Swordsman Archive
Thread: CU Issues thread
Message Edited by Mayor_Chuckles on 05-06-2005 01:46 AM
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![]()
Message Edited by Oggat on 05-06-2005 04:23 AM
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.
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.
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.
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.
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