Development Cycle Archive

Thread: AT-ST changes on Test Center

Viclaster
Wed Feb 11, 2004 11:52 am
#924



Devs have really screwed faction pets all together. I wish the following changes were made:


You can have only 1 AT-ST out at a time. You can have 3 of any other faction pet out at a time.


AT-ST's should not burn period. Common sense.


AT-ST's should not be knocked down period. Unless you have about 20 huge logs in your inventory to deploy.


If ordered, your AT-ST's should be able to attack anything, but one should not be able to loot or gain XP for the kill.


AT-ST's should be repairable. As of now they are just too expensive to buy just to let a rebel commando kill it in 15 seconds. I spent a month getting enough FP to buy it. What gives?


I do agree on blast damage for the AT-ST. Blast damage is about the only thing that should put a dent in it.





Chilastra - Vilandro Lastsabre
Pistoleer

I play to win. I win to win.
dinalth
Sat Feb 14, 2004 12:45 pm
#925

I must say im a reb and i suck right now. but everytime i get into any war with impspvp pve or otherwise i get screwed by an atst popping takes out my whole squad and all i cant even dent the dang thing. as a reb i cant get anything even close to as powerfull as an atst. so why is everyone complaining about it? if you go unleash an atst in any reb city yes it will die but itll take about 5 ppl out in the process. with this new update i may be able to at least dent the thing but ill still die and itll still take me and all my friends out.
Dragoon1500
Sun Feb 15, 2004 9:21 am
#926


i believe that the current situation with the atsts is fine as it is.... allowing creature handlers to have pets and faction pets out at the same time is a little ridiculous its just like the early occurences where creature handlers had 3 rancs and 3 atsts..... though not as severe this will certainly present a future problem and will most certainly cause for another revamp to change them back
Arradry
Sun Feb 15, 2004 11:52 am
#927

All the Rebels thank you!!!!!!!
MindCrime007
Mon Feb 16, 2004 3:08 am
#928

If this is a repeat I Apoligize but I read about 20 pages and my Eyes popped.


Im a rebel camando on Kauri and I will have to agree with the problems with ATST Fire Damage ok It can Happen Fire will Damage Metal and Blasts will too But It drives me nuts when I see a TKA run in and Knock them Over.. Get a grip They should get a Broken Hand Penality and Incapped for stupity. Yes they should be able to repair their ATSTs Since your revamping the droid Section why not add a repair droid to your list. Make a r2 unit or what ever that can go in and repair the ATST while in battle It could be a target just like everything else but at least they will have a fighting chance to repair their equipment.


Im not going to harp on the Faction pet thing enough has been said about that.


Just my 2 cents worth


Osskti
Mon Feb 16, 2004 2:40 pm
#929

Thunderheart,


This I believe is my first ever response to you. I currently play on Intrepid as an Imperial TKM/CM (CM is currently in progress to 4/4/0/4). After last weeks patch I and the PvP which ensued (the loss of decay in pvp is fantastic btw!) I saw the New and Improved AT-ST, owned by a friend, in action. Honestly it wasn't worth bringing out. This AT-ST was SOLOED BY A TK!!! It was the standard Warcry/KD2/Dizzy/Dizzy then a stack of UH3's and that was all she wrote. The AT-ST never even had a chance.


Please don't get me wrong on this, I am assuming you will more than likely nerf some professions rather than change the AT-ST. Honestly though, please make it stronger and in the sense of balancing make it plain'ol harder to get! These AT-STs used to be impressive during the first month or so, nowdays players destroy them just togrief other players.


In all fairness, theseAT-STs are pretty useless.



As for players and "balancing"; You built this game's combat to be based on skill and strategy, feeling that everyone would have an equal shake. The only problem is that some gamers have a greater capacity for understanding and interacting within the game than others. This of course breeds envy and other such problems which lead to griefing, exploits, and eventually a nerf. So please, get it "balanced", debugged, and leave it be. I also ask you to realize just how good some of your players are and a that an "elitist" class always exisist. This goes for every class.



**waits for nerf bat to be swung at TK/CM/Rifleman/Fencer/Pikeman**



Osskti

"Haden Blackman is RIGHT! Everyone is happy and there is no problem with the game's situation...I mean you're still paying to play right!?"
Nerj
Tue Feb 17, 2004 1:44 am
#930

Don't know if this was covered, but --I think Master Squad leaders should be able to have more than one faction pet out, Depending on the size of the squad. Up to (5) teammates 1, (6-14), 2, (15+) 3 -- based on certification


Why?


Shouldn't aproven Squad Leader be able to have access to more support personel



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

awentwor
Wed Feb 18, 2004 1:39 am
#931

First... let me just say that as a rebel, comparing our faction pets to an AT-ST is like comparing a toothpick to a baseball bat. Stop whining when you still have the most powerful pet in the game.


That said, limiting faction pets to 1 unless you are a CH is total stupidity! Did I just say the Dev's are stupid? At least make the change make sense! Why not make your faction rank mean something? Maybe you can only have stormtroopers at lower ranks, AT-ST's at higher ranks, and 3 of them out at once when you are a Colonel? Wait! That would make sense, so let's scratch that idea. This leads to the stupid remark above


Can we make changes in the game that make sense for a change? Having faction pets out for factioned missions only is an idea that MAKES SENSE. Stay with this line of thinking, Dev's. Here's just an idea on faction pets per rank:


1) Colonel - 3 AT-ST's (or any combination of faction pets equalling 3)

2) Lt Colonel - 2 AT-ST's ( or any combination of lesser creatures equaling 3)

3) Major - 1 AT-ST (or any combination of lesser creatures equaling 3)

4) Captain - 1 AT-ST (or any combination of lesser creatures equaling 2)

5) 1st Lieutenant - 0 AT-ST (any combination of lesser creatues equaling 3)

6) 2nd Leiutenant - 0 AT-ST (any combination of lesser creatures equaling 2)


At this point, we go into varying the non-AT-ST faction pets. Maybe have a medic that heals, Commando with a flamethrower, Stormtroopers that carry T21's, etc. Your rank determines what type of support person you can take with you. Hey... again, makes sense.





Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

JiWanRivers
Wed Feb 18, 2004 7:59 am
#932

I still think its silly having an ATST as a pet.


The fp for one should be upped immensly, and it should be turned into a vehicle now you have the vehicles patch out and the code to do such things.


It really looks silly having 1 trooper running about having this giant ATST behind him bouncing to his/her every whim. How many times did you see it in ST?



Turn it into a vehicle, make it destroyed if the rebels take it out (the pilot clones back to the CF without it), and make it only useable in faction fights (so they cant grind with it or exploit it) and then only be allowed to use it when teamed with # number of players (say 8? or maybe 10?) so it only ever gets used in big big invasion raids instead of being used by a pvper on his own looking for easy victories

Blitzkrieg
Fri Feb 20, 2004 10:51 am
#933

I'm not sure if anyone has mentioned this, but is there anyway to simply add a counter faction pet to the ATST on the reb side, rather then just nerfing the AT-ST all the time. Hardcore rebs and imps will have them to defend themselves and the battle is leveled a little more. If u don't have one and he does, your death will be an incentive to get on those rebel/imp missions and get one.


Another idea! What about introducing Ion weapons or some sort of rust dot rather then fire dot doesn't seem realistic against metal. E-web cannons or maybe several different types of weapons that could counter the ATST during battles rather then nerfing it.


I get killed by ATST's in one shot without buffs everytime, but then again I'm a defenseless BH


IMO they need to be strong and hard to kill unless you have something else that's hard to acquire too and not just a simple commando.


Although I would like to last longer against them. I swear it's like like blast blows up in my face against them without buffs. I hit the attack button and it incapts me Lower there firepower half way but beaf up there armor, at least I have a chance to burst run then


One last thing, make lightsabers hack them up, so if you have a jedi with ya, mr. imp better run and hope his pet is a good boy and follows.





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Brom Wintara
brohamX
Fri Feb 20, 2004 2:09 pm
#934

A AT-ST is a walking tank. Its purpose is to eleminate enemy personel and tanks. NO person should be able to withstand a direct hit from it no matter how much armour you have on and if you confront one you had better be in A ship/tank. Its funny to me that we have commandos that can take people out in seconds and thats accepted as normal, but a freaking Machine that was meant to take out huge numbers of people in seconds is scaffed at for doing what it was purposed for.



The problem aint AT-ST's being over powered. Its ths game has not given the rebels the balancer to the question of the power of the AT-ST. In the movies the rebels were good at moving around quicky and setting up bases and base defenses to handle the empires POWERFUL combat vehicles. The Squad Leader in this game needs to be given the ability to set up a base with defenses that help combat the AT-ST. Bottom line is NO 1-3 people should be able to take out a AT-ST easily. It SHOULD be able to wipe small groups of rebels out. Thats what it was built for. The rebels used tactics and planning to defeat a superior combat vehicle not lone warriors. Hell the Jedi did not even confront Imperial vehicles head to head. THATS STUPID ! Why should anyone in this game be able to do so alone ? Why should a powerful vehicle be nerfed to the point where its useless ?
JackSparrrow
Sat Feb 21, 2004 9:57 am
#935

Look if your going to take Warcry away from an attack on atst's please I beg you at least fix armor HOLES please. As of now an ATST without Warcry is very hard because while wearing 80% composite the thing hits for 3-400 every so often! I gets so annoying.



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Jaged / Joriff Veteran Bounty Hunter
ToppDog
Sun Feb 22, 2004 11:02 pm
#936

AT-ST's need to be vehicles, period.
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