Pikeman Archive
Thread: New ham system on TC
ok heres my feed back ive tested the new ham cost on TC with a 2ndaries maxed out wookie novice brawler
used warcry continuously .. which costed 150 ham maybe... the regeneration rate increases as u drain more of ur ham.. and when u have like 20% of ur ham left u no longer drain more cause ur regeneration compensates for this...
Well id hate to say this but still this wont 100% fix ur troubles.. especially if ure a pikeman using a fast weapon hittin every 1-2 secs... If they were to remove ur ham costs by 20% maybe even tho, it would work great...
I was very sceptical about this system in the beginning.. i still am cause u cant heal that damage, but believe me it regenerates **edit** fast... (**edit** fast). I see a good potential here, might change the way you play. Overall I must say that these new changes are a good thing.. especially for battles that require only 20 or so hits.. u will get a clear advantage... or at the start of a battle blowin those warcries, intimidates stuns blinds and kds.. which would leave u hamless wont happed cause u refill so fast.
btw ive tried the vehicles on TC they rock.. and not much bugs.. we could expect to see em in 10 days maybe on live ![]()
You guys are missing the BIG POINT, the HAM costs that lower the max of ham is regenerated FASTER than you naturally heal. AND it might be dynamic, increasing as you get lower.
I'm just wondering if when it gets low enough and regenerates faster, is there a point where you would have ultra low HAM, but can continiously spam your specials because it regenerates so fast? or will it go down to a point where you can't spam them anymore, and have to wait a bit for them to regenerate.
--Rorrimot
With decent doctor buffs, my regen is at least as good as it seems to be in this system (from admittedly limited TC testing, so feel free to contradict this). Is that natural healing? No, but it's **edit** close.
meyer1215 wrote:You guys are missing the BIG POINT, the HAM costs that lower the max of ham is regenerated FASTER than you naturally heal.
In the current implementation, buffs to the regen stats have no effect on this special move pool, so you're stuck with the new "natural" special regen. You can neither increase the rate of regen nor heal the special damage yourself.
This implementation just smacks of lazy programming to me, not a wise design decision. It's easier to drop the max value of the ham bar than to differentiate between two different types of damage to it. Hopefully the final version will be more sensible, but there has been a nasty tendency for lazy programming to work its way to live.
With huge ham costs and lousy accuracy, the last thing we need is unhealable damage from our specials. It'll just worsen the discrepancy between the low-HAM and high-HAM classes, and we'll come out on the bad end of it.
Learned ALOT more since I last posted on this thread. This is a rough change.It is one of the changes which might not make it to live. If it stays I'm sure they will tie the regen stats to it. I actually like it because it removes the ablity to stim away the cost of doing an action. This evens the playing fieldbetween Mind costs and action/health costs.Since it does this, there is the posssiblity that mind healing can be added back into stims. (will need a bit more changes to prevent combat gods, but Zarlor the doctor corestondant said he will push for it.)
Now for the bad news. Even with the change to this HAM system, you guys still need a decrease in HAM costs. The HAM system works it, it takes 25 seconds to get back the HAM of a special which is added as a - modifier (check new Control C screen). That means after a special for the next 25 sec you will get back 1/25 of the special. These 25 returns of 1/25 of the HAM do notchange if you do another special, that will cause you to get 2 of the 1/25 of the 2 different specials. What this really means, as you get closer to 25s of repeated special use, the -modifiers and the returns to your HAMget closer together, this means the amount your HAM drops will slow and stop at a certain point.Here is the forumula that I think will show you the limit to the reduction in HAMs
(cost of special * 25) / (2 * speed of attack)
Here is an example of a 100 HAM attack, at 1 per second
(100*25)/(2*1) = 1250. This should be the lowest your HAM will drop with continious use of the 100 HAM special
A 250 HAM attack at 1 every 2.2 seconds:
(250 *25) / (2*2.2) = 1562 Still the limit (i think) , but it will vary slightly because it is not 1 per second, but should not get higher than this.
There might be a +/-(the Cost of 1 Special) according to how the HAM cost and the 25 1/25 Ham returns are added to the HAM modifier.
As you can see from this, even with the change, there needs to be a general reduction in HAM costs for attacks. (a 40 HAM, 1 per second would only lower you HAM 500)
--Rorrimot