Development Cycle Archive

Thread: AT-ST changes on Test Center

mattio
Sat Mar 06, 2004 11:24 pm
#963

Great. They STILL take fire DoTs.


Okay lets look at things realistically.


Real Life: Commando vs. Armored Tank


commando: BURN!!!!!!


tank guy 1: What the HELL is that guy doing?


tank guy 2: Looks like he's trying to turn the paint on the tank to a stylish 'burnt-brown' color.


tank guy 3: Hey guys! I got an idea! Lets roll over his legs and see how long he lives!


all tank guys: YEAH!!!!


commando: AHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!


THE END



SWG: Commando vs. AT-ST


Commando: Hi Mr. AT-ST! *clicks on flame thrower*


AT-ST Pilot: AWWW FU-


*AT-ST made from MILITARY GRADE STEEL turns into silvery-colored puddle on the ground*


THE END









Whats wrong with this picture? Im sure the DEVs have absolutely NO idea.




Mattonis
Starsider
Teras Kasi Master
Master Pikeman
Agents of Chaos head pilot
mattio
Sat Mar 06, 2004 11:25 pm
#964


Great. They STILL take fire DoTs.


Okay lets look at things realistically.


Real Life: Commando vs. Armored Tank


commando: BURN!!!!!!


tank guy 1: What the HELL is that guy doing?


tank guy 2: Looks like he's trying to turn the paint on the tank to a stylish 'burnt-brown' color.


tank guy 3: Hey guys! I got an idea! Lets roll over his legs and see how long he lives!


all tank guys: YEAH!!!!


commando: AHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!


THE END



SWG: Commando vs. AT-ST


Commando: Hi Mr. AT-ST! *clicks on flame thrower*


AT-ST Pilot: AWWW FU-


*AT-ST made from MILITARY GRADE STEEL turns into silvery-colored puddle on the ground*


THE END


Whats wrong with this picture? Im sure the DEVs have absolutely NO idea.




Mattonis
Starsider
Teras Kasi Master
Master Pikeman
Agents of Chaos head pilot
zulca
Sun Mar 07, 2004 2:05 am
#965

Making faction pets PvP only and no longer PvE was a brilliant move on the devs part. Ranks right up there with the creation of the Yugo, Jams, and The New Kids On The Block. Bring atsts back and make em good again so imps have a reason to be an imp.

Pthdora
Sun Mar 07, 2004 6:07 am
#966

IM not a test server player, but what I see here is most people saying fix atst, I agree whle heartedly....



1. They should be in PVE, wth, I am a soldier IRL, and Id be damned if im gonna stand there with my M4 and 20 rounds in the mag and let my Company commander get mauled by a lion, or something, nope that little **edit** is gettin 20 rounds in his @$$, and if that dont do it then ima start swignin till my weapon falls apart, and I cvan guarantee everyone else will be doing the same.


2. ITs a friggin metal vehicle, ok yes metal can burn....will it do much damage, not really, but it will do some


3. NO WAY IN HELL should a person be able to solo a ATST....as stated above


a. Commando approaches a tank...


b. Tank runs commandoes @$$ over


c. Commando dies very quickly



4. Rifleman- IRL a rifle CAN hurt a tank....Barret .50 CAL sniper rifle with APIE(armor piercing incendierary explosive round)


can do damage to a tank...depending on the model/year of the tank, and usually in only 1 weak spot, that being the slipring of the turret, when it doesent have plates mounted. BUT that rifleman will get 1, maybe 2 shots off if hes lucky, before that tank is gonna open up with a coax, rotate the main barrel, and light his @$$ up!





- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
NojsMaker
Wed Mar 10, 2004 1:06 pm
#967

There has been so many replies on this thread that I doubt anyone is still reading, but I'll post my comment anyway and hopw it can make a diffrens. I play as Imperial and love the AT-ST. It is quite fair that it can not be used in PvE, and it is also quite fair that it takes damage to fire. What do you think would happen if a burst of burning luquid would penetrate the wide open windows of the AT-ST. What I dont think is nither fair nor realistic gameplay is that an 8 meters tall armour-tankingpurpose vechicle can take damage from melee combat. Sure, a jedi lightsaber can tanke it down, but not the pesky TKA that has increased in number the last couple of weeks. They are in general to good in PvP andthey should absolutly not be able to take down or even give substancial damage to an AT-ST.

If you feel the need to take out a unit with lots of armour you should use a armor.piercing weapon such as the rocket-launcher or simualar, thats why the commandos are around.


So my suggestion, nerf the TKA, especialy aginst AT-STs and other armored units. Its just not fun the way it is now.
zulca
Fri Mar 12, 2004 7:54 am
#968

Allow me to sum up all of the different problems and bugs with SWG. The devs are coders not gamers! Any gamer can tell you this.
DenisaGalen
Fri Mar 12, 2004 9:01 am
#969


Wow, I only read the first 4 and the last page but it seems people seem to think CH can call multiple faction pets, well HELLO, I joined the empire recently and I can call 1 ( ONE ) Faction pet and that's it, I can call an additional creature pet but not 2 or 3 faction pets, so get your facts straight.


What bothers me is when I was doing a FACTION MISSION my 2100 FP Dark trooper was attacked by some NON-rebel NPC's and he just stood there, when I was also attacked he shouted "Sir, incoming fire maybe you should call for reïnforcements" a few seconds later he DIED, 2100 FP gone for no reason. I wanted to get a AT-ST as well, but if he can die without shooting back like my Dark Trooper did then NO THANK YOU.



Denisa
Former musician at the old Birds Of Paradise cantina in Talon, Corellia
Master Musician - Master Entertainer - 0/4/1/2 Marksman - 1/0/2/0 Dancer - 2/1/2/2 Medic (Tempest)
Currently exploring the Galaxy looking for a new hope.

Remember us !
awentwor
Fri Mar 12, 2004 11:12 am
#970

Everyone... I can't believe this thread is still out here! I put a post in here weeks ago stating that the number of faction pets should be dependent on RANK, and I doubt I'll hear any arguement on that. It would be amazing if our ranks actually meant something, wouldn't it?

But now I'm reading the whining on the AT-ST and the flame DoT. Are you guys for real? Yes, the AT-ST is a huge armored piece of machinery made mostly of metal. If you think metal does not burn, you are sadly mistaken. Everyone understands that a flamethrower shoots ignited fuel, right? Hey... this is Star Wars. That fuel might be a form of napalm, or maybe it is plasma based. I'm in the military in real life, and I think it's fun to watch an incinerary grenade melt through the engine block of an old style jeep.

An AT-ST is indeed a massive machine and should have a really high HAM (allowing for great deals of damage). That said, it has a number of moving parts. These moving parts have joints, cracks, vulnerabilities. You think that every piece of that AT-ST is made of metal? Impossible! It's armor plated, but has hoses and hydrolics underneath. Fire from a flamethrower will indeed get into these places and do damage.

I think the Dev's are right on with their assessment of the AT-ST. DoT should do continually damage. Having higher HAM allows for it to take *more* damage. Good trade off devs! I do, however, think they should be repairable. A repair droid or something stupid like that won't be the case... but player garages in cities should. Wouldn't that be a nice addition to a player city? To have a garage that can repair your AT-ST's?

Well... that's my thought on the subject and I hope this thread dies soon. Like always... some of the changes make sense while others need to be worked on still. I just hope that all the whining from Imp players wanting to have their security blanket ( two AT-ST's) out with them at all times and back to their heavy armor, can't take damage god-hood will realize how stupid they sound now.




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

hipflip2000
Fri Mar 12, 2004 2:31 pm
#971

um just wondering... I've only seen a few at-st's, haven't ever seen any fight.. are they that nerfed? if so using them for faction missions is difficult because they are so huge they can be taken out my bands of reb. players. It's almost better to have a lower costing dark stormie than a at-st.
Tamoc
Sun Mar 14, 2004 3:30 am
#972



Ok, I've heard a great deal of whining on both sides here. It just ain't worth it. It's just a game. But in order to put some perspective in this here are the facts:


In the movies, the Empire is the dominant force in the galaxy. They have all the power, all the state-of-the-arttechnology.


In the movies, the Rebels are scraping by on what they can make themselves or steal from the Empire and/or retrofit.


In the movies, about the only ships that were "new" were the ones built by the Calamarians, since they were sympathetic to the rebellion and were a ship building race.


In the movies, the Rebels were constantly on the run, covert, or overt when at their "bases." A Rebel is never overt in the midst of overwhelming enemies. Imperials should have absolutely no reason to NOT be overt. They are the ruling majority. It's only when the tables are turned after Return of the Jedi, that imperials would become the Remnant of the Empire and they would become more covert than overt, and the New Republic would have no reason to not be overt.


In the movies, the Rebels won eventually, but notreallythrough brute force, but through the employment of gurillia and covert tactics along with surgical strikes.Except for major battles that were planned way in advance (or by accident such as fleeing HOTH in Empire Strikes Back) you never saw the Rebellion overtly attacking the Empire in force because until they had their act together, they knew they would get wiped out by the Empire.


As the story goes,remember that once the empire was defeated,and along the way to that defeatit was with the help of a small number of people who did an awful lot of covert actions in order to weaken key areas of the Empire before the Rebels attacked and were able to defeat the Empire, the Empire became the New Republic and it was only at THAT time, when Rebels became the government, that the "former rebels" had over arching power in the galaxy.


I have yet to feel what it's like to fight in the GCW. I don't even come close to the feeling I get when watching the movies, and I really don't feel like I'm in the Star Wars universe. If you look at games like Tie-Fighter or X-Wing, or even the Dark Forces series (except for the most recent one) you *feel* like your participating in the GCW, if from a limited perspective. SWG is an opportunity to immerse in the day-to-day struggle of a Rebel fighting the Empire, or an Imperial struggling to retain power in an galaxy becoming more and more unstable. But I don't get that feeling when playing the game. That's too bad really.


So back to the point at hand, speaking as a Rebel, an ATST should be too powerful for 1,2 or 3 commandos to take down (assuming we continue to call commandos commandos, and not Heavy Weapons Masters), but with enough force and good tactics, anything can be brought down. Obviously, making ATST's vulnerable to flamethrowers is pretty unbelievable, and it makes sense that what was done in recent patches has ballanced that out a bit.


What I think is missing are those things that enabled the Rebellion to defeat the Empire. In this game Commandos, aren't really commandos. They are heavy weapons experts. Call them what they are. A Real commando would be an explosives expert, have the ability to sneak into a base covertly, plant explosives to take down the shields of a base (which don't exist in the game currently), sneak up behind Storm Troopers and take them out quietly without making too much noise, and/or if they're good, take out the defence grid of the base which would open it up for attack allowing alarger rebel force totake it out. This ability to "sneak up" on targets would then be a skill that all rebels would have to learnfor basicsurvival. One way to handle "sneaking" up on PC's is to make the "sneaker" invisible to PC's unless a chance roll is made by the PC, and if they win against the Commando's ability they are "then seen" by the PC. However if a PC contingent is on hand to drive the rebels off, and if one of the rebels is seen, then the entire group becomes visible, then the rebels will have a fight on their hands and they more than likely will get taken out. Remember that most rebel attacks are probably suicide attacks anyway, but as long as they are able to take out the base, then they've won. The Rebels are terrorists in the eyes of the Empire, but terrorists that only go after military targets. The Empire should be nervous that any of their friends could be Rebels trying to infultrate their base and disable it's defences. The current system of gameplay gives me no sense of accomplishment as a Rebel and the "fear" of the Empire doesn't really exist, and I'm sure there's no real sense of "apprehension" on the side of the Empire, an no real feeling of dominance for the Empire in the SWG universe.


You'll also remember that all of the major battles took place in space (except for the battle of HOTH, which was a battle in retreat). The Empire had a clear advantage on the ground, but in space Rebels had the ability, if they were lucky enough, to Run from the Empire. The Rebels used their ships to make "hit-and-run" attacks against imperials. If I'm being persued by imperials, I should be able to run for the port or hide-out where my ship is being hidden (if I'm a rebel) and if I make it, take off and make a run for it. If I'm fast enough then I should be able to make it and the Imperials, if they're slow enough, won't be able to tail me (unless they're able to attach a tracking device to my ship). But you know? We don't have ships either, and we probably won't have them until WoW comes out, or EQ2 comes out, which will probably pull me away from this game.


Space combat, and existing in space, was such a central theme in Star Wars that without it, this game is a hollow comparison to the movies. SWG is reduced to being a graphically better version of EQ, with a lot less content. The Space expansion had better be so jaw-dropping amazing that I "feel" like I'm completely immersed in the Star Wars universe or else there will be nothing to keep me interested.


Well that's my $0.02 worth.
LgEnder
Sun Mar 14, 2004 12:45 pm
#973

This change blows. If someone pits down 9.8k FP on this sucker they should be able to kill what they want with it. And no I don't have one, I'm a Rebel.



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EnderUK
Tue Mar 16, 2004 2:53 pm
#974

Don't know if it's been mentioned yet, don't want to read the whole thread...

How about if an imperial is db while having his AT-ST out it is aquired by the person who db the imperial.

I remember a big wookie taking over a AT-ST in the movies... That would mean it stead of the AT-ST being destroied the rebel would have it to command. This would solve the probelm of the rebel having no AT-STs the call on...

This happened in real life during WWI when germans stole british tanks to use against them.... Could be the same thing here



I too use to have a fancy sig, then it got pwned - Kenney Ender
DarthAzure
Wed Mar 17, 2004 8:07 am
#975

i want to use my atst in pvp... its rediculous how fast they die... by one person at that... you people need to take the fp cost down now if you dont plan on making them tougher.. its stupid they cost as much as they do.. and stupider that they suck for that price... 4k faction would be appropriate for the thing.. please do us all a favor.. make this change now... cause im tired of bitching about it.


taking away having 3 stormtroopers ruined the starwarsyness of the game from an imperials point of view.. i can understand the no 3 atst rule.. that was rediculous 1 person running around with 2 and three of them.. but the troopers were really cool having three follow ya around.. it made a great look and feel.. another thing ya ruined.. please look this over and lemme see some input from a dev on this... if you can give me a really good explanation. i wont **edit** anymore.. but im gonna post every day on this subject till i see something.





Ispiobi Whirkeh

-DooM-

-DooM- Industries
Dantooine, 700m from Imperial Oupost-3537 -2553

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