Swordsman Archive

Thread: CU Issues thread

Plexar-KDS
Wed May 04, 2005 7:41 pm
#40

Area Taunt, is this skill underpowered, because I can not use it to gain aggro worth beans. That is pretty much the only complaint I have being a lifetime swordsman on swg.
Mayor_Chuckles
Fri May 06, 2005 1:38 am
#41


All of my hammers, crafted pre cu and post cu have either 0 or 1 accuracy. I had hammers made for me that are supposed to be used with pups that decrece action cost by 25% and reduce acc by 15%. the accuracy turned into -16 and i had a 0% success rate to hit. I had these hammers created in mind that i will use them with these pups. the action cost is much too high to use them without. I would appreciate it if i could find out if this is a bug or if its intended to have negative accuracy.

Message Edited by Mayor_Chuckles on 05-06-2005 01:46 AM



Captain Chuckles
Elder Swordsman of RoK

Chuckles' Alt
Elder Medic of RoK
Oggat
Fri May 06, 2005 4:18 am
#42


without pike 0300 to refurbish the spin we are fodder. I was doing far more damage respec'ed as Master Commando than I could do as Master Swordy. Only because I could hit at max range and run like the devil. With a good weap, I could cut them down to a size I could take on by the time they caught up. Swordy was a great disappointment post CU. We are forced to stand toe to toe and we can't hold out against similar level AI. The damage pounds us too hard. Untill all melee are better defence chars, none of them have much chance getting kills in the exp bubbles.



Every instinct is to make sure my last respec leaves me a Master Swordy, it's the title I would most want over my head. In combination with all the hammers, Scythes, hacks and sythe and hack schems I have, the choice should be clear. It isn't anymore. We are too poorly set up. Unless I can get a TKM/ Swordy combo to make me more leathery, Swordy has got to go


Add on: I refuse to run a Swordy in padded armor. I will deal with the movement hinderance. Nov BH or Commando are Sworsy prerequisites it seems.

Message Edited by Oggat on 05-06-2005 04:23 AM

Oggat
Sat May 07, 2005 10:03 pm
#43

Well I respec'ed to Master Swordy and all Brawler/ Elitesboxes. Went and found a goon squad of all melee, in a cave so they couldn't range me. They were 8 levels below me and I could hold out with no unexpected events but spent alot of time on my butt waiting for regen.


My trip to the cloning facility could be put on a day calendar. Every 20 minutes or so, back out of the door I was going. That seems to be staple with all proffs now though. If I polish off my Skill points in Brawler elites I will make level 80 but with gumby armor and massive fill costs of foods and drinks, we can now return to calling the star wars waits game. Just pick your spot because if anything spawns on you, you lose large gatting to your feet.


KreyMerr
Sun May 08, 2005 9:56 am
#44



Edope wrote:
I've posted this before when CU went live, but was unable to give a probable cause!
Now the scenario is, combat lvl 80 group, lvl 79+ missions, on any planet, but mostly happens on Naboo.
When a ranged profession targets and hits a mob first, a melee prefession is unable to hit the mob even when the graphics show the mob is within range. The blue "To far" thing floats above the melee professions head.
What i have found out:- when i try to attack a mob and this "To Far" thing floats above my head even when graphics show mob is within range, i look around to find out which ranged person is firing at the mob, i run exactly to where this ranged person is standing, i am then able to hit the mob with melee attacks, even though the mob we are attacking graphics show that it is maybe 20-50m away.
What the problem seems to be:- when a ranged profession attacks the mob first, the mob graphics freeze at the point where the first shot landed, but the programming or code moves the mob close to the ranged profession (within 5m), when the mob dies the graphics of it suddenly update to move from the first hit posistion to the actual code posistion of mob, this is seen as a lightning fast movement of a dead mob corpse from first ranged hit posistion to actual code death posistion.
Summary:- the actual first hit on mob by a ranged profession hangs up the graphics engine, but the code is running correctly, the graphics freeze at this first hit posistion and only update to correct posistion when mob dies.
This happens with all melee professions and all other characters on the server, not just me.
Isit Pescribed, Europe-Farstar.
I am available to help the devs or csr's to solve this problem, just send me an ingame tell, email or PM, we can get a group going and you will see the problem first hand, maybe then you will better understand this fault, or maybe what ive written is enough, anyways, whatever you need ill help ya out Guys!





If you havnt already, please /bug this issue.



-X-____________________Cos KreyMerr
Profession:_________________________________Master Of Awesome
Server:____________________________________Chilastra
Look out! Hes got a pink duster!
Former Swordsman Correspondent and Swordsman for life.

Lorique
Wed May 18, 2005 11:38 am
#45

Action cost.


There may be other issues, but this one is so huge. Every other weapon in the game has action costs super, super low compared to ours, and the masters of their professions tend to do the same damage as us, my in-game wife has a carbine. Does the same damage I do, +/- 10 points depending on mob, both weapons crafted post CU. her action cost is 84, mine is 104, I run out of action all the time. Same goes for fencer weapons. (I have specific experiance with these, and have been a master and held the other high-end master level weapons and have seen the same thing) Othershave the same damage and lower action cost than we do, and it's very highly frustrating.


Action cost must be addresed.





Lorique Ceki, proud husband of Fearie (Elie) Ceki
Ex-Player of Star Wars Galaxies; Ex-Dark Jedi (Post NGE);
Ex-OG; Ex-Lootwh0re (Pre & Post CURB); Ex-MBH (Pre-FOTM)
SWG: It was the best of times, it was the worst of times
SOE failed to lure me back in with 15 days free
January 2004 to July 2005

sciguyCO
Tue Jun 14, 2005 11:20 am
#46

Just wanted to post some info on an odd one I came across a few days ago.


You can start CoB, and then Berserk, but you cannot Berserk and then CoB. You get an error message (which I can't remember exactly, but I can get if you want).


I'm assuming these states are supposed to be mutually exclusive, so the bug is probably that you can go berserk while still under the effect of CoB.


This was with Improved Center of Being (from TK Balance Conditioning 1) and standard Berserk from Sword Offense 2 (I don't yet have Improved Berserk).


I did /bug this.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
KreyMerr
Tue Jun 14, 2005 3:15 pm
#47



sciguyCO wrote:
Just wanted to post some info on an odd one I came across a few days ago.
You can start CoB, and then Berserk, but you cannot Berserk and then CoB. You get an error message (which I can't remember exactly, but I can get if you want).
I'm assuming these states are supposed to be mutually exclusive, so the bug is probably that you can go berserk while still under the effect of CoB.
This was with Improved Center of Being (from TK Balance Conditioning 1) and standard Berserk from Sword Offense 2 (I don't yet have Improved Berserk).
I did /bug this.





thanks sci, i will look into this once they get TC buttoned down. will add it to the bug list anyway.



-X-____________________Cos KreyMerr
Profession:_________________________________Master Of Awesome
Server:____________________________________Chilastra
Look out! Hes got a pink duster!
Former Swordsman Correspondent and Swordsman for life.

Jasef
Tue Jun 14, 2005 10:49 pm
#48






Jasef wrote:
Scale back the Uber Nerf on Power Hammers... there's a DX2 out there that is nearly the quality of my Exceptional.

going from 2700->1200 with 370/632.4 DPS is rediculous.

Power Hammer should be the most damaging weapon ingame next to Rocket Launchers, think abotu it... a seismic hammer. I'm not asking for 2700 damage back, but 1500-1600 would be nice. If all PH damage got increased, then why did mine drop nearly 1500 points? I'm not trying to sound like a whiner, but there are plenty of others out there that worked damn hard for their fine Hammers, only to have them reduced to basic levels. This was the best weapon on Kettemoor Pre-CU, it needs to adjusted as such...




QFE



<-----------Roll it
atariboy
Mon Jun 20, 2005 6:26 am
#49

Heres a problem ive got. Im a master swordsman, andI re-installed SWG over the weekend and before that when i used lunge it would act as a knockdown. Now after re-installing there is no mention of it being a knockdown and it doesnt anymore. As well as no number appearing for the combat lvl of a target i the circle net to the target anymore?? whats going on?
Nedlog1
Mon Jun 20, 2005 3:05 pm
#50

I only have one issue but it's a big one. 2h stinks royaly at PVP. I've only been in the game for about 3 months now but I really wanted to get into the PVP side once I got a solid footing. From what I have experienced and read this just isn't going to be possible with my melee swordman. I don't really like the fighting style of the marksman but they get the PVP and the BH (which is the only prof that can really make serious money directly off of their professions ie.. missions). What do we get? I really don't see any real advantage to being melee at all. I really hope that this is balanced out. I'd really like to see a BH equivalent for melee fighters.
twoheadstalkin
Sun Jun 26, 2005 10:23 am
#51

i just wish our specials were acualy pretty again every attack looks so basic an boring now, its just not fun to do anyhting anymore since i looks like were just doing a basic attack over an over


hope this is somethin there lookin at ...



Idos Starwind - Master Swordsman from way back in the day....

I have chosen to support the NGE because I love SWG.
asmen
Mon Jul 11, 2005 5:19 pm
#52

I start with a KD, then armor break, then alternate critical hit, then head hit till their dead...usually whil the critical timer is expiring I can get a head it in...., with this combination my attacks rarely go below 1100 depending on the mob.



What Doesnt Kill you....only makes you stronger
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