Game Guides Archive

Thread: CU Game Mechanics [A Guide For Playing Post-CU For Those Who Weren't on Test Center]

MrTopi
Fri Apr 29, 2005 5:00 pm
#40

Thanks a lot. Will not these Tamporary forums be closed on Sunday?


Could we get this copied to Game Guides please?





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hawkes37
Fri Apr 29, 2005 6:56 pm
#41






KyridIce wrote:


Yellow/Red/Purple cons are stronger than you, and will likely kill you in a 1v1 match. This is due to a damage MULTIPLIER that comes into play due to level differences. To give an example of this, lets say you have 2 characters fighting a level 10 nuna. Character A is level 10 and Character B is level 9. And lets presume that the only thing different in their templates is that Character A has one extra box of medic completed (so we know that there is no melee defense factor coming into play). Now, the nuna attacks, and it hits Char A for 50 damage then hits Char B for 100. This is the multiplier effect. The fight is not more difficult for Char B due to a difference in skills or weapons, it is purely the level difference between the character and the opponent that determines how hard the fight will be. Lets assume Character C strolls by, and is level 3. The nuna will kill Character C in 2-4 hits, guaranteed. It is not because a nuna is a difficult creature, nor is it because a level 10 character has much better skills or equipment or significantly more health than a level 3 character. Again, the fight difficulty is PURELY based on level differences.


This is probably the single most important change to the game, so read that last paragraph again if you need to. Previously, our EQUIPMENT (buffs, armor, weapons) enabled us to kill stuff that conned red to us, but now equipment has little to no effect on our combat capability (at least until you start fighting high end content).





And the single greatest thing that makes this type of combat in this deep of a game utterly ridiculous and not fun. Nice guide for the game I will give you that though.





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KyridIce
Sat Apr 30, 2005 12:49 am
#42





Panther5150 wrote:
One thing you negelected in your mechanics is about you being level 10 and fighting groups of creatures solo. Letes face it, under the current system, you attack one, the rest generally aggro you. So, you have to tank and do crowd control. Can you tank a high enough group of creatures and still get exp from them? If not, then how is it feasible to level?






Here is where your knowledge of your surroundings comes in handy. Learn which creatures gang up on you and which ones will leave you alone while you attack their friends. I believe it was reffered to as "social" in the old system, and scouts were able to tell whether a mob was social or not. The key thing is to fight one on one battles if you are soloing. Find a mob that doesn't all aggro against you at once, and try to only pick those missions. Remember that now the missions scale based on your level, and you can get missions for a particular creature at any level you want. Alternatively, try drawing creatures away from the lair one at a time using a ranged attack, then switch weapons if you want to finish off the kill.


Another tip for solo play would be to fight stuff 1-3 levels below your own. You'll get about 10-30% less xp per kill, but each kill won't be a life-or-death battle.


I should point out here that trying to level medic xp solo is very slow. But, all groups appreciate an extra healer hanging around. Even if you're 40 levels lower than the group level, you can still be a big help by hanging back healing the tanks --and getting full medical xp with each kill.




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Ogi
Sat Apr 30, 2005 2:20 am
#43

Can someone explain how the numbers on armor work?
I understand the condition part but the energy 5755 is still a mystery for me.







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Virrago
Sat Apr 30, 2005 11:13 am
#44



MrTopi wrote:

Thanks a lot. Will not these Tamporary forums be closed on Sunday?

Could we get this copied to Game Guides please?





Yes, we will be moving these guides to Game Guides forums after this one closes.





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JediVulcan
Sat Apr 30, 2005 11:43 am
#45

you guys need to put this in the Holocron!


Everybody needs to read this thing, it's vital. Make a popup for it in game.


Very good guide btw and this system is inline with the rest of the mmo's out there.


CTRL CLICK ICON = auto attack FTW!



Vulcan Okiwa
Combat Medic/Pistoleer Eclipse
dashbarron
Sat Apr 30, 2005 1:38 pm
#46






JediVulcan wrote:

you guys need to put this in the Holocron!


Everybody needs to read this thing, it's vital. Make a popup for it in game.




There is some good stuff in there.. better yet. Make it so it ALWAYS pops up. That way people will complain about that and forget about their CU problems



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PsychoDragon
Sat Apr 30, 2005 3:00 pm
#47

Is there a way to make the simple /attackthe default attack?





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PTtech
Sat Apr 30, 2005 3:51 pm
#48

Just a quick question,



Ranged profs tend to draw aggro away from the tanks due to their high DPS. Thus it is important for them to have: a) stims, b) armor, c) medical skills, and/or d) healer support in case they get in trouble.


As a rifleman/TK I have chosen to go without the recon armor I am certed. Is this a good thing, bad thing or just an odd question thing??



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KyridIce
Sat Apr 30, 2005 4:35 pm
#49






PTtech wrote:

Just a quick question,


As a rifleman/TK I have chosen to go without the recon armor I am certed. Is this a good thing, bad thing or just an odd question thing??






This is a good thing, TKM armor will work when you're using other weapons. And its a lot cheaper since you don't have to worry about decay.



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Ephraim_Phoenix
Sun May 01, 2005 8:45 am
#50

That was a great guide. Thx Kyrid.



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Nadias
Mon May 02, 2005 7:05 pm
#51



Moved this over from the temporary forums as a lot people were finding it helpful.


Message Edited by Nadias on 05-08-2005 01:05 PM





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JAVEWS
Mon May 02, 2005 7:09 pm
#52

great job!! Thx for the work!



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