Development Cycle Archive

Thread: AT-ST changes on Test Center

CardinalTRE
Tue Dec 02, 2003 6:20 am
#66

I understand only one AT-ST at a time, but I find it hard to believe that only a CH would know how to control 3 Stormtroopers at the same time.



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ImperialSlug
Tue Dec 02, 2003 6:22 am
#67

Please, remove the burns or add 100K more HPs. I didn't believe the damage of a burn a commando could do to an AT-ST until I saw it for myself. The AT-ST was down in 30 seconds. How can this be the burn didn't wear off, the AT-ST ran out of HPs. This is very wrong, why can a stack of burns take an AT-ST out in 30 seconds? is this right?


I'll never take my At-Sts out just because of this rumor, and today I saw it. Never will any of my At-Sts come out for PvP how can a DEV even think an At-St is a PvP solution/tool? How how CH do we have to be to call an additionalAt-St anyway? the diffuculity is 99 on those things is this lowered too?

RockHopper11
Tue Dec 02, 2003 6:24 am
#68

TH,


Many good changes. I agree with all of them except for one glaring problem that hasn't been resolved. The ATST must be able to be healed, preferably out of combat by an engineer or something like that. It is a machine. Pets can be healed, players can be healed, armor and weapons repaired, etc... It just makes no sense.


I say this as a person who plays 2 accounts. One a Rebel ex master commando who knows the power of the flame dot and has taken out a good share of ATST's, and one an Imperial ATST owner. Without the abilty to heal an ATST, the only thing you have accomplished with these great changes is to make the ATST extinct. There is no way in hell with the current changes that any Imperial in their right mind would use the ATST in pvp. You'd basically get in one good battle for a loss of 9450 faction points. The only thing I can see it being used for in the future now is for Imperials doing faction missions in remote safe spots.


This is Star Wars. You have the opportunity for one of the greatest games ever. ATST's must play a large role in this game. You've made some incredible changes, that make sense and balance the game. Don't make the ATST extinct. It just won't be Star Wars without them.


My 2 suggestions for fixing this problem are 1) Make the ATST healable outside of combat by a specialized profession so that there is a cost to using them in battle, or 2) Lower the faction point costs of attaining one so players are encouraged to use them in battle and do not have to risk a months worth of game time attaining one for only a single pvp battle to lose them.


Just my 2 cents. As a Rebel/Imperial player trying to explore every facet of the game, it would be a shame to see the ATST become extinct.





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BetaZoob
Tue Dec 02, 2003 6:24 am
#69

Now, with all this being said, there are people that are going to love the changes and some that hate the changes. Currently, AT-ST’s are on Test Center, so if AT-ST usage is very important to you, then I would encourage you to log onto Test Center, get some faction points and pick up an AT-ST or see some Imperial Allies and play with them. See what you like, see what you don’t like and get involved. Go check ’em out and then post your feedback here and pass it along to our Galactic Civil War Player Correspondent, JEST3R.


Thunderheart, in all sincerity - get real - nobody who pays for this game wants to dedicate their time and money to log into TC to betatest your ATST changes. It takes quite a bit of commitment and time to log in, become imperial, and get faction points for an ATST - at least a week if you're powering it. With your changes coming soon - it's extremely impractical to expect anyone to provide decent QA with that situation.


It's apparent, as a company, you want your clientele (us) to do QC testing for you on the TC machine. Your company needs to provide us with easier measures to do so. This requires player copy to the TC (at the minimum) and a normal regression test in a situation like this would actually be to have an ATST terminal, or some easy one-step thing where people can become insta-imperial with a pet - to truly test this out.


TC isn't another player server - it's a QA server. You need to really think on giving us instant access to the things in question at TC, if you really want your paying customers to QC your work for you.


Otherwise, do it up like every other company has to. Have a QA/QC team, and regression test it entirely before releasing it.





--------------------------------------
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Master Architect, Wanderhome
TrivanDK
Tue Dec 02, 2003 6:26 am
#70

So change from 18k HAM to 55K HAM


Change from Heavy armor to ?? all the way down to Light ? - or will they keep it on Medium armor ? - anybody knows ?



I am ok with not beeing able to use my AT-ST in PvE - as long as I can use it for FP-missions - but agree that not beeing able to heal the wounds or damange do that I dont use it for PvP - the risk of lossing my 9.5k FP is just to high.



Trivan


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Daidoji
Tue Dec 02, 2003 6:32 am
#71

Why don't you just make the AT-ST have conditionthe same aspets?


And I'm speaking as a rebel here...


Even as a commando I felt pretty guilty about setting someone's AT-ST on fire, because I know they spent hoursearning it


All I ever killed was PVE at-sts , but there I waswas spending15-20 secondsmeltingthem into a junkpile witha flame burst and finishing it off with a sliced rocket launcher.I was pretty miffed just losing my 3senior troopers. And those are only 400fp each.




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Kowo
Tue Dec 02, 2003 6:32 am
#72

Didn't the damage range on the AT-ST get some changes aswell? (as in lowered)




____________
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Drachan
Tue Dec 02, 2003 6:35 am
#73

I have no clue what is good or bad in PVE and PVP with an AT-ST since I never had one and never fought one, but wouldn't it make more sense when it had high armor (hey, it's made of metal, not of leather on a metal construct) and low hitpoints (as soon as you go through the armor you hit some electronics or hydraulics and the thing is toast)?




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Dengor
Tue Dec 02, 2003 6:41 am
#74

This is madness!


The Amount of faction Pets should be in regards of your rank! Nothing to do with Creature Handler. i.e. the higher the rank the more faction pets you can conatrol.


It seem that Troopers and AT-ST's are falling into the same class as Creatures. If we are trying to be realistic these changes dont make sense! A managing Director in charge of 300 personnel could not go out and train a tiger!!!!!!!!!


As for the fact that the AT-ST's and the Troopers should be out fighting the WAR. To have your pets out means you are overt i.e. you are in action and ready to fight any rebel for the good of the imperial, that describes been at war to me........ If a creature attacks you after the changes your faction pets are going to sit around and watch there commander get killed. Where as any trooper should fight to the death for there commander no matter what the target is.


I personaly do not use the AT-ST's just the troopers and i am not one bit happy about this.


This just seems like mad logic driven against a all ready out numbered Imperial Force...........







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teamdoa
Tue Dec 02, 2003 6:42 am
#75

Seems like a pointless change to me....doesnt really improve anything for anyone apart from the Rebels, and considering the imps are out-numbered....yeah nice one....doh.


This is what you should have done.


1. Make ATST's only availble for High ranking Overt members of the Imperial Army.


2. Make them cost even more FP.


3. Only make them useable against Rebel Targets.


4. Dont have them as pets....have them so you actually "drive them" when, attacked, you take the damage as well.





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teamdoa
Tue Dec 02, 2003 6:44 am
#76

After all its a vehicle not a creature.



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Shorty2Dope
Tue Dec 02, 2003 6:51 am
#77

I read the first page, was enough for me, to much whining about DOT.


A commando is a COMMANDO they use heavy weapons and should be able to take out an AT-ST with much ease. You guys want them to be gods. Hell if anything a commando BETTER be the only class that could solo an AT-ST with no problem, I wouldn't expect to see a TKA punching the hunk of metal or a pistoleer to take it out. Get serious here this is the role for a commando. Taking out the big stuff. (and since the only decent weapon for a commando is FT, thats what they all use, until the class can be fixed some day)




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DDogwood
Tue Dec 02, 2003 6:56 am
#78

Personally I like the changes - only high-ranking faction players should be able to control multiple faction pets anyhow, and the AT-STs are annoying anyways (and yes, I am an Imperial). Gaining 10k faction points is a bit of a grind, but it's nothing compared to mastering an elite profession, and I think it's really stupid for an Artisan who has run tons of Deliver missions for the Empire to be able to out-pet a Master Creature Handler.


It occurs to me that adding extra faction pets and faction pet abilities might be a great thing for the Squad Leader profession, though... between faction rank and Squad Leader, it would be really cool to be able to control a bunch of Stormtroopers. Since they will only be usable in PvP, it might even be reasonable to allow a MSL to control more levels of faction pets than an MCH can control in creature pets. Just a thought.

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