Smuggler Archive

Thread: Combat Upgrade--Views on the Changes in Smuggler:

Castor_Smuggler
Thu Mar 31, 2005 8:22 pm
#1



I know I don't post much on this forum...I guess I'm more of a lurker, but I do read a lot of what you guys post, and I toss in an opinion or idea everynow and then. Earlier tonight I logged onto TC5 just to catch a glimpse of the Smuggler Skill Tree; and I was amazed.


Initial Reactions:

Speaking for the Smuggler tree overall, I am pleased to the variety of new attacks and abilities we've been given, such as the dizzy recovery, etc. I think this must be where the portion of "Crowd Control" comes in; the ability to recover before everyone else and take charge of a given situation. I was also pleased to see the Armor mitigations and weapon certification. I think all of this added on with the smuggler missions we'll be given will give us more of a sense of value in this galaxy.



Last Thoughts:

The only thing that Ibelieve the Smuggler profession still lacks is unarmed attacks. It just makes me feel like I had to take Unarmed I-IV for absolutley nothing, because we know that those Brawler attacks are hardly any use in actual combat. I think that each elite profession should have their own elite move (like we had Last Ditch before the CU), I think ours should be an unarmed attack where as the skills we build up from the trees are pistol attacks. This still has us relying heavily on pistols, but does give us a little unarmed for those bar fights




Anyway, go ahead and reply to this, as I am interested in seeing what everyones opinion is on the updates to our profession.

Message Edited by Castor_Smuggler on 03-31-2005 07:26 PM



-----------------------------------------
-Mave Etho
Master Smuggler
Professional Wanderer

"We few, we happy few, we band of brothers..."
lokidevil
Fri Apr 01, 2005 12:01 am
#2

Your forgetting we still have our own revamp coming, They wouldnt give us unarmed mods for no reason if they didnt plan on doing something about it later.


I can see us getting a whole lot better now......



Nasedo
Master Smuggler
Valcyn
"We're Sony! F*%k Pants!!!"

NickHeel
Fri Apr 01, 2005 12:19 am
#3

Last Ditch truely is a last ditch effort to save yourself. It hurts.




THE LEGENDARY CAPTAIN N'JOH SONIK OF ORD MANTELL
Independent Smuggler N Pilot of the Famous Sonik Rogue N Forever, The Most Legendary and Greatest Smuggler on Tarquinas
Smuggler_Caylin
Fri Apr 01, 2005 12:25 am
#4

Unarmed mods are currently where my concern is focused now. It does nothing for us at all and I don't think they will be addressing our combat abilities after the CU in the content providing revamp.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Rueger_Karde
Fri Apr 01, 2005 12:39 am
#5

I agree with Caylin. I think its comming in the next few weeks, not after CU is supposedly being released. Because they have to balance in the next few weeks, and so they wont add something after it has been "balanced".



"People are wondering what will happen to Afghanistan when were finished fighting there. Im sure there are plans to rebuild the country, and a lot of times with rebuilding comes a name change. These are some possible name changes the government has been mulling over: Halfghanistan, Pothole-istan, Jenniferanistan, @ssbackwardstan, Bye-bye-Talibanstan, @ss-Kicked-istan."
— Jay Leno
Jupal
Fri Apr 01, 2005 1:18 pm
#6

100% agree on the unarmed statements. In fact whilst alot of combat professions got their pre-requisits changed/aligned I notice smuggler remained the same. Under the current system having UA 4 as a pre-req isnt too bad as you are able to triple master and make use of it. However under the CU the extra requirements for both pistoleer and TKM mean no more triple master.


Now as the smuggler specials ar pistol related I would say the obvious profession to couple with it would be pistoleer, which means the whole UA line is pretty much a waste of skill points as you cant progress that line any further. There needs to either be more UA specials and modifiers added to the smuggler trees (a smuggler only vk would be nice too :smileywink OR the pre-reqs for smuggler need changing, maybe add scout exploration so that the smuggler actually benefits from the used up pre-req skill points, and the added terrain negotiation would compliment the delay and escape that smugglers are designed for
darkVimm
Fri Apr 01, 2005 1:33 pm
#7

Yeah and also why in the new system wouldn't there be more pistol modifiers i.e +15 acurracy or just a tad more speed? Even if it was at the master level. I mean this is now more of a combat proffesion right?



===================================================================
Weaseling out of things is what separates us from the animals, except maybe the weasels. (paraphrased - Homer Simpson)

...I ain't in this for your revoultion, I'm not in this for you, I expect to be well paid. I'm in it for the MONEY. -Han Solo

Imp.Colonel
Master commando:: Master Smuggler :: Imperial Pilot & all around good guy
egbertvanloenen
Fri Apr 01, 2005 1:39 pm
#8






Jupal wrote:


<snip>


maybe add scout exploration so that the smuggler actually benefits from the used up pre-req skill points, and the added terrain negotiation would compliment the delay and escape that smugglers are designed for






sounds nice doubt it'll happen tho...


(would make me drop tka 4000, and increase my scout 2000 to 4000 )



---------------------------------------------------------------------------------------

Rebel Colonel Rasti Rostelli (Euro-Farstar)
Master Smuggler
Master Commando
Bounty Hunter 0201
nerfherder321
Fri Apr 01, 2005 1:59 pm
#9

i highly doubt that all the combat abilities are in... unless they actually ment for TKA to only have 4 F**king moves... b/c if they do... thats wacked up... and im quitting i like the variety...not the "you get one move at the novice of the tree then you get better at it" i liked it where it was.. more than that.. something else to look forward to... like from Dizzy to the DIzzy/KD one...and what happend to the "weapon hit x" ability? those are the important ones! things better change.... it bored me fast...




Cheat Fetto
JediArashi
Sat Apr 02, 2005 1:30 am
#10






Smuggler_Caylin wrote:
Unarmed mods are currently where my concern is focused now. It does nothing for us at all and I don't think they will be addressing our combat abilities after the CU in the content providing revamp.





I would agree for the simple fact that they don't evolve the profession at all. Having the mods is great, but it's the same difference as having the specials befiore the CU without the mods. In this case it applies to unarmed.


We need to have this addressed before we get out of beta.



Arashi - The one and only "Agent Zero"

Proud member of the greatest community around....Smuggler for life!
OddjobXL
Sat Apr 02, 2005 1:39 am
#11

Actually, for PvE against normal/weak opponents the basic unarmed moves (at least preCU) are pretty handy. Just add some points to attack speed and damage, voila. I just took basic Teras Kasi at one point just to add a little umph to my basic unarmed. I could whack thugs all day long without inflicting any wear on my expensive pistols. Even now with just basic unarmed I keep unarmed stun, and unarmed sweep,on my hotkeys for beaning thugs that jump me in cities or minor critters in the wild.



Mandash Grim
Captain of The Ikopi Stag

"If tyranny's cold grasp should tighten, what is left to endure? One man or one woman, a grain of sand in that clammy clot, a fellowship of wet misery. But if some strange fire should fuse that sad company into glass, then what newborn edges might bloodily cut and win release?"
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