Pistoleer Archive

Thread: Soloing Krayts?

Nifty
Wed Jun 29, 2005 2:06 pm
#53






Pug wrote:
When Mr. Bigglesworth gets upset, people die.






exactly! Of course, in this case it needs to be "when Mr. Ancient Krayt gets upset, people die!"


I completely agree with Blixtev. Hearing that Ancient Krayts (and Goraxes)are soloable makes me cringe. There should be critters (and NPCs) out there that require teamwork to bring down.


A burst run type feature (call it a charge, whatever) for those large creatures could work as a "fix" as well. I still just like the fear thing. I wanna see characters get all deer in the headlights when it comes to a mean ol' ancient dragon.




Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Pug
Wed Jun 29, 2005 2:26 pm
#54






Nifty wrote:





Pug wrote:
When Mr. Bigglesworth gets upset, people die.






exactly! Of course, in this case it needs to be "when Mr. Ancient Krayt gets upset, people die!"


I completely agree with Blixtev. Hearing that Ancient Krayts (and Goraxes)are soloable makes me cringe. There should be critters (and NPCs) out there that require teamwork to bring down.


A burst run type feature (call it a charge, whatever) for those large creatures could work as a "fix" as well. I still just like the fear thing. I wanna see characters get all deer in the headlights when it comes to a mean ol' ancient dragon.






Would making these things have an INSANE amount of Health like they had pre-CU help? I'm thinking the 500k range. The only time-feasible way
of taking these out would be in big groups. Rifleman would be there to damage a lot. Pistoleers would be there to root and intimidate. Doctors would be there to heal and rez. Combat Medics would be there to heal and apply debuffs. Squad Leaders would be there to help overall accuracy and heal states. Commandos would be there to apply DoTs. I think these mobs are pretty good as they stand, it's just that there are tactics that can be used solo that are "good enough" in terms of the time it takes to kill one. i.e. It's "good enough" to solo a Krayt in 8-10 minutes. People will invest their time in doing that. If it takes 90 minutes to take oneout solo, people will be less inclined to hunt it solo. You'd need a big group just for the time factor.



May the Force be with you.

Pug
Bounty Hunter
Vendor in Valley of Shadows, Talus
/way -4307 2627
StevieBUKDroidEngineer
Wed Jun 29, 2005 2:26 pm
#55






BadgerSmaker wrote:






StevieBUKDroidEngineer wrote:
I have a ranged arm but it seems to do nothing. I can still only fire my T21 at a distance of 65m







You should be able to go beyond 65m and still use specials, it just looks like you are out of range.







Thats what someone else said to but it says on screen "Out of Range". Then I clicka special anyway and it says "Out of Range".



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Pug
Wed Jun 29, 2005 2:35 pm
#56






StevieBUKDroidEngineer wrote:





BadgerSmaker wrote:






StevieBUKDroidEngineer wrote:
I have a ranged arm but it seems to do nothing. I can still only fire my T21 at a distance of 65m







You should be able to go beyond 65m and still use specials, it just looks like you are out of range.







Thats what someone else said to but it says on screen "Out of Range". Then I clicka special anyway and it says "Out of Range".





Lag might cause that. If you and your opponent are standing still and only 70 meters apart, your opponent will have (Out Of Range) above his head, but you'll still be able to attack (assuming you're using a 65 meter rifle with the +5 meter range cyber arms).



May the Force be with you.

Pug
Bounty Hunter
Vendor in Valley of Shadows, Talus
/way -4307 2627
Pug
Wed Jun 29, 2005 3:54 pm
#57


My point is that 1 person takes 60 minutes to kill one. To make them elite mobs, it should take 4 people 15 minutes (plus 4 support members) to kill one.


I really don't care either way. I don't mind people are soloing these things.



May the Force be with you.

Pug
Bounty Hunter
Vendor in Valley of Shadows, Talus
/way -4307 2627
BadgerSmaker
Wed Jun 29, 2005 3:57 pm
#58

Thats how SBD's were pre cu, you could solo it if you had an hour to spare. It just makes it really boring.


Mobs need more special abilities like charging via burst run.




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Pug
Wed Jun 29, 2005 4:06 pm
#59






BadgerSmaker wrote:

Thats how SBD's were pre cu, you could solo it if you had an hour to spare. It just makes it really boring.


Mobs need more special abilities like charging via burst run.






I'll agree with that. Many ways to skin a bantha.



May the Force be with you.

Pug
Bounty Hunter
Vendor in Valley of Shadows, Talus
/way -4307 2627
Nifty
Thu Jun 30, 2005 6:55 am
#60






Pug wrote:





BadgerSmaker wrote:

Thats how SBD's were pre cu, you could solo it if you had an hour to spare. It just makes it really boring.


Mobs need more special abilities like charging via burst run.






I'll agree with that. Many ways to skin a bantha.





Yup, adding more health just makes it take longer, and people were soloing krayts when they had insane health. There is no challenge in dealing with a MOB that just hits hard and has a lot of health. The MOB that has special abilities that can ruin your day offer a little bit of a challenge, and in my opinion challenge is not only fun, but is necessary when we're talking about the level of reward we can get (krayt tissues = good guns.)


Another game with a decent example is City of Heroes. There was one fight where the bad guy had a LOT of health and hit really hard. Well, with hit and run tactics I could easily take him down. No real challenge at all, just time consuming. This other villain earlier on in the game though, he was tough. He had a decent about of health, but it was all the powers he was using. He'd try to hold me, he'd slow me down, and worse, he'd summon frickin' pets to help him. I couldn't quite beat him one on one, I came close, but lost. If the game didn't have XP debt, I wouldprobably have refined my tactics and tried him solo again. I think I could win given the right tactics. With a friend though, it was one of the better fights I've had in that game. To me, that's fun. Knowing I'm overmatched, and needing a perfect game plan with a lot of luck to win solo, or to grab a friend, use solid tactics and eek out a good win.



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
BadgerSmaker
Thu Jun 30, 2005 7:36 am
#61

Some mobs pre cu did have some nice attacks that kept you on your toes, but that wasn't really by design, more fluke.


I was Master Pistoleer with some CM, some Doc and Novice Brawler for intimidate.


Dark Nova Troopers... now those things... heavy armour, high resists, immune to my spider venom poison/disease stacks and you cant intimidate it either.


The only thing you could do was ranged tank it (melee got slaughtered by these things), being a Pistoleer this was a pretty good option. There were two versions of Dark Novas, the AP0 Cdef carrying ones that your RDM3 and ADK PSG soaked up 80% of the damage from before they even got to the 90% Comp and the ones with AP1 Rifles that did horrendous damage with Adv Strafe... about 8-12k a hit that turned out to about 1-2k real damage.


If you wanted to stand up to one of these for the duration you needed every buff going and to spend half your time prone for the extra mitigation.


So I would be using dive shot to stay low, spamming healthshot2 then rollshot, heal, diveshot every now and then after the Adv Strafes. Took about half hour for one of them if I had a rifleman guildy blast at it while I tanked, but I could solo the Cdef wielding ones by just running a macro for half hour.


Fights like that (not the cdef ones, why the Empire built crack droid troopers like that then gave them CDefs I'll never understand) were great fun as there was a lot of tactics involved.




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Silence---
Sat Jul 02, 2005 10:10 pm
#62


nevermind

Message Edited by Silence--- on 07-02-2005 10:25 PM



ign: Merumeru
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