Development Cycle Archive

Thread: AT-AT Test

EveryNameIsTaken
Wed Jan 14, 2004 12:24 am
#66

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...





For Emperor and Empire!
thegodofchuck
Wed Jan 14, 2004 12:26 am
#67

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

Pistoller
Wed Jan 14, 2004 12:28 am
#68

ANY SCREENSHOTS FOR THOSE OF US THAT MISSED IT?????

Ravenx
Wed Jan 14, 2004 12:30 am
#69

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!

DionSlager
Wed Jan 14, 2004 12:39 am
#70

It dies too easy against commando.



Remove flame dot from AT-AT and AT-ST

ImperialScouter
Wed Jan 14, 2004 2:43 am
#71

*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.





Captain Jaboota Retan
Special Services Commander
Crimson Order

"Nothing is Forgiven - Nothing is Forgotten"
sirkuurus26
Wed Jan 14, 2004 3:46 am
#72

In my opinion, if these will be rare, then you should really make them hard and exciting to kill. Add more HAM and area attack all the time. If they plan to be around a lot, they are good enough now i think.
Leviath0n80
Wed Jan 14, 2004 4:06 am
#73

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.

Xyvyon
Wed Jan 14, 2004 4:56 am
#74

Super Job !!!!



But the moves can be little more like a real one



But Great Job

Atteke
Wed Jan 14, 2004 5:02 am
#75

I have a question does the player (and pets, npc's etc) get crushed when they walk under it or do we just walk through it like we do with people and Star Ships?.



Colonel Atteke Runningmoon
Alliance Crimson Pheonix Ace
Jedi Elder

Sardia
Wed Jan 14, 2004 5:13 am
#76

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.



----------------------------------------------


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




Sardia Jax
ex Master Creature Handler, ex Bounty Huner, ex Commando, ex Combat Medic, ex Rifleman
Master Doctor
Materials Gatherer
WarNerve5776
Wed Jan 14, 2004 5:21 am
#77

I didn't actually see it myself but from what I've heard it turned around rediculously fast. Maybe you could have it turn to aquire targets more slowly(making it a little more vulnerable)but increase it's HAM.



Baiyne
Batlet
Wed Jan 14, 2004 5:26 am
#78

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


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