come out. I saw a bleed on a AT-ST and my first reaction was to laugh my ass off. I'm more concerned about 10 Stormies than I am about an AT-ST. I can see a walker burning, but not on the scale to which they currently do, the bleeding I can choke on if its a hydrolic line which is blown, although you'd have to pierce the 3 inches of armor first in order to hit an internal component (perhaps bleeds only work after 1/2 to 3/4 of the armor is gone initially?)



As for the new additions to the Imperial Crackdown, is it a crackdown on their own people or a crackdown on Rebels? I have to tell you I'm not all that concerned about this, I was looking forward to it, but the amount of times I run into an Imperial Controlled City is about once a week and I rarely see a Trooper anywhere near by. My hopes are that I must be captured (killed, DB'd or Incapped) in order to be considered for having my stuff taken away from me, but If I can run away I shouldn't be hit with anything other than a TEF. Have Imperials start invading Cities, also with this Perma-Death thing going out the window (I like the idea of loosing XP instead of your whole character, the XP lost should be the entire class you're in if you're above 2 2 2 2 , or you should loose all the XP of the previous class as well. PAdawan 2 2 2 1 would drop to Novice Initiate, PAdawan 2 2 2 2 would drop to Padawan 0 0 0 0). Make the XP loss harsh, but not completely outrageous. Also, it should be time for Darth Vader to come out of Quest mode and start kicking some serious butt. A jedi using his powers would send tremors in the Force which are detectable by the Emperor and his enforcers. Lets see some Serious Imperial Dark Jedi come out of the wood work taking on high level Jedi, I realize this is what BH'rs are for more or less, but serious a BH wont stand a chance when the revamps to the Jedi class are made if they're done correctly.



Lets see some challenge put into the game, although I realize the game must be made for the LCD (Lowest Common Denominator) which is the casual gamer, but there should be ways for the Power gamers to enjoy themselves immensely as well without taking too much extra work. A Jedi Master has no rival other than Dark Jedi Masters or the Dark Lord of the Sith, Vader himself...



Personally I wouldn't mind being killed by Vader, I'd feel honoured he took time out of his busy quest mode schedule to wipe the floor with me





Wece
The Old Republic Loyalists (TORL)
Tantive, Corellia
Rebel Master Sergent
Lowca Server
Event Coordinator
Squad Leader / Commando / Holo Grinder
Fishtank
Thu Jan 29, 2004 9:45 am
#69

I know this is a at-st duping thread, but has any thought gone into make the at-st a massive imperial quest item? Make it fairly uber again, but make it very difficult to attain, I don't mean 100 000 faction points, but make it a long difficult quest. Or make so only masters of a profession how have achieved top rank in the imperial army can use it. Or make a quest and the prerequisites I mentioned part of the way to earning it. I think the rebels should fear the at-st, but I don't think they should have to fear them in great numbers in every fight... I wouldn't mind putting in the hard work, as long as the reward was worth it. Also don't make it so we have to re-do the quest to get a new one if ours gets blown up. Make it a hefty faction point cost to have repairs done to it, full repair could cost the 10 000 faction points it costs now to purchase one. I guess it just means that there would be less on the server but they were be more powerfull. Lower level players can still have dark troopers etc follow them around.
DrSyphilis
Thu Jan 29, 2004 11:53 am
#70






richor wrote:

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?




I've seen it done over and over with only two people....and have heard but not actually seen it done with one....unless you count commandos flaming it and running away or hiding behind buildings.




||Retired by NGE ||ggggggggggggggggggggggggggg

Morph1ne
Thu Jan 29, 2004 8:44 pm
#71

I'm a rebel and I too think that should be the way its repaired.


u could leave it out before u use the shuttleport LOL





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.





kubakabra
Thu Jan 29, 2004 9:21 pm
#72

Give me a break. All I hear are people complaining that their ATSTs go down in no time to commandos and TKAs. Quick, someone tell me how many rifleman it would take to take one down? and how much spice and food they would have to use to do it. I'm a master rifleman, and my guess even 10 master riflemen would be no match for an ATST. Even with a T-21, the anti-vehicular heavy armor piercing sniper rifle. You people are complaining that the classes that are MADE to take down ATSTs are taking them down. That's what a commando is designed to do. Not TKA, mind you. My opinion is that they're going to get a good nerfing soon, but commandos are designed to take down heavy weapons and armored vehicles. You won't see any small groups of pistoleers, carbineers, riflemen, pikemen, swordsmen, or fencers taking on an ATST.


As for the ATSTs not defending you against creatures that aggro you, you have no one to blame that on but yourselves. Had the ATST users not camped the Krayt Graveyard 24/7 no one would have taken any notice of ATSTs being used in missions and to kill non-faction targets. Don't blame anyone but yourselves for that. Also, ATSTs have medium armor, 55k ham (as much as a Canyon Krayt), and very high resists except to blast. They have excellent accuracy and hard to get away from when attacking. Yes, they should be able to attack TEFed targets. That is a problem that needs to be fixed, but I'll be damned if I'll have you tell me that they're worthless. What you're asking for is a near invincible tank.


I think you ask too much, as the ATST can be very effective if used effectively. Just don't send it in against commandos. It's the same reason I don't duel teras kasi. As a rifleman, I know that that's just a stupid idea. Sending an ATST against a commando is a stupid idea.


Here's my final statement for you to chew on. Stop your bitching.



Oh, Stranger! Go tell the Spartans we have done our duty.
-Spartan Monument at Thermopylae
Halfblood
Thu Jan 29, 2004 10:56 pm
#73






kubakabra wrote:

Give me a break. All I hear are people complaining that their ATSTs go down in no time to commandos and TKAs. Quick, someone tell me how many rifleman it would take to take one down? and how much spice and food they would have to use to do it. I'm a master rifleman, and my guess even 10 master riflemen would be no match for an ATST. Even with a T-21, the anti-vehicular heavy armor piercing sniper rifle. You people are complaining that the classes that are MADE to take down ATSTs are taking them down. That's what a commando is designed to do. Not TKA, mind you. My opinion is that they're going to get a good nerfing soon, but commandos are designed to take down heavy weapons and armored vehicles. You won't see any small groups of pistoleers, carbineers, riflemen, pikemen, swordsmen, or fencers taking on an ATST.


I beg to differ, currently even a rifleman can kill an AT-ST is he has a GTEF, the at-st wont fire back at you. And one person solo should in no way be able to take it down not even a commando.


As for the ATSTs not defending you against creatures that aggro you, you have no one to blame that on but yourselves. Had the ATST users not camped the Krayt Graveyard 24/7 no one would have taken any notice of ATSTs being used in missions and to kill non-faction targets. Don't blame anyone but yourselves for that. Also, ATSTs have medium armor, 55k ham (as much as a Canyon Krayt), and very high resists except to blast. They have excellent accuracy and hard to get away from when attacking. Yes, they should be able to attack TEFed targets. That is a problem that needs to be fixed, but I'll be damned if I'll have you tell me that they're worthless. What you're asking for is a near invincible tank.


So because some people used the at-st for advantage, they go an nerf it totally out of PvE and then they make ever creature harder to kill. The limit of one was a good move. But we all know that one at-st against a Krayts dragon or a FSNPC would die. I myself took my at-st after the patch to the FS caves. My only at-st was getting rocked by those npc. I had to pull out because if i would have stood it would have died.



I think you ask too much, as the ATST can be very effective if used effectively. Just don't send it in against commandos. It's the same reason I don't duel teras kasi. As a rifleman, I know that that's just a stupid idea. Sending an ATST against a commando is a stupid idea.


There needs to be a way to motivate people to joining the Empire, the at-st use to be a reason. Now its just a waste of faction points. Yes you rebels can say we have nothing equal, but do you honestly think you should? The storyline says it all, you are suppose to be the ones outnumber the ones in hiding. Yet the current game does not suit the storyline. Which to me is sad.


Here's my final statement for you to chew on. Stop your bitching.


Come join the empire and say that. But I bet you dont have what it takes to make this move, because you will lose all the support you have being a rebel. All your crafters all those player cities. How many player cities that are imperial do you have on your server? On my server its a handful. And rebels have cities and bases everywhere. Walk around overt everywhere.


If they think that putting more Imperial pressence is going to do anything for us Imperial players then they are sadly mistaken. It will actually make some imps leave the faction to join the rebels because its more fun. Great job giving the rebels more content. Not even to mention that all jedi start as rebels. This is a complete joke, the empire is a joke.







Vorgus
Thu Jan 29, 2004 11:08 pm
#74

I hear a lot of people complaining about "realism" and how tough a AT-ST should be to kill.


http://www.punchbaby.com/media/gitfakt/clips/cool/JavelinLiveFireVsT72.mpgDownload that and play it (it streams badly). I'd also be curious just how those 3 guys managed to get a hold of that level of weaponry, since it's pretty obvious that they are "Weekend Warriors" at best, not normal Army types.


Basically, that's what a Commando would be capable of doing, if we want to talk about realism.


Vorgus



BMGundam
Thu Jan 29, 2004 11:15 pm
#75

Krayt juveniles have 55k, not Canyon Krayts. Canyon Krayts and Giant Canyon Krayts have over 350K HAM.

The original ATST with 90% resists to all was not supposed to have 90% to all, just everything except blast. So asking for that one again is just a waste of your time since it had the wrong resists to begin with. Even if it had 90% to everything except blast (instead of 70% except blast) and the 17k HAM it had before, it'd still get whooped on by a commando with flamesingle 2. And if the commando just had novice commando but was a master pistoleer, the ATST would go down in about 10 seconds. The new 55k HAM ones, in about 30-40 seconds if s/he can last that long, which isn't likely given how often they miss. Or I should say, don't miss? If it has a weakness, someone is gonna exploit it. And still make you cry about it in the end.

On a final note, those of you who are whining about the ATST being worthless are either: dumb or just don't think. Honestly, i think it's both.
Chaice
Fri Jan 30, 2004 2:12 am
#76

I see alot about repairing at/st's.... they cost about as much as turrets... can't repair those.... I think it should be a master artisan ability... repair turrets, droids and at/st's as well as vehicles.. have the reapir take certain amount of resources used to build it.. or go even more in depth and droid engineers do droids, architects do turrets and artisans do vehicles and at/st's...


Thats if you wanted a reason to have crafters involved in GCW....


LevaOripa
Fri Jan 30, 2004 3:51 am
#77

9550 faction points for something that a comando can wreak with one trip to the cloner and lose 45 faction points


maybe 2 trips for a TKM but only 1 trip for a heavy swordsman


pay a doctor to heal you and you prolly wont die at all ? atst gone player victorious .....YAY


I see a few Rebel players comming and stating they dont see player controled ATSts anymore like they used too .I get tells from old enemys asking why i dont use mine.


I dont see any rebel players using any faction pets at all


CH pets are a total joke now al i see in raids are dead pet bodies litering the landscape


All pets have been made useless Good job


Give faction pets vitality just like CH pets and they will be used again


Thunderheart you have the numbers if the rebels are outnumbered on A server allow them to call more than 1 pet if the imps are outnumbered on B server let them call more than 1 pet. Allow squad leaders to control 3 pets like a CH does he deserves it he spend the skill points to lead a squad for petes sake.


raise resistances on all trooper pets by 40% and across the board resistances to KD and dizzy of 80%


drop the price of faction pets by 75% across the board


This game was better at release than it is now


Allow armorsmiths to make their factions armor


Do something the players want for a change



1st account Leva 249 point jedi Free Alt -Leva- Rifle Goddess
I want whats best for the overall health of game...................Do you ?
Motako
Fri Jan 30, 2004 6:29 am
#78

on the uselensess of the AT ST I agree. doesn't matter if they have 55k or 550k of ham or if they do 1000 or 10000 damage per blow. the problem is they do not make effective tanks for mobs since they do not attack mobs anymoreanymore so their usefulness ends there. as for employing them in PVP they are far too valuable to be risked against players. Mobs are 'safe' targets to use them against players could be well buffed well toughened to get it destroyed. and lose 9450 faction points just to gain NOTHING in PVP (because killing in pvp gives you friggin nothing apart MAYBE 20 or 30 fp) is not worth the risk risk 9450 fp to get 20-30 fp? what am I stupid? someone can get that many fp doing an easy mission. so dupe an AT ST is simply.. pointless why somebody would do that?



- Colonel Motako Kusanagi, Master Doctor. Visit our store in IMP city on LOK at [252 1492] : crates of: powerups, tools, electronic gp modules, memory modules, control units, cdefs for slicing pratice, vehicle customization tools, fiberplast panels, droid batteries! and also shellfish harvesting tools, dor and non dot nightsister and virbo lances, rancor bile (dozens), rancor teeths, swoop bikes, clothing and armor attachments, rancor padded armor segments! over 400 items in stock!
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