Development Cycle Archive

Thread: AT-AT Test

Bingchudie
Wed Jan 14, 2004 7:01 am
#92






Star_Ranger wrote:

Not enough special effects. These things should rock the ground upon stepping like the biggest pets to be had, yet they seemed as quiet as a mouse. They need to inspire more in presence; bigger blasts and nastier steps are a must. The hum of the AT-AT walkers leg movements were too weak to make me think I was facing something menacing.




G Please Fix What He Said (Ground Needs to Shake, Sound of Steps & Hydraulic Leg Movement should be almost Unbearable if you are right underneath it, and you should hear them from 500-1000m away like in ESB)




* Ovid Delsis * Chilastra * Some Guy Who Runs Around & Does Stuff *

"I am no prophet and I don't know much about the meaning of birds" - Athena, the Odyssey GP
Bingchudie
Wed Jan 14, 2004 7:03 am
#93






Baatezull wrote:
The legs should do kinetic area damage when it walks... You don't want to stay close to that kind of thing and you surely don't want it to walk on you...




G That is one of the best suggestions in the Thread




* Ovid Delsis * Chilastra * Some Guy Who Runs Around & Does Stuff *

"I am no prophet and I don't know much about the meaning of birds" - Athena, the Odyssey GP
Atuma
Wed Jan 14, 2004 7:13 am
#94

Another idea (noone wants to hear )

regarding the 3 HAM bars on AT-AT specifically


Health bar goes down: apply damage-textures, Let it smoke, burn or even both (see player vehicles)! Let troopers spawn the way lairs spawn new waves of critters.

Action bar goes down: Let it be more cumbersome, movement and turnrate get slower and slower. When its down to ~20% let it go down on its belly and large waves of troppers spawn to keep you off of their vehicle. This of course makes only sense if the AT-AT can only fire at things in front of it. And you still have to Nill out the healthbar to blow it up!

Mind bar goes down: Firerate and/or accuracy of the headmounted weapons (the BFG's of this thing) lowers until at 0 mindbar it cannot move anymore and the BFG's don'T shoot. Spawning troops apply here too. And you still have to Nill out the healthbar to blow it up!


There are soooooooo many cool things you (devs) can do with an AT-AT

I know i know, but so little time.



---------------------------------------
Outfit by Ose .::. Armor by SpiffyJr .::. Weapons by BLA .::. Droids by Ikouv .::. Meats/Hides/Bones by HuLo
Atuma
Wed Jan 14, 2004 7:16 am
#95

wheres the edit button?

my above post would make everyone just nill the healthbar, so there needs to be a reason to nill out at least one other too :/

can't really think of one right now



---------------------------------------
Outfit by Ose .::. Armor by SpiffyJr .::. Weapons by BLA .::. Droids by Ikouv .::. Meats/Hides/Bones by HuLo
Massanas
Wed Jan 14, 2004 7:53 am
#96

AT-AT don't have rockets in the Starwars universe hense they can't have them here. It has to be true to the Lucas Arts LTD. I wasn't there but from what it sound like it was moving too fast. Should it be easier to take down then a Krayt dragon that should be the question you ask. Because they have from 350-550k or so, i think they go up to 550k hp.



Heff
Wed Jan 14, 2004 8:21 am
#97

Hello,

Although I was not there to see this test, I would just like to remind everyone something about the AT-AT.

In the movies, these war machines devastated the rebellion. This is the Imperial Juggernaut. The rebellion had many casualties, and they lost almost an entire fleet of snowspeeders. You even saw in the movies that Large Tower Turrets, and Dish Turrets had NO effect on them.

This has to be seen in game. Now we want to give the players a chance to kill them, but I think it should be a very tough challenge. You say you want to keep everything in line with the movies. Well the Empire is going to strike back soon, so make them strike back like they did in the movies. Also look at what the ATAT is equiped with weapon wise.

This is a copy from the Official Databank: http://www.starwars.com/databank/vehicle/atat/
An AT-AT has blast-impervious armor plating (So Blast, Energy, Fire resist should be VERY high. I think kinetic resistance should be 100%, you go up and punch thick metal and tell me how much damage you do.)
An AT-AT's head carries the main armaments, a pair of light blasters located on the walker's "temples," and heavier, twin laser cannons mounted on the walker's "chin."

Now you’re saying what can stop these? Anti Vehicle mines, that doesn’t really seem to work. Grenades, Rocket Launchers should do nice damage to it, but it should not be brought down by a Rifleman spamming Mindshot 3 every two seconds.

Also it should spawn Stormtroopers/Commandos and Assault Troopers. Just think of this as a movable nest.

I know i didnt witness this, but just want to make a few valid points.


Elyria Un'xia
Master Architect Wanderhome
Tk7569
Wed Jan 14, 2004 8:22 am
#98

#1 Problem with This and the AT-ST (Why i hardly use it in Pvp anymore - even after it was "fixed") is the Flame DOT's eat through the HAM much too quickly. Even through according the the SW Universe - an AT-AT is supposed to be about 100% resistant to BLAST Dmg, you guys have it a 10% to encourage the commando's to use Rocket launchers- right?


Dosent happen - itvery rarely happenes (Ive seen more Player Jedi than Commando's using 1). None of the Commando's i know usesit (Maybe keeps one as a decoration) - Why? because a Flamethrower does


1) Alot More Damage and WoundsOverall with the DOT


2) Dosent cost them SeveralThousand Creditsper use like a Rocket Launcher


The Flame DOT"s have to be Greatly Reduced or taken away from Machines and Droids. Why Wate Cash on the Launcher when the Flamethrower is free and alot better?



nolan007
Wed Jan 14, 2004 8:30 am
#99

Add an AE blast attack.


Increase its HAM.


Increase its resists.


Spawn20 or more Dark Troopers to guard it from behind.


Move a bit slower when turning around.




I've been part of an Imperial crackdown in Coronet and it was laughable... no challenge at all.


Why?


Well, don't have a "crackdown" in a city that has 1000 rebels standing around.


The rebels mow down the enemy with that type of ratio.


Consider having a crackdown where there aren't as many players concentrated in one single area?


Or, make the Stromtroopers / AT-ST / AT-AT work in a logical and intelligent fashion with much more AT-ST / AT-AT being used in the "crackdown."







~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

RUSKULL
Wed Jan 14, 2004 8:32 am
#100

Personally, I think that if you're standing behind it, you should not be hit by it. It may sound unfair, but those machines are meant for attacking in one direction from great distances. Think about the hoth battle, there was a reason why the Imps didn't just drop the fleet right on top of the rebel base. If you saw some attacking from the distace and wished to flank it with your speeder, technically it should be able to destroy your speeder before you even had a chance, unless you were already behind it or had a mountain or something to aid you. Now toss in a couple of AT-STs and and a couple of troops, and it makes for a more likely (And totally Amazing SW awesomeness) scenario.


Standing by it's feet? You should get stepped on.


So the balance with an AT-AT is that it's awesome strength is really only good so long as it's target is infront of it and very far away, which in that case, anything it hits should be destroyed. On the other hand,push enoughguys behind it and you can take it down. Hopefully the Empire would know better than to rely on a single AT-AT for combat anyhow, that's what AT-STs were designed for.


P.S. Please don't screw this up. Watch the movies, use common sense, and give us the fear that the rebels should have against such an enemy.







"I'm a Pre-CU jedi vet, so you suck! Gimme! Gimme! Gimme! Gimme! Gimme! Gimme! GIMME!! GIMMEEE!!!! GIIMMMEEEE!!!!!1111121!!@#"
Chilastra, Wanderhome, Bria gallery
Gaarotobuckymi
Wed Jan 14, 2004 8:40 am
#101

But in the movies (at least) it wasn't attacking people but was attacking turrets, ion generators, etc... If you think about the size of the guns on those things, it only makes sense that the energy released from the barrel is larger than the energy released from a blaster's barrel. And therefore, should have a larger area of effect. JMHO.

Ezran
Wed Jan 14, 2004 8:40 am
#102

Was it tough enough?



When all alone, with a group of high level combat and healers, it went down and nobody died. That's about right. When on a battlefield, you can expect to see a few of these with AT-ST and stormtrooper backup. That'll be tough.

Should it attack differently?



I like the idea of and AOE blast attack. Those chin mounted cannons looked like they should've made an explosion.

How did it look?



Looked good to me. Didn't notice any model flaws. The chin cannons recoil was cool.

Would it be a strong opponent for a typical group ( after all, we had about 60 ppl online fighting it).



On its own, no. With backup, yes. Excatly as it should be.

Should the Events Team wait for fixes before using it for live events, or does it still need a lot of work?



I think it's ready for live.

Oave Ave, Innocent Bystander with a LOT of Screenshots



Ezran
SpaceCobra
Wed Jan 14, 2004 9:26 am
#103

Unfortunately, I did not get to see the AT-AT test, but I thought that I would comment anyway. Personally, I think most, if not all weapons, should spang off of the armor of AT-ATs (with rocket launchers and the like probably being the exceptions). Just look at how hard it was to take them down with Snowspeeders. Of course, while there still aren't heavier vehicles to fight AT-ATs, this could probably be overlooked for the time being. I just hope that once vehicles become more rampant, especially in combat, that vehicle armor is noticably increased.



Cortez Sparo
Master Adventurer
Intrepid
OldenTired
Wed Jan 14, 2004 9:28 am
#104

Are you going to test it against Jedi?

Would a Jedi Master push it over or whack off a foot?
Page 8 of 11