Development Cycle Archive
Thread: AT-AT Test
Shadowace156 wrote:
i may be wrong but woun't it be easy prey for rocket launchers sense it only has 10% blast?
This might give people more incentive to use RL's then. As it currently is, only diehards use them.
Vashner wrote:
Dadds wrote:
232k HAM isnt enough. you gotta be kidding me right? Nightsister elders got more HAM and 100% resists.. how can a humanoid be tougher then a giant at-at???
Nightsisters don't have Heavy armor. It makes a big different in the damage rate. Also Nightsisters are some Bad arse NPC's.
You want it tough but you don't want it invincible. It would be no fun. It's a game....
Actually, Nightsister Elders do have heavy armor and are mean SOBs. That's why we love em.
330-380k HAM, Force users, Heavy Armor, 100% resists to everything except kinetic and blast.
And they run fast too.
I'd agree that an AT-AT should probably be tougher than a nightsister elder, at least in terms of ham and armor.
Kiashia wrote:
Where is this area effect attack keep coming from? An AT-AT has a pair of light blasters located on the sides of the head and a heavier set of twin laser cannons mounted on the walker's chin. Both sets of guns are laser projectile weaponsplease explain how you would get an area effect attack from a laser.
The only area effect damage would be point of impact shrapnal sprey. and since that would be target spacific it would be extreemly difficult to pull off.
The same way pistoleers get area attacks (ie. fanshot)
Speaking strictly from a game point of view, The AT-AT has 4 blasters, two chin ( please give us the sounds from the movie) which are by far the most powerful weapons in game up to this point (with the arguable exclusion of lightsabers) and two side mounted. No rear mounted weapons, the only way a Rebel force could take one is sneak up behind and hit it with everything they've got.
The chin have a VERY powerful attack (read, possible, limited AOE concussion damage that would directly hit the mind ham, like concussive blastsIRLdo), and very slow recharge. Any and all turrets would be one hit-one killed by those bad boys, and if you watch the movie, against any pc/npc, the same. Simple enough, if you're on the sharp, pokey side, and you get bit, then there's nothing for you.
Side mounted are the same blasters as the AT-ST primary weapons. Right rate of fire, and rapid acqusition. Those are the Anti-personnel weapons. The AT-AT should have min 3 (with the concussive special attack from the main) or 4 attacks per round.
AT-AT's do not turn around, they have a turning radius of right around 300 meters. They are a frontal assault item only, they rely on AT-ST and AT-PT's for their close support.
So, all in all, a very awesome display if the following conditions are met :>
- Spawn with an appropriate battlegroup (minimum standard compliment is one squad and one AT-ST, or two AT-ST's)
- They don't spin, but travel in long arc's to turn fully around
- If there is ANY WAY that the final death animation and sound effects could reflect the movie, that would be perfect.
Thank Pex for letting us help.
http://www.starwars.com/databank/vehicle/atat/
The AT-ST on the other should have a area attack due to the fact it carries concussion grenade launcers:-
http://www.starwars.com/databank/vehicle/atst/index.html
Also from those sites you can see in which way both craft where used, the AT-AT would be flanked bt AT-ST's whos job was to take out any attackers that got past the AT-AT's massive firepower.
Make it so they attack in squadrons 2 AT-AT's flanked by 6 AT-AT's and allow to AT-AT to deploy troops at 'waypoints' to move in and hit targets in close quater combat.
The rebel must be given some kind of defense against these beast (i'm imp myself so i know we need some loving but not so much it kills off the rebels) Let the rebels build trench's, dragons teeth (world war 2 anti tank structure), ion cannons, around there bases.
I think its time ancor head fell, next patch make it so the imperial attack and controll the town and allow the rebels the chance to take it back, there is no way in hell the empire would let that town hold the amount of rebs as it does.
Make the rebels relocate, give them a secret base in the wilderness on some rarely visited planet. And make it **edit** hard for imps to attack it once failed.
Alas, it still suffers from the same problem that all high level content suffers, the inability to do anything about Commando flame DoTs, regardless or armor and resistances.
Pex wrote:
It is not supposed to be knocked down unless it is dead.
Should they BE killed? i mean... in all the starwars movies/books/comics a group of people couldn't take it down with out a huge Ion cannon to blast its legs with and lock 'em up. Those things should be NPC only and non-destroyable untill we get some aircraft or spacecraft in the game.
I just have one question. Are the people that use ATSTs to camp in starports going to be able to use ATATs to do the same thing?
I don't know about anyone else but I haven't been able to find a Commando to travel with me at all times to protect me from 13 year olds with there ATs.
To my knowledge there is NOTHING in SWG other than a commando that can even scratch an ATST much less an ATAT.
Sorry, just makes me angry that so many imps come in the forums and complain because rebels are covert. Personally, I don't enjoy providing target practice for an invincible jauggernaut.
ATSTs and ATATs should be limited to battlefields.
Turning:
Neither the AT-AT or AT-ST should be able to turn on its axis. They should be forced to take long wide turns, based on the mechanics of the vehicles. The AT-ST is able to turn its "head" and fire easily, while the AT-AT is not designed for Vehicle to "person" combat (Technically).
Combat:
It should be easy to run away from, and you should be able to come in from behind and other blind spots for the attack. One idea is to always spawn an AT-AT with 2 or 3 AT-STs for support, maybe even some Storm Troopers, eventually Scout Troopers on speeders. The AT-ATs armor should be strong enough, that no single person could take it down in a reasonable amount of time, blind spot or no blind spot.
General Ideas:
These vehicles house troops. What a great way to introduce mobile spawn points for missions. When approaching an imperial convoy you spot an AT-AT with 3 AT-STs escorting, when you attack, the AT-AT spawns 5 or more Storm Troopers at a time.
These things should be challenging, fun, but frustrating to the uncoordinated group.
The AT-AT should keep moving during combat, especially if its makeing the wide turns. This movement forces the group to adapt to a changing combat situation. Anybody dumb enough to let them selves get in range of an AT-ATs cannons should be toast in relatively short order.
Going back to the mobil spawn point idea. The AT-AT as a moving base would make for a formidable target. We wouldn't question why the "lair" (which atm is a flag) has so many hitpoints. In the event a mission has us approach an AT-AT solo, it would still have the storm troopers to defend it if you used the "blind spot" idea. The AT-AT could spawn up to 10 waves or 5 to 10 Storm Troopers at a time. If you hit the AT-AT too hard it could spawn 2 or 3 waves (15 to 30) Storm Troopers as a result.
Anyhow, these are some of my ideas. Hope I get to see one on TS soon. Can't wait till they hit live. (Take your time though, fewer bugs the better.)