Development Cycle Archive
Thread: In Concept: One Sentence Combat Change Requests
Calil
Mon Jul 19, 2004 4:40 am
#950
Fix the vulnerability vs armor piercing problem
Where armor piercing does not works if u r using a weapon wich same damage type that the target has vulnerability
Dark_0ne
Mon Jul 19, 2004 4:56 am
#951
implement CM poison and disease as thrown weapons using the same thrown weapon code as Commando - the poison and disease would be grenades certified to CM only, and the CM would get thrown weapon accuracy the same as Commando.
Grizzlyau
Mon Jul 19, 2004 5:00 am
#952
An easy one.. Fix the wookie c12 grenade cert so we can throw the most basic grenade- it's only a typo.
wookiee c12 cert:
Cert grenade fragmentation lightagmentation light
wookiee c12 cert:
Cert grenade fragmentation lightagmentation light
bioengymaster
Mon Jul 19, 2004 5:20 am
#953
1/ 75% PvP reduction on CM poisons/diseases
2/ ( I pay 2 accounts on star wars) Make Jedi act like jedis , not like L.A Gang Member
tuls
Mon Jul 19, 2004 5:29 am
#954
75% Strength Reduction on ALL DoT's in PvP (including CM & DoT weapons like genosian pistol)
Ashaana
Mon Jul 19, 2004 5:31 am
#955
Reduce / Remove the weapons switch delay for master combat profession ( Master BH come in mind)
Feardreamer
Mon Jul 19, 2004 5:57 am
#956
Make it so that NPC have less HAM but do more damage to me!
Instead of staying hitting the same battledroid for 40 minutes let the fight take 3-4 minutes but alot of healing requiered.
Kosar-Burnd
Mon Jul 19, 2004 6:12 am
#957
Well I could say deliver it when promised but you have a 44 page thread ont hat one elsewhere. Get lightsaber resists in the game now and limit the amount of resists that can be put in a set of composite armor to a lower number so that all players have a distinct vulnerability.
TatersSWG
Mon Jul 19, 2004 6:59 am
#959
Kade_Deveron wrote:
50-75% reduction on ALL buffs.
60% hard cap on all armor
Agree
Teague
Mon Jul 19, 2004 7:10 am
#960
Make Vehicles unattackable bypvp andfactioned attacks not to occur when player is in a mission for faction.
Agramon
Mon Jul 19, 2004 8:08 am
#962
I know you asked for one sentence TH but its not that simple for me. I have been playing this game since its second week and I know that no matter what is done...someones gonna be mad. So I am submitting several factors that feel should be addressed in the combat balance, in hopes of angering everyone evenly. I have always been an equal opportunity offender.
Riflemen: Being shot at 2 meters by a rifle with a 4 meter barrel seems wrong for some reason. Riflemen should suffer an accuracy decrease for every 5 meters inside their ideal range and be totally helpless at 3 meters. Firing on the move should be impoosible as well.
Armor: Specialized armors would be a great addition to this game. By this I don't mean marksman armor or melee armor, I mean factional and species. Wookiees currently are the only species with its own armor and I would like see more. Maybe armors that increase each species inate abilities and offer more protection in the common armor hole areas. Also, Factional armor, craftable by factioned artisans, on par with current crafted armors and displaying rank would add a lot to pvp where I tire of seeing mass of compo clad warriors.
Combat Medics: The masses have spoken on this one and seems that nobody wants the uber strength poisons to be a pvp factor. I say remove the ranged, AOE poison bombs all together. Combat medics should be more healer than killer and be content with having some firearms skill. If you must keep poisons, make as a weapon power-up that CMs can craft and add to their own weapons making AOE poison a matter of the CM's skill with a weapon.
Creature Handler: This class only serves to create lag in starports and should be removed to make room for a class that actually has a place in Starwars.
Fencers, Swordsmen and TKM: One class never gets knocked down, one can never get back up, and the other likes being dizzy. There is a lot of dead space in these classes skill trees that could be better filled. Also I would like to add that its not ones skill with sword or hand that wins a fight, but the skill of that fighters feet. A carbineer with crippling shot or action shot should give melee fighters hell.
Carbineers and Pistoleers: Quick and deadly at short ranges should be the hallmark of these classes but its not. Give Pistoleers more melee midigation and give Carbineers more speed. Carbines are basically machine guns...3 seconds between shots is much too much for a carbine.
Bounty Hunters: BH's used to be gods...then they got beat down hard with nerf bat and have never been right since. Toss out the LLC (No BH in any starwars book or movie used one...but oddly enough..all of them had FLAMETHROWERS!) give them Flamethrowers, not flaming carbines and give them a weapon for each damage type. A person hunting a variety of prey needs some variety of weapons. Implement humanoid traps and make master BH worth getting.
Commando: These