Development Cycle Archive
Thread: AT-ST changes on Test Center
Thunder my friend we need to chat...
Some have stated it, but I'll state it again.
Thinking that faction perks are pets is where the development went wrong in the first place. ATST are not pets. They are in fact War machines as you pointed out. This applies to all soldiers that are perks as well. Linking them to the CH professions only makes the CH that much stronger and more important. I though the point was to balance. Remember when they did a study as to most used professions, and CH ruled the whole gambit of professions. We need to dull down the numbers and this wont lead us to that result.
Base it, as others have stated, on rank. That is a tangable method of keep military personel in check.
I'll be back with more thoughts...
LN
LordNefarious wrote:
Thunder my friend we need to chat...
Some have stated it, but I'll state it again.
Thinking that faction perks are pets is where the development went wrong in the first place. ATST are not pets. They are in fact War machines as you pointed out. This applies to all soldiers that are perks as well. Linking them to the CH professions only makes the CH that much stronger and more important. I though the point was to balance. Remember when they did a study as to most used professions, and CH ruled the whole gambit of professions. We need to dull down the numbers and this wont lead us to that result.
Base it, as others have stated, on rank. That is a tangable method of keep military personel in check.
I'll be back with more thoughts...
LN
I agree, CHs are over powered, everyone wants to be one, why, because they are uber.
I understand that you have ATSTs and all other faction pets as part of the same 'pet' system CHs use for mounts and the like, but if its possible to change that, we should.
An ATST is a vehicle in reality, not a pet, its not a droid, or robot, there were 2 or 3 men in each one. Why can't we seperate the faction pets system from the CH pet system, and toss the ATST as a vehicle?
Thoughts?
DB22 wrote:
By making the armor lighter, the AT-ST will be even more useless in PvP than it is now. Imps won't bring them out now because commandos take them out solo. That's the balance that should be addressed! You shouldn't be allowed to be incapped over and over by the rebels while they kill your AT because you can't give it orders or store it.
Get better armor for yourself then. You shouldn't hide behind an AT-ST. It doesn't matter how armored your AT-ST is if you spend all your PvP time incapped.
We lose our faction pets the same way. Plus they are adding 46,000 HAM to it, so even with the armor changes, it will last a lot longer.
Well, I hate piling on but these changes almost guarantee I'll never use my AT-ST. I spent 18,900 faction on it and now it seems completely useless to me.
PVP is dead anyway with decay, so I never PVP... most dont. I'll never have a chance to use it - and even if decay was resolved, there is still the issue of commandos burning down my AT-ST and me having no recourse to stop it... so I won't risk it. I'll leave it in my datapad on the offchance I can find some way to use it
DMJedi wrote:
Great ! The AT-ST went from completely worthless to what is the point of it even BEING IN THE DARN GAME !??!?!
lmao PvE is the ONLY time at-st are used as is and now with the new change THEY WON'T BE USED AT ALL.
The only time the AT-ST's were being used is when there's absolutely no chance of them getting killed? That's just being a coward. It won't be worth it to use them unless there is a chance of losing them. I don't use my Rebel Troopers often, but they have much higher HAM than me and they help a lot in missions where I have to fight 9000 HAM armored stormtroopers and I lose them pretty often. I've gone through at least 4 of them, but I've learned to be careful with them. But they will still be lost. It's part of playing.
If you play and use your huge weapon there is a chance you will lose it. That's just the way it goes.
Point #1:
Is there anyone, Rebel or Imperial, that does not agree thatALL faction pets should be healable/repairable in some way? Why then was this not addressed in this ATST "balancing"?
Point #2
Devs, it reflects poorly on you and on our confidencein your ability toobjectively decide what is best for the game when you continuously make decisions that are contrary to the tradtional Star Wars universe. This time it is by reducing the # of faction pets able to be called down to 1. This means we will seeless Stormtroopers, less Rebel troopers, less Droids, etc. It will mean even more people will be joining the CH profession (already the #1 profession in the game) and getting their own traveling circus of animals, rather than proper star wars type NPC characters. *sigh*
Point #3
This little gem..."if AT-ST usage is very important to you, then I would encourage you to log onto Test Center...and then post your feedback here and pass it along to our Galactic Civil War Player Correspondent, JEST3R."
As if anything we (Imperials) say or do regarding the ATST will have any impact whatsoever on the ultimate outcome. It is to laugh!!
I've not read every reply or post so someone may have suggested this, but should faction pets be limited by a CH ability?
Wouldn't it make more sence to give faction pets levels like CH pets, but instead of having them governed by a CH's level have them governed by your rank in your faction.
I'm a Master CH and a Warrant Officer II. Now currently in PvE if I wanted I can go overt and have three pets and 3 faction pets. Granted rebel pets are no where near as effective as Imperial AT-ST, but that should be based on rank. I don't see anything wrong with a general in the Imperial army being able to control say 2 AT-ST. Of course if he's a Master CH he could possibly have 2 Grauls out as well and that could be unbalancing, but he's mabe the investment in FP and Skill points to gain these abilities.
Bottom line is I feel players who have worked hard in the faction system should be punished because they are not a CH. This may actually cause more people to become CHs as opposed to getting them to stop dabbling. Just a thought.
worton22 wrote:
Nerfing the armor, even at the cost of * 5 HAM...**edit**? I don't understand this at all, THE AT-ST IS USELESS IN PVP, USELESS, USELESS.
Could an Imperial please explain to me how a 55 THOUSAND HAM pet that can dish out 1000 PLUS damage every shot is useless?
I understand there is a chance you can lose it, and it's not healable, but those are the breaks. That's the chance you take. Every faction pet is perma death. They always have been. They are far less useless than the Rebel faction pets and you don't hear me bitching.
I still use the Troopers when I need to and they work fine. I take the chance if I need the help. That's how it is and how it should be.
I'm not absolutely sure about this, but there are reports from people on Test Center saying that it has 55k HAM, so that fits your requirements for it not to be useless.
snok wrote:
Medium armor and high resists mean nothing with DOT's. Fix the fact that DOT's should have to go through the armor, then do the damage that gets through each tick, instead of the full damage as it is now. AT-ST is just not viable in PvP until this is fixed, or it has about 50k ham. No way am I going to be taken for 9k faction points (street value about 1 million) in 20 seconds when there's no risk to the attacker. Yes at-st is more powerful than the rebel pets....and thats how the story goes, rebels have the numbers, imps *should* have the firepower.