Development Cycle Archive
Thread: AT-AT Test
Was not there for the test, but another vote for spawning stormtroopers when downed is here!
Perhaps a RANDOM chance...tough ones too...not these complacent Bestine guys...
It seemed tough enough; I'm no programmer, so I don't know the feasibility, but it would be nice if it had slow turning and arcs of fire. Perhaps with the mentioned AOE attack (representing a hail of fire). The also mentioned stomp attack would also be a good idea. I think it's acceptable for live but refinement would make it better.
Cadau/Cadafic/Cadadal TC
Looked great, I think increasing the HAM on it a little more and having it spawn with a few AT-ST's would help alot. Also I would suggest giving it a AOE dmg effect. These little changes here would make it a nice opponent to go against with a full group. As much as I and everyone else want some changes in the GCW I would say to hold out till its more in line. Making it to easy and your just gonna get people complaining that we've been waiting so long and its a joke. I'd rather hold out for a finished product or close enough to it that its challenging and more enjoyable.
Thanks!
It dies too easy against commando.
Remove flame dot from AT-AT and AT-ST
*To an earlier post*
Nightsisters DO have heavy armour, don't suppose you've fought an Nightspider Eldar then, 10 man Imperial group with a few pets and all combat skills and still took ages to kill her, and used countless rez kits.
380k HAM, heavy armour, 80-100 resist all, and throwing force moves like there was no tomorrow, so AT-AT's should have more HAM in comparision.
one of the big problems i have with SWG is a little thing to do with the context of animations when fighting. although i can perfectly understand the technical problem of combining fluid realist animations to the targetting AI, it really dissapoints me when i see animations that are no more than symbols for the action the AI is doing. To hear that the ATAT just warps about when turning round because the programmers want it facing the direction it is firing is dissapointing and lessens the immersion. What you want to see is if the ATAT wants to fire in a direction is manuvours its body to get its head, which only have a limited FOV, into range. I would prefer a slower more realistic turning and targetting, but once you do get hit, its a AoE and big damage. so it is possible to some extent to kite behind it, but if you don't want this there should be another solution to it (guarding support behind for example that constantly respawn in waves). The quick fix is to allow the ATAT to swivle instantly, a better solution which you should strive for is to make it look consistant with what it is.
You see this problem with ATST's too although they are smaller so its not such a big deal. You also see this i've noticed most obviously with Force Lightining AoE from nightsisters, which justtrack a beam from the end of their hands whilst the keep there hand stationary in front of them. Their hand should move with the arc, as the ATAT's head should move as it fires.
Super Job !!!!
But the moves can be little more like a real one
But Great Job ![]()
Vashner wrote:
Nightsisters don't have Heavy armor. It makes a big different in the damage rate. Also Nightsisters are some Bad arse NPC's.
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um, yes they do..go check out a nightsister elder...350k ham, heavy armour, 100 resists to all but blast and kinetic, cold...seen 35% and 45%...so yes, a **edit** AT-ST should have 800k ham...95% resists and heavy armour...the 10 against blast is pathetic...if a snowspeeders blasters couldnt penetrate its armour...then some bh with a laser carbine shouldnt be able to touch it....ditto with a commando with a flamer...since when does metal burn? Sure, if you had some magnesium...otherwise its like splashing petrol on a steel block...pfft...make it tougher
To answer a few questions:
No the sound was not right.
No, no crushing dmg when standing near or under it.
By best Screenshot.
http://www.britlore.co.uk/sshots/upload/6_63_screenShot0082_1074051628.jpg