Development Cycle Archive

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

Laeren
Fri Jan 30, 2004 8:47 am
#79

I lost mine becuase it wouldn't attack a faction turret, nor guard me when I was getting whacked by it. And it wouldn't counterattack when the turret started shooting IT, either.


I'm planning on re-getting the 9k+ fp to get another one...but not until they're fixed.




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IMPERIALVIPER32
Fri Jan 30, 2004 10:28 am
#80

You're a rifleman, your specialty isn't supposed to be heavy arms..


Your specialty is supposed to be exactly what it implies. Taking people out from far away.

You're in the only field that can deathblow someone from 40 meters away..


You chose your field.. you can choose to change it.


The complaints abut AT-ST are legitimate. The game is supposed to be accurate tot he movies.

The 1st 5 weeks I played this game I was neutral. I ended up going imperial because most people were going rebel. I almost went rebel because I thought I'd be the underdog. Some friends who are rebels in the game are my co-workers at a computer store. We all started playing together at the same time.


Even though some are rebels they say there is lack of content and no threat. Most walka round overt all day. If you look at the number of people playing this game.. over 400,000 and the number of people who are willing to even use their AT-St's in PvP that pull them out.. You'd have to come to the honest conclusion you dont even see AT-St's much. Most people in our guild and city have AT-St's and they hardly even pull them out there now. Most people are pulling them out just to get higher level missions they solo.


Plain and simple AT-ST's should be true to the story line. You can't expect any number of rifleman to hurt one. Rifleman are known for camoflage, taking cover, and long range attack to other players.


I wouldnt expect 50 Marines shooting M-16's at a tank to hurt it.. let alone 10-12..


.. which is what you are implying... Each field should have its own advantages..
IMPERIALVIPER32
Fri Jan 30, 2004 10:33 am
#81

Chaise,


While you do have a valid point in your post that makes sense.. its also true that AT-ST's are considered byt he DEV's to be a pet.


I can have a base and as many turrets as that base will hold without and they can all fire at one time if the person is close enough.


If pets can heal and don't even have perma death .. It would be foolish to imply the empire couldnt repair machines that they built. I mean come on.. We can repair our speeders..


DEVS at least give an option to pay and fix them or something..


your-mama
Fri Jan 30, 2004 11:29 am
#82

ok so how do i do this just so i can test it..... lol



sLsUsCsEsNsTs\IROQ\
vOfficer of Fist of the Empire, Bria /////////
"Fear.. surprise.. and initmidation, these are my allies." [User of the Unorthodox]

Nahylan
Fri Jan 30, 2004 11:41 am
#83

It's bad enough that there are more rebels on the servers than Imps, but nerfing the ATST just makes the whole precept of the game ludicrous. No one can control the will of the public to pick sides, but right now, the Rebs are the ruling faction! Remind me who the outgunned, fighting for their lives faction is?



Oh yeah, silly me, it's us Imperials!



About time the crackdown appeared too, so many places are full of Covert rebs strutting about (and why not, they can get away with it), that their might as well not be an Empire! I was in Theed a day back, watching coverts rebs just wander past a Scout Trooper. We need patrols of troopers as a covert presence everywhere but remote areas of the galaxy, Yavin4 for example. It has to be harder to be a rebel than it is right now, or there will be no point in being a law abiding Imp citizen!


kubakabra
Fri Jan 30, 2004 4:11 pm
#84

Perhaps I should clarify, and re-assert a few points. I must first apologize for the tone of my last message, as I was a little worked up at the time.


I was never complaining that I couldn't kill an ATST as a rifleman. I don't believe I should be able to. I have no desire to be a commando. I am a rifleman now, and I've always been a rifleman and will continue to be one. My point was that regular ranged professions cannot kill an ATST with any level of ease, and the profession that does kill ATSTs with ease is the commando profession, but it is designed to take them down. I will grant you the point that perhaps ATSTs should not be so vulnerable to fire DOT attacks, since the flame thrower is meant to burn flesh, not metal.


I will stand by my point that ATSTs and all faction pets should not be used in PvE. That is not what they are meant for. And yes, it is the fault of the ones who camped Krayts with ATSTs, and yes, all ATSTs and faction pets should be banned from PvE to prevent things like that. That is what creature handlers are for. If you want a pet to protect you from aggressive mobs, use your mount, buy a bio-engineered pet, or become a creature handler. Allowing faction pets to be used in PvE is giving people (especially ATST owners) creature handler abilities without forcing them to spend skill points on it. Also, the ATST was challenge level 125 last time I looked, that's more levels than any creature handler can call, and is almost as much as TWO creatures handlers can call (master creature handlers that is). Explain to me how it would be fair and balanced for a master bounty hunter with some medic skills (randomly picked combat profession with all skill points used up) to field a pet (yes, the ATST is a pet) at a challenge level of 125 that could help him in killing the toughest creatures on Dathomir? ATSTs are supposed to give the Empire an advantage in the Galactic Civil War, not in the senseless slaughter of rancors for the sole benefit of the owner of the ATST.


Also, Nahylan, since yours was the message I clicked reply on and I'm looking at it as I type, the idea of being COVERT is that you are supposed to look neutral. There's a good reason that the covert rebels simply walked right past the scout trooper in Theed, to the scout trooper they are neutrals until they get a TEF or go overt. Those covert rebels are supposed to look neutral. You only know they're covert because you either looked at their badges, they told you, or you have seen them overt before. I haven't read much on the new crackdown, so I don't really know how it's goign to work, but I agree that for the purposes of immersion and realism, there should be more of an imperial presence in traditionally imperial cities on traditionally imperal planets. Naboo, for example, is traditionally Imperial. There really shouldn't be much OVERT rebel presence there. Covert rebels, however, should walk around with, perhaps, only a chance of being discovered. The same goes for covert Imperials. For additional immersion, I believe there should be some secondary factions. Jabba, Lady Valarian, and Borvo are all criminal factions. I myself would likely join Jabba's faction, or perhaps even Lady Valarian's faction (tusks are sexy...lol).


One more thing before I quit and go to dinner. I'm pretty sure I mentioned this in my last post, but the first response I got from my post seems to have ignored it. I said before that the TEF and GTEF bugs with the ATST should definately be fixed. The ATST should attack players with a TEF or a GTEF. That is a definate problem and needs to be fixed.





Oh, Stranger! Go tell the Spartans we have done our duty.
-Spartan Monument at Thermopylae
Yomigaere
Sat Jan 31, 2004 11:51 am
#85

At-Sts have only one point atm, and that is to group with it and pull higher difficulty/paying missions
Nahylan
Sat Jan 31, 2004 1:28 pm
#86

Doh, my Bad, I meant OVERT. Of course COVERT would wander past...
Cronus3
Sun Feb 01, 2004 1:30 am
#87

In my opine AT-ST's should be a combat vehicle and if the driver gets killed the Rebel the killed him should be able to get in it and use it against the imperial forces. Maybe if they made a mechanic class that made bike car's and space ships could also repair At's in there personal garage. AND FIX THE STARPORT BUG ON VEHICLES.


good night /AU accent off


GrepMaster
Mon Feb 02, 2004 2:38 pm
#88

Cool, I would Love to test a new AT-ST or even when avaible an AT-AT, however
being a Zabarak it's going to take me forever to get the faction points to buy one.
along with trying to buy Stormtrooper armor.
can anyone help me speed this up

My character Name on Test Center is Krose

are there any other Players who have enouph Faction to spare or even an extra set of armor etc




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LongShot_K
Mon Feb 02, 2004 9:48 pm
#89

Here is the flaw:


A suicidal terrorist with a knife in his hand runs up to a US Tank and tries to knife and kick it... what happens is the cute nude girl logo on the front gets scratched and the guy on the machine gun atop laughs at the guy then shoots him in the head.


Tree logs are HUGe and Heavy, 2 swinging at once to the middle of an object is more pounding force then anyone with a vibro knuckler.


So therefore it should be 100% kinetic, oh btw at the front of the AT-STs foot is a fence cutter i read about from a starwars vehicle book. There should be a second attack for the AT-STs that little cyclinder on the side is a rocket launcher BTW.


And i never saw any rebels on endor shooting AT the AT-ST with their little pistols, they hijacked one whooohooo! Shooting a tank with a bullet might put a little dent in the side, but anti tank armor piercing bullets go through them. Lets give BF1942 an example: your pistol won't hurt a tank, but your anti-tank rocket launcher or grenade will = Blast dmg = 0% or really low %.


AT-STs should be non-perk but a vehicle AND SOE ADD a pilot profession that only they can use ^ ^

and also make that pilot profession able to use specials from atop mounts.
Techdevil
Tue Feb 03, 2004 4:48 am
#90

AT-ST should be a factional vehicle.


If it's owner was inside piloting it then it wouldn't be useless and just stand there.


It wouldn't be able to be used inside buildings.


Players would only be able to use one at once.


They could be repaired in garages (at a higher cost).


...................................


To do this and make it work however....


AT-ST should have a higher kinetic resistance (TKM's etcshouldn't be able to own an AT-ST) >70%.


Rebels should be able to get commando or heavy weapons experts Factional Pets, this would give rebels a chance and encourage the use of factional pets again (the current rebel factional pets aren't worth the points they cost).


.......................


ALL faction pets need balancing with the upcoming combat changes, AT-ST's and Stormtroopers are wayyy beyond any rebel faction pets. 3 rebel marines or such would be lucky to defeat a single stormtrooper, at 3-1 odds any soldier should get owned. At a ratio of 2-1 you should expect to defeat the single opponent but with casualties/severe wounds etc.





Reemus (PM) Lowca

Romin (RSO) Farstar

Nightshade Testcentre
just-wondering
Tue Feb 03, 2004 5:06 pm
#91

The AT-ST is a machine and should be treated as one. It should have terrain disadvantage and be slow but it’s a small tank. Please stop the TKA from knocking them down. And war cry and intimidate? What does that do to a machine?



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