Fencer Archive

Thread: On the CU information that has been released.

Rabenschwinge
Wed Mar 23, 2005 8:45 am
#27

hmm... I am curious how our weapons will actually work afterwards.

If I got this right all weapons deal basically either kinetic or energy damage with some weapons dealing extra damage of different types. With a brief look at our weapons that probably means kinetic in all cases, with possibly a little extra electrical for the stun baton... that would be one imagineable way, at least.

Where it becomes difficult to understand is the document about armor. So all weapons have three modes now and modifiers for each given mode. What might that mean for us? A gaderiffi is best in mode three, a stun baton in mode one and a curved sword in mode 2? I am curious if we had a way to do anything against a nightsister elder after the CU... I fully understand that we won't be the best at fighting them ever, but being able to deal a little damage would be nice after all...

And with the war going on out there which has wakened a new interest in combat within me which I almost dropped for the sake of tailor to be able to do something more creative, I am curious how PvP will change with the new stat system. The documents given do not provide much information about how things will work and that what is provided is relatively unclear to me.

If I charge someone wearing a recon armor and an opponent shoots at me with a T21 set to mode 3, won't he be able to seriously harm me? Sounds a little strange...

So many questions and so little patience...




Lt. Sharven Figohic - Infinity
Wardancer & Space Beast Of Prey

Moonshadow Wiki & ForumsMoonshadow info on swg-wiki

I8TheWorm
Wed Mar 23, 2005 8:55 am
#28



Rabenschwinge wrote:
hmm... I am curious how our weapons will actually work afterwards.

If I got this right all weapons deal basically either kinetic or energy damage with some weapons dealing extra damage of different types. With a brief look at our weapons that probably means kinetic in all cases, with possibly a little extra electrical for the stun baton... that would be one imagineable way, at least.

Where it becomes difficult to understand is the document about armor. So all weapons have three modes now and modifiers for each given mode. What might that mean for us? A gaderiffi is best in mode three, a stun baton in mode one and a curved sword in mode 2? I am curious if we had a way to do anything against a nightsister elder after the CU... I fully understand that we won't be the best at fighting them ever, but being able to deal a little damage would be nice after all...

And with the war going on out there which has wakened a new interest in combat within me which I almost dropped for the sake of tailor to be able to do something more creative, I am curious how PvP will change with the new stat system. The documents given do not provide much information about how things will work and that what is provided is relatively unclear to me.

If I charge someone wearing a recon armor and an opponent shoots at me with a T21 set to mode 3, won't he be able to seriously harm me? Sounds a little strange...

So many questions and so little patience...




Don't forget that sweet looking acid sword they've shown us a picture of

I don't think anyone will be able to select a mode for their weapons, though, rather they'll select weapons based on their mode. That's not too different from now. I have a gaffi, a stunner, and a vb (action DOT) in my combat toolbar, and switch between them depending on what I want to do.



Rimy the Shrubber

XFire userid = i8theworm


"It is better to sit in silence and appear ignorant, than to open your mouth and remove all doubt." -- Mark Twain

I8TheWorm
Wed Mar 23, 2005 9:41 am
#29



Rabenschwinge wrote:

I've reread it. Seems we are both half wrong, half right:

from Thunderheart's Combat Upgrade Armor System Overview thread:
To provide different weapons with different utility certain weapons will have a mode switching option. While some weapons will have mode options many will remain single mode of fire weapons. [...]
The mechanism to change the value will be through a radial menu option while weapon is unequipped.



So it seems some weapons may switch mode, others not. This again raises the question wether they will retain all their values in all modes or have different values for different modes, and which modes will be available to which weapon...






I should practice up on reading comprehenshun....

That's pretty interesting. I can't imagine how fencer weapons would be mode-switching, except for maybe that acid sword. My mind is racing through ideas on how switching modes would work. Timers? Could it be macro'd so you can just click on your toolbar to switch mid-fight? I can't wait to see how this one pans out.



Rimy the Shrubber

XFire userid = i8theworm


"It is better to sit in silence and appear ignorant, than to open your mouth and remove all doubt." -- Mark Twain

MaxPhoenix
Thu Mar 24, 2005 5:32 am
#30

Many of you may not remember but in beta they had combined the 1h and 2 hand trees, then had a 4th tree that was similar to ranged support. it got changed to the way it is becuase too many poeple got confused with the 2 weapons for 1 tree.



MAXAMUS PHOENIX
First Master Brawler on Eclipse
First Master Fencer in Retail
MaxPhoenix
Sat Mar 26, 2005 8:38 am
#31

Curious question is how will this effect skill suits? if you don't know MR do your ole fencer buddy a favor and test it out
but iff you read into what mind said. hes glad that the fencer weapons shown publicly are the swords meaning they have more instore for us



MAXAMUS PHOENIX
First Master Brawler on Eclipse
First Master Fencer in Retail
Minerunner
Sun Mar 27, 2005 12:22 am
#32

Skill suits? You mean SEAs put in clothing?

Well I know that to do their job right, if there happened to be modifiers that no longer existed, and modifiers that were new, they would likely change new drops to use new mods (and in the process removing ones with non-working mods from the loot tables).

I suspect that mods which still exist in the CU, which are on currently existing clothing SEAs and AAs, will still work. And SEAs which exist currently which have modifiers which don't exist after the CU will likely simply be useless. You don't even want to fathom the dev time it would take to create the turn in code to replace all the different existing SEAs.

But I can't say which mods are staying and which are going. And all of this is pure speculation. And cannot be taken as what is or isn't going to happen.



Roogah Heeveah : Starsider, Alien Master of the Force : Roleplayer
Leoaf Be'lya : Bothan Ace Alliance Pilot : Eclipse
Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
FragRock-Creatures
Tue Mar 29, 2005 5:03 am
#33

Ive just switched from master carbineer to become a master fencer (cause carbineer has been my personal bane for more months then i can remember)


Is master fencer still going to rank as it does now with the same sense of combat credibilty? Otherwise will fencers still be good?


Other question, will there be any dramtic changes on leveling a profession after the CU, or will it remain basically the same?



--------------------FLURRY------------------------
Master Creature Handler

Master Swordsman
IGN: -fr-Rax Nibune
Minerunner
Tue Mar 29, 2005 5:28 am
#34

Every profession will have distinct strengths and weaknesses, Fencer included. Those strengths and weaknesses have been distributed among the professions in such a manner as to create a form of tactical equality.

It was already stated that a person would be able to solo level to master, they did not want to remove that from being a possibility. How long it will take is unknown. But the method in which people will level Fencer will likely take on a myriad of forms. Due to the changes.

I can't say what those changes are before the docs are released.



Roogah Heeveah : Starsider, Alien Master of the Force : Roleplayer
Leoaf Be'lya : Bothan Ace Alliance Pilot : Eclipse
Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
fritz300
Tue Mar 29, 2005 6:00 am
#35



Minerunner wrote:
It was already stated that a person would be able to solo level to master, they did not want to remove that from being a possibility. How long it will take is unknown.

Bleh solo... I really miss the old days of grouping with people, the social aspects of combat, the randomness, and just the feeling of having your friends with you...

Was soloing ever that much fun compared to grouping? No... the main reason people did it because it was faster... I'd really like to see grouping be fun like it used to be but at the same time just as productive in leveling as it should be...

On FFXI the only way to level is to group, which personally I don't like because it is pretty much impossible to level solo... just an example though of how difficult this can be to do, I really hope they find the right balance.

Regards,
fritz




OH EM GEE...
I'm playing Guild Wars!
[ Fritz Xanthius R/Mo ]

Minerunner
Tue Mar 29, 2005 6:40 am
#36

Grouping will be required for most content however. It will just be leveling that will be possible solo. Everything is getting a revamp to be in accords with this from my understanding. I'm not sure how xp will work if it will change at all, I would preffer xp go back to equally shared by all group members who fight in the case of combat and weapons xp, but I highly doubt it... even though player difficulty rateings and creature difficulty rateings are getting redone so they will no longer be broken (at least in the way they are now).



Roogah Heeveah : Starsider, Alien Master of the Force : Roleplayer
Leoaf Be'lya : Bothan Ace Alliance Pilot : Eclipse
Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
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