Scout Archive

Thread: Has this issue been brought up?

Annex
Thu Aug 21, 2003 7:53 pm
#1

I dont follow these forums, however from what ive read I couldnt find this problem mentioned:


high level scouts, especially master scouts, run up hills faster than everyone else. If you have pets in tow, they will greately lag behind, requiring constant stops to let them catch up (or store them which is very annoying). Anyone know if this issue is being worked on at all?




Retired Colonel Annex
Master Carbineer
OSF Armored Core
K-Bear
Thu Aug 21, 2003 8:01 pm
#2

Annex,


I think thatit is intentional. Your skill mods for terrain negotiation do not apply to your pets. A slow moving tornton (sp?) on rori could not outrun a gnort. Probably the best thing to do would be to put your pets away when you know you are going into a area with alot of elevation changes. I really doubt that the devs will change this problem at all. Just one more reason to drop CH and go Ranger



KBear Lightrunner


Bloodfin




KBear Lightrunner
-FoK- Council
Annex
Thu Aug 21, 2003 8:11 pm
#3

Well, if i can store an at-st in my pocket and call it whenever i want, why not just make it run with the same speed as its owner? It wouldnt be difficult to do, and it sure would solve a lot of headaches, because if im traveling with 3 troopers in tow and an at-st, storing them all and then calling again a billion times a day is just driving me crazy




Retired Colonel Annex
Master Carbineer
OSF Armored Core
K-Bear
Thu Aug 21, 2003 8:35 pm
#4

Isee. You are not a CH as i first suspected (although if I had read yoursignature line it would be obvious). I for one have never had a pet,so i'm not sure how the whole call/store thing works. If it takes a long time, I can see how that would be frustrating. But I still am going to have to disagreewith you that pets should share in the character modifers that players get (even just a few). I don't think that it would fit within the star wars universe that an at-st or at-atshould be able to go up hills very fast. It would definitly be helpful in hunting down rebel terrorists, but as a whole, it would definitly unbalance any pvp taking place in the mountains.


Example: You run across a overt rebel while walking in the mountains. He sees your at-st and decides that this is one that he just cannot win, so he /burstruns and hopes to get out alive. You /burstrun because the rebels killed your family and you want revenge. Would it really be fair (or realistic) that your pet at-st could keep up with you up and down the sheer cliffs, all the while blasting away at the rebel?


Just my thoughts.



KBear Lightrunner


Bloodfin




KBear Lightrunner
-FoK- Council
Annex
Thu Aug 21, 2003 8:47 pm
#5

scouts run faster only uphill, not downhill, so i dont think it would be unbalancing for pets to do the same,and however silly it looks to have an at-st running uphill, how silly is it that i can store an at-st in my pocket? in my pocket!




Retired Colonel Annex
Master Carbineer
OSF Armored Core
K-Bear
Thu Aug 21, 2003 10:27 pm
#6

Okay, I'll give you the pocket thing. It is pretty silly. It would be nice to have faction pets that shared your modifiers, but I just don't think that it's going to happen. The rebels already complain about Imperial faction pets, but could you imagine what would happen if all of a sudden at-st's could run just as fast as they could? And every Imperial thought that they complained before. It would get really nasty. People would be abandoning the rebellion left and right. Wait a minute...that would be GREAT! I say we push for this to happen if only to bolster our ranks. So far every overt night on bloodfin, we have been outnumbered at least 2-1.



KBear Lightrunner


Bloodfin




KBear Lightrunner
-FoK- Council
Frogfather
Thu Aug 21, 2003 11:12 pm
#7

You aren't actually storing him in your pocket, you have a com link which allows you to tell your pet/AT-ST to go into storage or to call your AT-ST (at which point they instanteously appear or disappear), which is why you can only call (or is it you can only store) while in a house, camp, or city.


I have, however, had this problem, with my great speed, having to wait for my trooper to catch up with me. What is worse, it seems that they will stop following me once I run around a tree or something (break line of sight?), at which point I have to run back and say "follow" once again. (Once I yelled at my trooper, although they couldn't understand, for being so stupid and just standing there, when another PC ran by and though I was yelling at him). I think that this may be why squad leader is a good profession, just so that your pets can get terrain negotiation when grouped with an SL.


As far as chasing someone when they burst run, I usually let them run like cowards, but maybe a command for the pet to burst run (even if it is not as efficient a burst run as a master scout) would be a good idea.




- Gil-Galad
Ranger-Pistoleer
Home Office and Vendor at 5212 -3897 North of Moenia, Naboo
DeltaXi65
Fri Aug 22, 2003 5:56 am
#8

Guys,

This isn't only something that's a problem with pets - anyone who is grouped with me has trouble keeping up, especially since I am generally the group leader.

This is just a sideeffect of out scout-baddassness. Right now there are not a lot of downsides to having pets out - which there should be. Everything here needs to have an upside and a downside, so that any one perk is not so overwhelming to the rest of the community.

I'll pass the issue along, but I personally think that their speed is one of the very few drawbacks to faction and other kinds of pets - a drawback that needs to be there.

B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Xygar
Fri Aug 22, 2003 6:42 am
#9

I LOVE running uphill faster than others. I like to get up to the top of a hill first and sit down. Or do a waiting emote. Pets take hills strangely though. Sometimes they keep up (especially my Greater Sludge Cat), and sometimes they stop walking all together. Really, I wouldn't mind them going uphill slowly, if they'd just stop getting stuck on rocks and zone borders.



---------------------------------------------
Gram Crestwaver
Gorath
Master Scout/Novice CH/Novice Pistoleer/Novice Ranger


Annex
Fri Aug 22, 2003 6:49 am
#10

All things considered, i still think it would be a very minor thing to have faction pets stick with you when running up hills. Having them fall back constantly negates the scouts terrain negotiation. If they can keep up when running down hill or on level ground, if they (at-sts for example) can walk straight through buildings, then why not keep up with a scout running up hill? It wouldnt give me an advantage, because i could always camp at the top of the hill and Call them out, so making them run at the same speed would just solve a Headache, not unbalance the game.



Retired Colonel Annex
Master Carbineer
OSF Armored Core
Annex
Fri Aug 22, 2003 6:52 am
#11

Well thats another part of the headache, once they fall back enough the chances of them getting stuck and stoping all together increases exponentially. Sometimes they even go into 'dumb' mode where they start moving very slowly, as if theyre trying to go through the hill to get to me. So having them keep up at the same speed wouldnt require the devs to fix all the big pathfinding/stuck issues because they would happenFAR less often.



Retired Colonel Annex
Master Carbineer
OSF Armored Core
DeltaXi65
Fri Aug 22, 2003 7:04 am
#12

Annex,


The pathfinding issues are something that I agree needs to be addressed.


I hate to say this, but I am waiting for the faction pets to get hit with the nerf bat really, really hard. Having them remain slow is one of the only drawbacks to them now- and they need a few drawbacks so our arguments against having them nerfed don't look like CH-style whininess.


Sure, there are other "drawbacks", like the calling in certain areas, needing to be overt, etc, but when you can have three AT-STs out, the fact that they are slow is really the only thing keeping you from "pwning" the whole planet. Or at least keeping you from keeping them out 24/7, which is another aspect - the annoyance cuts down on city lag.


B




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Annex
Fri Aug 22, 2003 7:35 am
#13

I disagree with some of your points.


1) Most pvp is fought on level ground, not up big hills. On level ground your faction pets already do keep up with you no problem, same with running downhill


2)Most people arent scouts, so this change would only affect a small percentage of people who have a high enough terran negotiation, are using faction pets, and are running uphill


3) Pet lag in cities isnt caused by faction pets like at-sts or troopers, its caused by commandos shaking the whole bloody place, and CH's pulling out pets the size of 747s (and then shaking the whole bloody place)


4) What is the point of having terrain negotiation if your pets cant keep up? It almost completely voids one of the big benefits of a scout whos using faction pets. If you have to stop every 10 seconds, wheres the benefit?


Now whether or not faction pets need to be nerfed or balanced is a whole seperate issue, unrelated to scouts or terrain negotiation.




Retired Colonel Annex
Master Carbineer
OSF Armored Core
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