Development Cycle Archive
Thread: AT-ST changes on Test Center
I think that AT-ST's and AT-AT's should eventually be changed to Player Controlled Vehicles, much like the landspeeders and speeder bikes are going to be. Or at least you could have the option of using them as a pet or controlling them manuallly each time you call one out. Or, even still... perhaps there could be a special skill tree or faction point requirement added where, once you get the needed amount of FPS or you have successfully gone up the skill tree, you are granted with the skill to drive the equipment around. Not only would it be so much fun towalk around in and play with, but it would add a whole other dimesion to the game. Think about it DEV's.... for the future.
-Risky
Anyone else agree?... disagree?
can everyone stop wasting their time unless you really bored, they have messed up the atst not healable and left the fire dmg, one faction pet lol sorry master sergeant you can only take one trooper in the field, oh wait you are a creature handler ohwhy dind't ytou say soyou can have 3 troopers than. I guess is that time of the month for everyone to be a Creature handler. No matter what we say i have no hope that the fire will work correctly and atst will be worth something i haven't seen anything thats on test center be changed after the replies of the people the code is in and less than 2 weeks away, they are working on getting a faction terminal so i guess maybe the day before you can try an atst when it's already too late.
Has the problem with faction pets auto-dying when the game crashes and disconnects you been addressed?Since the last patch the game crashes on me at least once per 1hr-2hr session.
I don't know why this was ever implemented in the first place.If I crash while fighting a battlewith my creature pets out, my pets just remain in the game world and keep fighting. I know this because it happened once while grouped with a friend who told me that while my character just stood there motionless (while i was restarting and logging back on), my pets continued to fight with the npc they were fighting until it died, then my pets just stopped and stood there. Why can't it be the same thing with faction pets? That way if some dishonorable imperial is fighting a group of rebels with his at-st and decides that he's losing and tries to disconnect to save it, the at-st will just stay in the game world and keep fighting. Make it so they stay in the world for like an hour and then store. If the rebels couldn't destroy the at-st in an hour (let alone 5 minutes) there is something wrong with them.
The auto-dying issue, coupled with the fact that at-st's are vulnerable to flame dot's, coupled with the fact that they cost a ridiculous 18900fp for my trandoshan a$$, just does not make them very desirable. That being said I almost have enough fp for one, and I probably still will get one. The sad part is that I will probably never use it, at least until the game crashing/auto-dying issue is resolved. If I were to lose it in battle, fine, I can handle that, but to lose it to a game crash is not right.
Am I the only person out here that remembers Chewbacca and some Ewoks kicking the dog droppings out of an "All Powerful" AT-ST with some logs and hemp rope? Now, I think flamethrowers have no place in this game, but what could Chewy and the Ewoks have done to that weak looking AT-ST with some flamethroweers?
I do not agree that an AT-ST should be considered a pet. Nor should a stormtrooper, or a rebel commando. Make the ability to control a factional subordinate based on the rank of the individual controlling the subordinate. I.E., you can have out exactly enough creature levels at the level you can purchase an AT-ST to have an AT-ST out, or you can choose instead to have out an equivalent number of creature levels of other factional pets.
This would give faction grinding for rank a purpose for players that are not smugglers.
Thank you for your consideration.
Are there any long term plans to remove the AT-ST as pet all together and implement them as Player Driven vehicles?
In my opinion, this would be much more fun, and I think Imperial players would get a kick out of blowing Rebels off their speeders. Just a thought, vehicle combat would be really fun.
This seriously makes little sense. I understand that AT-STs are similar to other creatures in how they are controlled but why can't they be classified by themselves. It's a machine not an animal. If anything the squad leader should be able to control more units not a creature handler. Now every imp is going to go CH so they can control their AT-STs which makes no sense. This is only going to unbalance the CH profession even more. If you thought there were a lot of CHs before this patch just wait.
Garry2rs wrote:
I agree that, generally, you should only be able to have one pet out, and that Creature Handlers are the correct place to allow people to have more pets.
I do not agree that an AT-ST should be considered a pet. Nor should a stormtrooper, or a rebel commando. Make the ability to control a factional subordinate based on the rank of the individual controlling the subordinate. I.E., you can have out exactly enough creature levels at the level you can purchase an AT-ST to have an AT-ST out, or you can choose instead to have out an equivalent number of creature levels of other factional pets.
This would give faction grinding for rank a purpose for players that are not smugglers.
Thank you for your consideration.
Exactly.
Factional "pets" as they are called now should be reclassified as reinfocements and given their own set of rules and restrictions basedon rank and rank alone.
I've yet to see a serious argument from anyone at SOE that explains a rationale for calling ST's and other faction personnel "pets" and applying CH rules to them. It's absurd.
Ok, a Pistoleer Rebel Captain with Novice CH shouldn't be able to control 2 Rancors, everybody agrees. But he shouldn't be able to control 2 ST infantryment? It's just comically absurd to argue that one is related to the other.
Sorry, TH, but I work fora living and don't have the time to make a Test Center character, do weeks and weeks of missions to accumulate the 9,450 faction points needed to buy an AT-ST and try it out.
I'm fine with the AT-ST being PvP and factional PvEonly, except for the fact it will push more PvPers to Creature Handler for the vesatility of engaging both PvP and PvE targets with their pets, and that of course pushes us away from star warsiness and towards circus warsiness.
I can tell you, however, that the current version of the AT-ST with the higher armorresists, was very easy to kill in PvP. I can tell you that mine was killed by a TKA in 6 rapid hits of "Scalp Slam", dishing out over 3,000 hit points of damage per hit, those hits coming about every 2 seconds.
They've addressed nothing about repairing AT-STs.
They've addressed nothing about the huge cost of gaining an AT-ST.
They've addressed nothing about the notion of losing weeks of work at the hands of another player, which is grief pure and simple.
Overall, the current test bed version of the AT-ST, even with the increased HAM, leaves much to be desired in terms of completely ignored issues.
Lodacai
I also wanted to add another thought. I see many complaints here concerning the changes to the AT-STs, and I'd like you to know that the "silent majority" agrees with this move. Imperial players spend too much time hiding behind these machines, they depend on them so much that I've literally watch Imps stand around in no armor watching as their AT-STs do all the work for them. The big mistake, which you guys appear to be correcting, was makeing them so powerful in the first place. Had they been implemented in the fation you're presenting here, there would have been no confilct. It'll be called the big AT-ST nurf, but in reality it's the AT-ST reality check.
As for other faction persk. I saw armor mentioned here. Truthfully, I think Imperial players should get serious benefits from Storm Trooper armor. It's fitting to see imperial players primarily running around in Storm Trooper armor and Rebels in Composite. The empire had more resources, this gives you guys a huge amount of room to play when it comes to faction perks. The challange is going to be makeing Rebel faction perks that will be worth Rebel players time.
Anyway, just my thoughts... thanks for working on bringing AT-STs down to a more reasonable level.