Jedi Archive

Thread: Hybrid template stealth nerf : Now With Macros!

Cyprus301
Wed Oct 19, 2005 4:04 pm
#27

also, now CoB/duelist and aura dont stack. they did pre 24. i had used it just yesterday...



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Zanholo
Wed Oct 19, 2005 4:18 pm
#28






Cyprus301 wrote:
also, now CoB/duelist and aura dont stack. they did pre 24. i had used it just yesterday...






CoB and Aura did not stack pre-24. Didn't for me anyway; with aura on, cob attempt resulted in error msg that similar buff existed, with cob on aura would overwrite cob. Can't comment on duelist stance.


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Divine-Shadow
Wed Oct 19, 2005 4:27 pm
#29






Penguinzx wrote:




Well kind of. Looks like all the people claiming that you wouldn't be able to use force powers while weilding anything but a light saber were right. It doesn't work now. I just went out to test and I can no longer use force lightning while weilding my HLR.


However, I still maintain that this was an absolutely useless change. More of an inconvenience than anything. I took a couple of minutes and wrote a macro to unequip my rifle, use whatever force power I choose, and re-equip my rifle. Works perfectly fine. No slow down in combat, I still hit just as quickly while doing this as I did without unequiping the weapon first. The only catch is you'll need to play with the pause timers for some of the specials. I found that you will need about 0.3 second pause between un-equipping and using the special, re-equipping seems to be dependent on the special. Force infusion works fine with just a short puase between un-equipping and using the special, with no pause after infusion to re-equip. Force lightning seems to require a short pause before and after, I presume to accomodate the animation. In any case, the pauses are short enough that even if you're firing at 1 shot per second, you shouldn't see a difference in combat.


I didn't have much time to test, but I'm going to keep refining the macros next time I'm in game to make sure they operate flawlessly, and are as fast as possible.


And a quick note to the Devs, this was a pointless change. It's an inconvenience. It's mildly frustrating, that is all. What bothers me is the fact that you would take the time to try to ruin one of the last remaining creative parts of the game. Just as people are starting to try to get away from FOTM templates and try something new, you throw in achange like this to discourage it. A hybrid template will not be over-powering, it will just be more fun for people trying it. So I'd appreciate it if you'd save me the trouble of writing these macro's and just change it back.


(yeah, yeah, I know they don't care, but I thought I'd add it anyway)



New Section-Macros


In the interest of trying to make this thread partially constructive, and because I've had a few requests for it already, I thought I'd add the macro I'm using for unequipping and re-equipping my weapon to work around this nerf. I'd also welcome any feedback from more experienced macro writers out there as I'm just kind of fumbling along trying to get this to work properly at the moment. Please post any improvements you make, or other macros you use that are helpful in creating a work around.


Keep in mind, I have my rifle equipped by default, so the macro is designed to un-equip first, perform the action, then re-equip. The things in brackets are just explanations and aren't part of the macro.


I have the macro named "flightning" and it is as follows(macro in red):


/ui action toolbarSlot23; (my gun is hotkeyed in the last box of the second row or my
main toolbar, making it slot 23)
/pause 0.3; (not sure why this is necessary, but it won't work without this pause)
/forcelightning; (or whatever the force special you want to use is)
/pause 0.3; (this one is tricky, force lightning seems to like this 0.3 pause, I'm still working

onforce hit though, so you might have to play with each special until you make

themwork.)
/ui action toolbarSlot23; (re-equips the weapon)
/pause 3;(still working on this part, the cooldown timer won't display as part of the macro

so I'm trying to find a work around)
/tell(my name)next(just replace (my name) with yours obviously)


Alternately, and probably preferably, you can add an alarm instead of the tell at the end by replacing the tell command with:


/alarmaddin 0 0 Lightening Ended!


I hope this is helpful. I'm as annoyed about this as everyone else, but given the glacial pace the devs seem to move at, we might as well develop our own work-around because it could be a while before we see this fixed.

Message Edited by Penguinzx on 10-19-2005 02:21 PM


Message Edited by Penguinzx on 10-19-2005 02:23 PM


Message Edited by Penguinzx on 10-19-2005 04:01 PM




What are you talking about?I had my fwg5 equipped and could use force powers? I could infuse, aura, whatever.





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DureenaBadKarma
Wed Oct 19, 2005 4:42 pm
#30






Divine-Shadow wrote:

What are you talking about?I had my fwg5 equipped and could use force powers? I could infuse, aura, whatever.






OFFENSIVE powers sweetie (read the whole thread)



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Cloudwarrior
Wed Oct 19, 2005 4:52 pm
#31

Hey people


I quick question as I am unable to play for the next 8 hrs. with the new root/snare additions/ removels. has any one checked to see if teh powers/enhancer roots/snares work the same as ranged proffs? can they stack? do they last as long? I have a MP/enhacer 2003/healer 4000/def 0442 jedi. wondering how it will effect me. i know this kind a the wrong thread, but as powers are being discused, and many of you have powers, thought you migth have an idea?





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livfast
Wed Oct 19, 2005 4:56 pm
#32

Update: I can still Choke and use lightning with my Katarn equipped!



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DureenaBadKarma
Wed Oct 19, 2005 5:00 pm
#33






livfast wrote:
Update: I can still Choke and use lightning with my Katarn equipped!




Interesting! Must be the coding that makes you use TK skills means that any TK weapon equipped counts as having an empty hand, presumably so it applies the correct acc/def mods. Glad some of us have got through unscathed



Dureena - I lived in a special place for a while. It was made special by those I knew,butclosest to my heart wereEmekaf and Viridian, I will never forget you both /blowkiss
Divine-Shadow
Wed Oct 19, 2005 5:30 pm
#34






DureenaBadKarma wrote:





Divine-Shadow wrote:

What are you talking about?I had my fwg5 equipped and could use force powers? I could infuse, aura, whatever.






OFFENSIVE powers sweetie (read the whole thread)






yeah yeah i didnt wanna read the whole thing too much whinning everywhere!!!!


i saw it after but i'm too lazy to edit so blah!







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Syrius_Windrunner
Wed Oct 19, 2005 6:59 pm
#35

Just a small suggestion about the macro..


Rather than using /tell (yourname) you can use the /echo command:


/echo Lightning done!


in the macro will display this in your chatbox at the right point:


Lightning done!


You can also use colours to make this stand out:


/echo \#ffff00\Lightning done!\#.\


gives:


Lightning done!





master elder jedi .
UTech
Wed Oct 19, 2005 7:53 pm
#36

I just don't understand why we're so often under the bootheel lately..



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ahood
Wed Oct 19, 2005 10:53 pm
#37

Devs,


If you are going to make stupid rules like this one, can you please apply your **edit** logic across the board.


Since the patch I've NPCs use force powers on me while wielding an assortment of knives, swords and pointy sticks. If you feel there is a reason in the SWG universe where only Jedi can use powers, then stop NPCs doing what players cannot.


Yeah, I know there is no point to this, Master Powers was/is one of the least played masteries so Powers has no voice and the coro probably is too busy fighting the nerfs to his template. To quote Full Metal Jacket:


"We live in a world of sh1t"



TheNarcis
Wed Oct 19, 2005 11:14 pm
#38






Baciacca wrote:

It looks like Jedi can use most of their passive powers including Cloak, Heals, Force Speed, and Channel Force. The powers that are now restricted are those from Weilder and Enhancer trees such as Lightning, Choke, Suppression, Wave, Force Drain, etc. Basically all Offensive powers have been restricted.




What cowards for not putting it in. None to suprising since they always stealth nerf Jedi. Also CMs shouldnt be able to use poisons holding their guns. Same crap IMO.



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Vaashtkk
Wed Oct 19, 2005 11:25 pm
#39

Yet another stealth nerf. Un-frickin-believable. Not only are they failing to test the changes, they aren't even (officially) communicating that changes have been made. Most people who do that at work on a regular basis are promptly fired.



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