Development Cycle Archive
Thread: In Concept: One Sentence Combat Change Requests
Zariell
Thu Jul 22, 2004 12:24 am
#1054
75% combat medic pvp reduction
or healable mind stims somewhere in the medic line (Before master)
Gelt
Thu Jul 22, 2004 3:23 am
#1055
Cap the maximum weapon speed SKILL to 90 for all professions to prevent the speed algorithm exploit (100-speed)/100 allowing ANY weapons speed and ANY delay mod to be fired at 1 per second. Particularly exploited by Rifleman.
Thyriel
Thu Jul 22, 2004 4:17 am
#1056
2 things really necessary for balancing :
1) NERF COMBAT MEDIC!!! as the name sais it is a medic profession and not a combat skill.
2) remove mind hits from game
DayWalkerRori
Thu Jul 22, 2004 4:27 am
#1057
Change the HAM system...We need a Actions bar for the specials to come from much like the Force Bar...
*** All specials cost comes from this and depending on how powerfull the special is the more or less that comes out...Regen of Bar would be faster depending on Masters (Yes lower masters count Exp: Master Marksman, Scout, Medic Etc) This would give the need for mastering of 3 Professions to get the full Regen speed and not reward dablers that have 1 master and a Combo of other Skills...This would also make lesser powerfull specials more usefull..If you didnt have enough Pool to use say for Exp: Headshot2 you could use Headshot1....It also would address the issue of spaming a high level Special...If you have a 3000 point special bar and you wana use UarmedHit3(Powerfull special) then the cost would be 1000points..At this cost you could not use over 3 ina row before having to set and do reg hits till you regened some Actions Points...
Message Edited by DayWalkerRori on 07-22-2004 07:34 AM
GultronICE
Thu Jul 22, 2004 5:54 am
#1059
Don't nerf Jedi elite profession should be powerfull, Fix CM they are support not a combat class, Don't make mind healable by stims, and fix armor it's way to powerfull.
JoNakU
Thu Jul 22, 2004 6:55 am
#1060
75% reduction of CM disease/poison in PVP and increase saber damage so that a FOTM Knight (ML/ME/Heal4004) can actually beat a non-Jedi defense stacker in PVP (right now the only way to do so is to have ForceIntimidate1 which FOTM Knights don't have)
Zethoun
Thu Jul 22, 2004 7:35 am
#1061
Rangers need increased damage to critters andincreased defensesagainst critters to be more effictive creature killers than your average joe.
Jason036
Thu Jul 22, 2004 8:53 am
#1062
Make buffs percentage based instead of point based with a max percentage of 95%
sammot00
Thu Jul 22, 2004 10:45 am
#1063
Strongly agree with the above post, and armor is way too powerful. There should be a reason to wear every type of armor that is in game.
Joukahainen
Thu Jul 22, 2004 1:02 pm
#1064
Nerf buff's and make all armor reduce defensive and offensive skill mods (Amount based on the encumbrance of the armor) instead of HAM. This would give someone a reason to NOT wear armor and it would also make other types of armor appealing.
Pseudolife
Thu Jul 22, 2004 1:51 pm
#1065
ARMOR!!! We need new armor, everywhere you go... a different shade of composite! We need class-specific armor, within a type of armor. (similar to the different types of Imperial Armor.)
-Pseudolife
Squadleader
DeathEclipse
Thu Jul 22, 2004 6:04 pm
#1066
Add in more tactical and stratagy to fighting, not just F key spam.