Development Cycle Archive

Thread: Publish 7 Feedback: Combat Changes

Geevo
Mon Mar 17, 2003 11:51 am
#1

All good except Panic Shot not working once more damage is taken by the target.



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Thunderheart
Tue Mar 16, 2004 2:07 pm
#2



As part of the ongoing Combat Balance, the team has made some preliminary changes to combat in order to equalize some of the larger changes that have been made recently.fficeffice" />



l Defensive Modifiers will have a hard cap with profession template stacking. Defense stacking will no longer stack beyond the intended combat calculation limits causing the defender to be nigh invulnerable.



l Carbineer Specials have been improved:


o The dizzy effect in /fullAutoSingle1, /fullAutoSingle2, /fullAutoArea1 & /fullAutoArea2 have been improved


o /burstShot2 was changed from a single target to an AE cone attack


o /actionShot2 now hits all targets in the area of effect.


l Defense / To-Hit Fixes:


o Melee attackers now get a To Hit bonus when attacking targets with ranged weapons.


o Dodge enhancing Food now decreases your chance of being hit.


o Accuracy increasing food now increases your chance to hit your target.


o Dead Eye buff now increases your chance to hit your target.



l Warcry has been changed from being a single target lock down preventing it from attacking to a method of “crowd control”. Enemies can be temporarily prevented from attacking as long as they are not currently being attacked themselves.



l Panic Shot & Strafe Shot are cone effect shots that will delay your target for 10 seconds on a successful shot. Strafe Shot succeeds only when your target is in the “take cover” position. In both cases, the effect ends upon further damage to the target.



l Bleed DoT Improvements: Targeted pool bleeds (/mindShot1 & 2, /healthShot1 & 2, etc) now hit their intended pool on the initial strike as well as the bleed damage.




How are the combat specials working for you? (Please state your profession and the special move).





Kurt "Thunderheart" Stangl
Community Relations Manager
Ennoryt
Tue Mar 16, 2004 2:14 pm
#3

Since Warcry no longer works on creature spawns that you are directly attacking, can we get dizzy to work on animals as it does NPCs?



Aoneov Loke,
Zinn Loke,
Member of the BBB
Rogues Landing, Corellia, Kettemoor
Jango Fett had an armor hole too... right between his helmet and his chestplate.
TAfirehawk
Tue Mar 16, 2004 2:18 pm
#4

This is a great step to bringing "balance to the Force". Lets just hope the work continues on to weapons, armor, and other professions.


GREAT WORK






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Sosstuborx
Tue Mar 16, 2004 2:20 pm
#5

Thank you very much for the Carbineer fixes.







Col. Cristos Diaz
-------------------------------
pentjaksilat
Tue Mar 16, 2004 2:21 pm
#6

thanks to nova...and thanks to the devs, carbines are fun!

now to hope the combat balance will make combat balanced and DYNAMIC...as opposed to 50riflemen/tkm/CM running around, and we'll be in business.

~pentjak



retired: 09/02/'04.
RIP Dunadan
...being perfected in a short time, he fulfilled long years; for his soul was pleasing to the Lord, therefore he took him quickly from the midst of wickedness...

MCPrimetime
Tue Mar 16, 2004 2:23 pm
#7

Did you cap only Dodge, Block and Counter as was in the notes, or did you cap the rest of the defenses as well?



MCPrimetime
Jingles
Jrockin

Neyland
Tue Mar 16, 2004 2:26 pm
#8

Can we get a committed answer to what the offical cap is? And why did they not cap Defense vs. XXX stacking? Or is it included and simply not stated?


Does the Panic Shot delay for 10s until attacked like warcry?





+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Proud member of the Savage Nation!
"If sometimes you feel insignificant, useless, offended and depressed, always remember that you were once the fastest and most victorious sperm in your group"


Ennoryt
Tue Mar 16, 2004 2:35 pm
#9

Since Warcry no longer works on creature spawns that you are directly attacking, can we get dizzy to work on animals as it does NPCs?



Aoneov Loke,
Zinn Loke,
Member of the BBB
Rogues Landing, Corellia, Kettemoor
Jango Fett had an armor hole too... right between his helmet and his chestplate.
ShiOt
Tue Mar 16, 2004 2:35 pm
#10

Thunderheart,

Can you please state if there has been a hard cap placed on melee and ranged defense or on state defenses i.e. vs. KD, vs. Dizzy, etc.

It is my impression that there was already a cap on these statstics.. if that is the case... can we get affirmation of this?

It seems like this is some big secret because i havent seen one dev ever actually answer this question.


The community wants to know... and i feel you that you owe us that considering all the combat changes you are puting us through.


Thanks for your time,


Solex <STUN>



Smooth Remington
Master Weaponsmith / Master Businessfish
Flurry Galaxy- Shop Located 400m East of the MO, Dantooine @ -220, 2520
WarSmurf
Tue Mar 16, 2004 2:35 pm
#11

Pass on the thanks from the carbineers TH. Very happy to have the specials working



Ialav Neako
Fear the Sound of ~LA~
RunemonIV
Tue Mar 16, 2004 2:36 pm
#12

seems as if KD2 was ninja nerfed in this patch...


the move now either dizzies or it KD's but not both..


some feedback on this is much appreciated





Day one Veteran of the game.. just a little fed up.. /tiny
Twentytolife
Tue Mar 16, 2004 2:37 pm
#13

CAP details would be great.

Page 1 of 18
Previous Next