Game Guides Archive
Thread: Tuesday Tips May 3rd Center of Being
Thunderheart wrote:
Qui-Gonzalez wrote:
Thunderheart wrote:
Qui-Gonzalez wrote:
Actually, COB is a 45 second timer.Is it? Only Improved CoB should be on a 45 second timer.
Oh...I don't have the choice between the two, so Improved is all I see. My bad.
What happened is when you earned Improved CoB, the toolbar automatically upgraded you to the better ability because there is no advantage to using the lesser ability.
I really hate to have to go on this tangent here, but your statement the toolbar automatically upgraded you to the better ability because there is no advantage to using the lesser ability. must indicate the general view of abilities in the CU (ie improved ability > lesser ability)
I'd like to point out that Improved Forcerun is NOT necessarily better than the lesser Forcerun ability. In fact, basic forcerun is BETTER than improved forcerun in many situations.
Thunderheart wrote:
KapowBzapp wrote:
Thunderheart wrote:
Beshaba wrote:
For all the specials that have the warm-up progress bar, you need to stop moving and not hit any buttons as it nears completion. Othwerise warm-up will complete but not effect. At first I thought you needed to be standing still the whole time, but, from what I can tell, I'm pretty sure if you stop by atleast the 2/3 point for the warm-up the effects will activate.
Great suggestion Beshaba! I also think this is what is happening. If you move at all, CoB won't activate.
There is at least one profession (Rifleman) where ALL specials requiring a warm-up, including Marksman specials such as /firearmStrike, /overcharge, and /aim, fail 95% of the time. During the warm-up bar you hear a "thunk" sound that indicates it will fail, and no reason is given.
The Rifleman community has tested this inside out to correlate it to movement, posture, line of sight, distance, time since last posture change, and so on. Though some people have found hopeful results from holding still, we have found no consistent cause between when it works and when it doesn't.
Are there any other professions with warm-up timers on their specials? Do you also have it failing most of the time? And if TH is active in this thread, is a 95% failure rate (this is for Master Riflemen) with no failure message intended?
I'm not quite sure what is going on, but we'll take a look at it.
The list just gets longer and longer.
Expect a Hotfix to Hotfix the Hotfix that failed to Hotfix the Hotfix that Hotfixed the Hotfix ![]()
That's a very sensible mechanic, but it's not what we're talking about.
Bucke-Thead wrote:
If you move when winding up, or are hit when winding up, the move will fail. This is to stop the high damage dealing riflemen from being able to churn out insane damage with each special.
Specials are now something you have to time carefully. Being hit on the wind-up will still ensure you are subject to a wind-down timer and so incorrect usage of specials can penalise you quite heavily.
This 95% rate of warmup failures is not happening during active combat. It happens when nothing is going on. A case example would be to go out of town and target an unsuspecting CL 1 worrt. Without receiving damage, moving, changing postures, the target moving, anything, Rifleman and Marksman warmups almost always fail.
I would like to go on another constructivetanget with this statement, as well. All elite combatprofessions have pre-reqs that provide them with state recoveries, i.e. dizzy, kd, stun, blind. In order for jedi to obtain state recoveries they have to take an entire line of healer (xxx4).Iinterpret this as a "non-relatedskill tree" to any template that does not involve master healer. It only seems to be right to bring jedi in line with the other elite combat professions and provide state recovery skills either at initiate and padawan, or one in each of the novice boxes.
Thunderheart wrote:
All Brawlers can earn the Center of Being ability. It is earned at Unarmed I, One Handed II, Two Handed III and Polearm I. It is offered in each of the Brawler skill trees so allmelee players use the skill without having to pursue additional non-related skill trees . At the Elite Profession level, practitioners of Teras Kasi can earn Improved Center of Being at Balance I.
Message Edited by DustusNavar on 05-03-2005 03:13 PM
what about when the rifleman hasnt started combat yet, goes prone over 30m away from everything, and has to hit cover 7 times before he goes to cover, THEN (while still not moving) isn't able to get snipershot to fire off?
gera wrote:
But in Jedi, there is , lesser force cost, different abilities on different versions of abilities. Such as Saber Throw makes posture change, Improved Saber Throw makes knockdown and much great force cost.
This is a known issue and being addressed.
icutyou wrote:
This has happened to me for tka, and bounty hunter skills
Thunderheart wrote:
KapowBzapp wrote:
Thunderheart wrote:
Beshaba wrote:
For all the specials that have the warm-up progress bar, you need to stop moving and not hit any buttons as it nears completion. Othwerise warm-up will complete but not effect. At first I thought you needed to be standing still the whole time, but, from what I can tell, I'm pretty sure if you stop by atleast the 2/3 point for the warm-up the effects will activate.
Great suggestion Beshaba! I also think this is what is happening. If you move at all, CoB won't activate.
There is at least one profession (Rifleman) where ALL specials requiring a warm-up, including Marksman specials such as /firearmStrike, /overcharge, and /aim, fail 95% of the time. During the warm-up bar you hear a "thunk" sound that indicates it will fail, and no reason is given.
The Rifleman community has tested this inside out to correlate it to movement, posture, line of sight, distance, time since last posture change, and so on. Though some people have found hopeful results from holding still, we have found no consistent cause between when it works and when it doesn't.
Are there any other professions with warm-up timers on their specials? Do you also have it failing most of the time? And if TH is active in this thread, is a 95% failure rate (this is for Master Riflemen) with no failure message intended?
I'm not quite sure what is going on, but we'll take a look at it.
If this is happening to you all the time with this many professions, then you are either being interrupted by being attacked or you are moving. Some special abilities will break and have to be restarted while others will get just a delay.
Kurt "Thunderheart" Stangl
Community Relations Manager
Thunderheart wrote:
Qui-Gonzalez wrote:
Thunderheart wrote:
Qui-Gonzalez wrote:
Actually, COB is a 45 second timer.Is it? Only Improved CoB should be on a 45 second timer.
Oh...I don't have the choice between the two, so Improved is all I see. My bad.
What happened is when you earned Improved CoB, the toolbar automatically upgraded you to the better ability because there is no advantage to using the lesser ability.
Not true. Ask any Jedi with Force Run or KD, or hell, any special that upgrades from a single target to an AoE attack. We want to be able to use the lesser abilities even if we have the higher one.
If you could check carbineer supression fire (area snare shot), this would be much appreciated also, TH. I have tried all sorts of ways to get it to work, and it has not worked since CU started on TC. This is a powerful special for our profession, so much so,that this one special convinced me to choose carbine instead of pistol.
Thunderheart wrote:
KapowBzapp wrote:
Thunderheart wrote:
Beshaba wrote:
For all the specials that have the warm-up progress bar, you need to stop moving and not hit any buttons as it nears completion. Othwerise warm-up will complete but not effect. At first I thought you needed to be standing still the whole time, but, from what I can tell, I'm pretty sure if you stop by atleast the 2/3 point for the warm-up the effects will activate.
Great suggestion Beshaba! I also think this is what is happening. If you move at all, CoB won't activate.
There is at least one profession (Rifleman) where ALL specials requiring a warm-up, including Marksman specials such as /firearmStrike, /overcharge, and /aim, fail 95% of the time. During the warm-up bar you hear a "thunk" sound that indicates it will fail, and no reason is given.
The Rifleman community has tested this inside out to correlate it to movement, posture, line of sight, distance, time since last posture change, and so on. Though some people have found hopeful results from holding still, we have found no consistent cause between when it works and when it doesn't.
Are there any other professions with warm-up timers on their specials? Do you also have it failing most of the time? And if TH is active in this thread, is a 95% failure rate (this is for Master Riflemen) with no failure message intended?
I'm not quite sure what is going on, but we'll take a look at it.
Thunderheart wrote:
gera wrote:
But in Jedi, there is , lesser force cost, different abilities on different versions of abilities. Such as Saber Throw makes posture change, Improved Saber Throw makes knockdown and much great force cost.
This is a known issue and being addressed.
icutyou wrote:
This has happened to me for tka, and bounty hunter skills
Thunderheart wrote:
KapowBzapp wrote:
Thunderheart wrote:
Beshaba wrote:
For all the specials that have the warm-up progress bar, you need to stop moving and not hit any buttons as it nears completion. Othwerise warm-up will complete but not effect. At first I thought you needed to be standing still the whole time, but, from what I can tell, I'm pretty sure if you stop by atleast the 2/3 point for the warm-up the effects will activate.
Great suggestion Beshaba! I also think this is what is happening. If you move at all, CoB won't activate.
There is at least one profession (Rifleman) where ALL specials requiring a warm-up, including Marksman specials such as /firearmStrike, /overcharge, and /aim, fail 95% of the time. During the warm-up bar you hear a "thunk" sound that indicates it will fail, and no reason is given.
The Rifleman community has tested this inside out to correlate it to movement, posture, line of sight, distance, time since last posture change, and so on. Though some people have found hopeful results from holding still, we have found no consistent cause between when it works and when it doesn't.
Are there any other professions with warm-up timers on their specials? Do you also have it failing most of the time? And if TH is active in this thread, is a 95% failure rate (this is for Master Riflemen) with no failure message intended?
I'm not quite sure what is going on, but we'll take a look at it.
If this is happening to you all the time with this many professions, then you are either being interrupted by being attacked or you are moving. Some special abilities will break and have to be restarted while others will get just a delay.
The main special I have this problem with is Sniper Shot, though Ive had it with several others also.
Ive tried several different ways, but the majority of the time it doesn't fire. I do it with nothing attacking me and not moving at all.
The only thing Ive been able to figure is that possibly it has to do with some kind of line of site issue, but Ive had it fail on me with absolutely nothing in front of me or even when Im only 1 meter away from my target. Not much room for line of site issue there.
-Demented- wrote:
Thunderheart wrote:
KapowBzapp wrote:
Thunderheart wrote:
Beshaba wrote:
For all the specials that have the warm-up progress bar, you need to stop moving and not hit any buttons as it nears completion. Othwerise warm-up will complete but not effect. At first I thought you needed to be standing still the whole time, but, from what I can tell, I'm pretty sure if you stop by atleast the 2/3 point for the warm-up the effects will activate.
Great suggestion Beshaba! I also think this is what is happening. If you move at all, CoB won't activate.
There is at least one profession (Rifleman) where ALL specials requiring a warm-up, including Marksman specials such as /firearmStrike, /overcharge, and /aim, fail 95% of the time. During the warm-up bar you hear a "thunk" sound that indicates it will fail, and no reason is given.
The Rifleman community has tested this inside out to correlate it to movement, posture, line of sight, distance, time since last posture change, and so on. Though some people have found hopeful results from holding still, we have found no consistent cause between when it works and when it doesn't.
Are there any other professions with warm-up timers on their specials? Do you also have it failing most of the time? And if TH is active in this thread, is a 95% failure rate (this is for Master Riflemen) with no failure message intended?
I'm not quite sure what is going on, but we'll take a look at it.
I'm gong to say 2 things:
1. I love the CU and my guild has gone toe to toe and defeated every mob in the game under the CU including the level 500 Jedi Sentinels and Axkva and we thoroughly enjoyed it.
this being said...
2. How can you and your team, who really "forced" a complete overhaul onto us, be clueless to so basic a problem as the Rifleman Issues? In order for you to get feedback you have to peruse forums. In order to get issues you see a bug thread. I see tons of issues and this is a pressing one.
I would like to think you are in touch with the game you so covet and adore. I know I am and see all kinds of problems. I enjoy the game thoroughly, don't mistake my statements, but I thought you people played the game and knew what is going on.
I call BS on that, there is no way anyone can take mobs more than 20 levels over you, nevermind 420 levels over you. The damage modifiers insure that is not possible, anything much over 15-20 levels over you will hit you for 10,000+ damage per hit and insta deathblow, no matter what skills you have how many of you there are or what your equipment is you will all die and die in 1 hit. This is done through the lvl vs. lvl multipliers to ensure no one ever takes a mob much over there level.
Now with that said maybe you found a way to exploit and kill them or use a mechanic in a way that wasnt intended, the thing is there arent supposed to be any mobs in the game much over lvl 85 from my understanding. anything over that still has not been rebalanced to the new lvl system. (which should be corrected with the patch that is currently on TC) The reason being the highest lvl a player can obtain is lvl 80, even grouped with 8 lvl 80 players your levels are still lvl 80 so about the best you could take onwith great equipment and lots of skill and teamwork would be about lvl 85 due to the way the modifiers function. The reason there are mobs higher than that currently is the group lvl system was changed about half way through beta, at first the group levels were added up to create an overall group lvl (example 3 lvl 50's group and obtain a lvl rating of 150 this would allow the group to take on a lvl 150 mob) There were a ton of problems and ways to exploit with it like that so it was changed to only take on the lvl of the highest person in group. Since that was done there were still alot of mobs that werent rebalanced after the change. They are working on it still.
Thunderheart wrote:
gera wrote:
But in Jedi, there is , lesser force cost, different abilities on different versions of abilities. Such as Saber Throw makes posture change, Improved Saber Throw makes knockdown and much great force cost.
This is a known issue and being addressed.
icutyou wrote:
This has happened to me for tka, and bounty hunter skills
Thunderheart wrote:
KapowBzapp wrote:
Thunderheart wrote:
Beshaba wrote:
For all the specials that have the warm-up progress bar, you need to stop moving and not hit any buttons as it nears completion. Othwerise warm-up will complete but not effect. At first I thought you needed to be standing still the whole time, but, from what I can tell, I'm pretty sure if you stop by atleast the 2/3 point for the warm-up the effects will activate.
Great suggestion Beshaba! I also think this is what is happening. If you move at all, CoB won't activate.
There is at least one profession (Rifleman) where ALL specials requiring a warm-up, including Marksman specials such as /firearmStrike, /overcharge, and /aim, fail 95% of the time. During the warm-up bar you hear a "thunk" sound that indicates it will fail, and no reason is given.
The Rifleman community has tested this inside out to correlate it to movement, posture, line of sight, distance, time since last posture change, and so on. Though some people have found hopeful results from holding still, we have found no consistent cause between when it works and when it doesn't.
Are there any other professions with warm-up timers on their specials? Do you also have it failing most of the time? And if TH is active in this thread, is a 95% failure rate (this is for Master Riflemen) with no failure message intended?
I'm not quite sure what is going on, but we'll take a look at it.
If this is happening to you all the time with this many professions, then you are either being interrupted by being attacked or you are moving. Some special abilities will break and have to be restarted while others will get just a delay.
TH, I respectfully disagree. I did a lot of testing last night and this afternoon. I was standing still, not in combat, and my windup would fail. I posted a detailed description of what was going on in today's issues thread. I believe there is something going wrong in the warmup that's causing the skill to fail all on its own, without combat or movement interrupting.
Mankind00 wrote:
If you ever wonder what weapon is certed when. Open the Holocron & go to the Knowledge Base. Search for artical 15691 & you will see a full listing, showing CL, Box & Species.
Not a full listing. I couldn't see the LLC or the High Capacity Scatter Pistol, not sure if others are missing or I just overlooked them.
Thunderheart wrote:
What happened is when you earned Improved CoB, the toolbar automatically upgraded you to the better ability because there is no advantage to using the lesser ability.
This is most likely a bug, but if it is not,I'd like to have lesser armor break ability over improved or advanced ones.
Because the most basic armor break attack (obtained in brawler tree), offers greater armor resist reduction over the other two. Although duration increases as you get better versions, resist reduction decreases.. But as i said, I don't think this behavior is intended (and hopefully will be fixed soon)..
Message Edited by Molveno on 05-04-2005 01:34 AM