Game Guides Archive
Thread: Tuesday Tips May 3rd Center of Being
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.
Sorry I posted above without seeing this response, TH.
Regarding the yellow line above, I have tried many times to initiate combat with carbineer'ssuppresion fire on several creatures, from a good distance, without moving, and it has never had any effect. Nonetheless, you could be right TH, if "being attacked" is defined by being aggroed and not necessarily by being hit. For instance, if I am standing at 40 meters from the nearest creature and I hit suppression fire, I get aggroed immediately (the combat music starts, my proffesion badge to the left of my HAMs turns red, etc.), but I won't get hit until they close enough distance to hit me with melee shots. In other word, my warmup finishes before they can hit me...so if it's being interrupted, it is not due to getting hit,but rather by the initiated aggro.So maybe what is happening, is that the warmup is interrupted by just being aggroed...hmmm. I'll have to play around with this some more tonight, maybe I just haven't kept still enough. Oh, and thanks for all the feedback TH, feels real good to know you guys are listening ![]()
Thunderheart wrote:
icutyou wrote:
Thunderheart wrote:
This has happened to me for tka, and bounty hunter skills
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.
Sunday night I was doing NPC BHmissions and couldn't get defensive stance to work. It would "warm-up" but then I'd get the "thunk" sound and it wouldn't apply/work. I was standing still, pistol in hand 45m away from my target, with nothing attacking me, then I realized that I was out of range for the pistol As soon as I moved under 35m from my mark it worked with no problems. Maybe that can point the Dev's in the right direction/help players work around this half baked of a CURB
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, can we please get some idea of what you mean by that? IE: are you going to re allow the use of the lower versions of the specials or some other idea?? We would like to know before the respec period is over, since most of our current template choices have been chosen based on not being able to use lesser versions of a higher ability. With jedi especcially the higher level versions of most specials have become undesirable due to their huge force cost/or high penalty/ or worthlessness. Leaving alot of us with many uncomplete trees and lots of dabbling as a result of trying not to obtain the higher abilities.
Also while we are on the subject of jedi can you look into the force cost issues?? Currently force cost is like 4x what it used to be pre cu, leaving jedi, even fully templated and with 9fc sabers completely out of force after like 30 seconds of fighting. wouldnt be so bad if it regened quickly but it can take over 15 mins for a force pool to regen in a fully templated jedi. its obsurd to fight for 30-45 seconds then have to twiddle your thumbs for 15+ mins waiting for a force pool to regen. Not only are we taking an "action hit" that requires a small amount of downtime, but then we are taking a force hit as well requiring a huge downtime for the one short fight. It used to be possible pre cu with the moderate force costs to maintain a decent force pool throughout a night of pvp with carefull management, and only in heavy engagements would you likely run out. Please consider re-evaluating current force costs and re-adjusting them as they are MUCH to high now. The force costs were right on the money before CU imo. only powerfull abilities like total heal had large force costs.
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.
Need info on what's changed with the CU? Try these knowledge base articles.
10424
Question
[SWG] Top Known Customer Service Issues [SWG] - COMBAT REVAMP
Answer
Entry Updated for COMBAT UPGRADE: Tuesday, May 3rd 2005 12:05:00 PDT
This entry has been temporarily redesigned to bring you up-to-the hour information on the integration of the Combat Upgrade. We apologize if your server has not yet upgraded. The normal Top Known Issues entry will be appended to the bottom of the Combat Upgrade section. If you have a question about when your server will upgrade to the CU, please review the entry below:
*** CUSTOMER SERVICE ANNOUNCEMENT ***
The following entries are current Customer Service Responses to specific issues:
[Edited out for space]
15690
Question
Combat Upgrade Changes: Index
Answer
This purpose of this entry is to serve as an index of all topics as related to the Combat Upgrade's Changes to game mechanics. As new subtopics and entries are added, this entry will be updated to serve as a reference and tracking list for all Combat Upgrade related entries.
[Article ID] - Topic: Subtopic
[15577] - Combat Upgrade Changes: Overview
[15578] - Core Combat System
[15579] - Health-Action-Mind (HAM) Statistics
[15581] - Character Sheet
[15580] - Combat Interface
[15582] - Weapon System
[15583] - Armor System
[15673] - Armor Refitting
[15584] - Healing System
[15585] - Healing Profession Changes
[15586] - NPC Combat and Artificial Intelligence
[15587] - Profession Roles Overview
[15588] - Profession Pre-requisites
[15590] - Skill Modifiers and SEAs
[15591] - Changes to Old Game Systems
[15691] - Weapon Certification List
[15692] - Using the Respec Window
[15674] - What happened to Battle Fatigue?
[15675] - Why did modifiers on my Food and Drink change?
[15676] - What happened to Strength, Quickness and Focus?
[15677] - What profession crafts medical supplies?
[15678] - Can I use my abilities with weapons from other professions?
[15679] - What happened to my Armor Statistics: Armor Piercing, Encumbrance and Special Protections?
[15680] - What happened to the combat queue?
[15681] - How do I /peace out of combat?
[15682] - Why does my Lightsaber deal energy damage?
[15683] - How can I tell if someone is wearing a Phase Shield Generator?
[15684] - Are doctor buffs still based off injury treatment modifiers?
[15685] - What happened to Action and Mind wounds?
[15686] - How do I get a mind buff?
[15687] - What happened to the Force Rank System (FRS)?
[15688] - Where can I find my Weapon and Armor Certifications?
[15689] - What changes occurred to DOT weapons?
-Ekki
Message Edited by Ekki on 05-03-2005 05:03 PM
Maybe some random signals from the mouse mess up the wind up. Maybe it is necessary to increase the tolerance for mouse input during the wind up.Maybe createa check box in the preferences which simply prohibits actions which mess up the wind up of a special.
What about Cover and Sniper Shot? They fail 95% of the time when i'm lying on the ground unmoving before combat is even initiated....
Thunderheart wrote:
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.
If you did not have time to read through the posts here related to this issue, TH, we have emphasized that these warmups fail when we are not being attacked and are not moving. We can lie peacefully on flat sand for ten minutes and not be able to initiate a warmup special against a netural mob nearby.
Thunderheart wrote:
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.
if you are new to the game, or an artisan, you may need some money, but be unable to make much doing missions with the current fiasco. so here is an easy way to pick up a few thousand credits without much risk.
in theed, find the imperial faction mission terminal. select "delivery" and refresh until you find missions that pay in the 900's. these all go to moenia. look at the details, and find two that start within 2-300 meters, and accept those. go to the waypoints, converse with the npc's.
next check your map (ctrl + v) to be sure they are both in moenia. if so, take the shuttle (or fly your starfighter, if you have jtl) to moenia. again, go to the orange waypoints and converse. taa daa! you get paid.
now, go to the rear of the cantina, find the rebel mission terminals there, and repeat. each trip will net you 1400 credits or so without jtl, around 2000 with jtl. and not only do you get cash, but you get faction you can use to join the empire or the alliance, or trade for faction items.
Thunderheart wrote:
saintchuck wrote:
McDaven wrote:
Thunderheart wrote:
Center of Being
Center of Being is a great special ability for melee characters and using it successfully will have a huge impact on winning melee combat.
How to get it
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 all melee 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.
"It is offered in each of the Brawler skill trees so all melee players use the skill without having to pursue additional non-related skill trees."
Thunderheart, Please explain this quote of yours. How does the previous sentence fit with becoming a TKA requires learning non-related skill 2H? Also, if I have to learn 2H to become a TKA why do I have to learn CoB again?
CoB can be learned by all Melee professions without having to take unnecessary skill branches. 2H is a necessary branch for TK.
Saintchuck is dead on!
And to your last question, "Also, if I have to learn 2H to become a TKA why do I have to learn CoB again?" if you are asking about the second CoB in TKA (Balance I), that is actually an Improved CoB that will give you defense buffs for 45 seconds instead of 30.
Thunderheart.... Why do I have to learn CoB again in 2H Box 2 when I have already learned it in Unarmed Box 1? Should I not be earning a new skill? Also, saying 2H is necessary branch for TK is in my lowly opinion is a escape goat. I understand the reasoning for adding it as a requirement in hopes to balance the skill system in this game since it is easier than redesigning how the skill boxes work.
When will a TK will ever use a sword?
My Tip: Non-combat profession needing to cross the wilds? Afraid of the big bad wolves?
Group with a CL70+ combat character. He or she doesn't need to escort you, just be on the same planet. You will be 'promoted' to the same level, enabling you to take a few hits as you run.
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.
Metalstrike wrote:
I'll get back on topic for a sec
If your grouped in combat and things get hectic and you need to target something attacking your friend or if someones in the distance tanking and pulling,target the friend you need to help or the player pulling the mob and when you use a special on them it will attack the mob they are fighting.Saves alot of time in hectic situations when tabbing through everything in sight isn't an option or your tank puller is over the ridge line.
Now THAT is a helpful tip! Thanks