Teras Kasi Archive

Thread: Good luck getting pvp kills once the next publish hits

Impetuousyouth
Sat Jan 31, 2004 2:47 pm
#1

just wanted to bring this to attention that with the new publish it will be possible for players to have a 90% knockdown defence. i have stated b4 that i have no real issue with the removal of dizzy/knckdown from the tks arsenal in pvp but i believe that if it is to be negated as the chef patch is going to do we need some stimulation in other areas. Such as improved defence, ranged and melee, reduced ham costs for attacks, better armour piercing etc. With out knockdown in pvp we will be negated as a viable option in pvp fighting



Cronhour - REJEK

'If you can't get their respect make damn sure you have their fear'
Jenky
Sat Jan 31, 2004 3:26 pm
#2

I have to agree with you mate.


I can see it's not fun, that the enemy is just lying there, and cant get up.. thats not a fair fight!

But it was one of our major good moves and tactics.



With only one kind of damage, no bleed and now this, TKA is on its way down:/


I hope they wont nerf us more than this.



______________________________________
Regarding Star Wars Episode III: "Right or wrong this is my movie, this is my decision, and this is my creative vision, and if people don't like it, they don't have to see it." -George Lucas

"What we do in life, echos in Eternity" - Gladiator
JerMoo
Sat Jan 31, 2004 3:30 pm
#3

Well I don't totally know what is going to happen, but I like the idea of you guys not being able to spam KD/Dizzy. I don't think you should get rid of it, the 90% thing might be harsh, but if it were like 75-80% or something. I mean me as a commando I miss more than I hit, and I don't like that but you gotta admit it is somewhat fair with the fact that I can hit for 3-5k sometimes. At least till they figure things out better, and the KD/Dizzy as it is now is ridiculous. I would like it better if they just got rid of the Dizzy/KD combo its just not fair paired as one move.Seperate thecombo into two specials and give you guys a delay so that if you trip me I can get up, or if you dizzy me I don't necessarily fall down but you mightknock me down later where the dizzy will play a role then, but now you do one move and win.Its a db in itself, my flame DOT isn't that damaging. People who know how to react tothe flamecan survive it(with water, or going to prone while healing themselves, etc.., but it still does do serious harm to them even if htey survive. As I said though I miss more than I hit so I see it as a fair trade off, so if you guys maintain the dizzy/KD combo then I think I would agree with the defense they are giving everyone, but as I said maybe 90% is harsh...lets go 80%, maybe lower too but the defense has to be useful. I mean TKM's are the force in PvP now, and while they should remain a force they shouldn't be the force. I mean think about it people go for a gun so theyhave one up onunarmed combat.So the probablility of an unarmed martial artist to beat aguy with a flamethrowerjust isn't there, but I understand its a gameand it needs to be fun for all. Just seems that there should be a hierarchyof professions to SOME DEGREE. You could make TKM's not verygoodagainst guns at a believable distance, but whenthey come into your distance you can go so far as to unarm them, but make theprobability be like 4 our of 9 times or something like that.Also a cripple hit where if you don't unarm the person you can hurt them to the point where their accuracy is severilyhandicaped so they might still hit you like theywould, but their accuracy is gone so they hit you as much as a novicemarksman might. That type fighting is more realist than Dizzy/KD from 20+ meters, and you know youdo it. Thats not believable at all, I should have the advantage till like 10m or so. You guys need some major delays too, just not right for you guys to be able to spam. If commandos could spam then it would negate the inaccuracy we have so if you guys get to keep the Dizzy/KD combo then I say give you guys the same delay my flamethrower has, that way if we both miss then we got round two. If you miss and i flame you I more or less win, if I miss and you KD/Dizzy you win. That seems more fair, but at the same time I don't like leaving it to chance. Needs to be a system that envolves strategy not just who gets the special in first. Anyway, I know you guys are gonna rape me as a commando but I thought I would send some flavor from another profession for the devs to take into account while they get ideas for your profession.PLEASE PUT IN DELAYS, AND SEPERATE THEDIZZY/KD INTO TWO DIFFERENT MOVES WITH THE DEFENSE FOR OTHERS TOO.Later.
Darksbane00
Sat Jan 31, 2004 4:11 pm
#4

TK's already have two seperate moves which KD and Dizzy. If they remove the combo move then they need to replace it with something cool like a bleed or new damage type.
lurch277
Sat Jan 31, 2004 5:17 pm
#5






JerMoo wrote:
Well I don't totally know what is going to happen, but I like the idea of you guys not being able to spam KD/Dizzy. I don't think you should get rid of it, the 90% thing might be harsh, but if it were like 75-80% or something. I mean me as a commando I miss more than I hit, and I don't like that but you gotta admit it is somewhat fair with the fact that I can hit for 3-5k sometimes. At least till they figure things out better, and the KD/Dizzy as it is now is ridiculous. I would like it better if they just got rid of the Dizzy/KD combo its just not fair paired as one move.Seperate thecombo into two specials and give you guys a delay so that if you trip me I can get up, or if you dizzy me I don't necessarily fall down but you mightknock me down later where the dizzy will play a role then, but now you do one move and win.Its a db in itself, my flame DOT isn't that damaging. People who know how to react tothe flamecan survive it(with water, or going to prone while healing themselves, etc.., but it still does do serious harm to them even if htey survive. As I said though I miss more than I hit so I see it as a fair trade off, so if you guys maintain the dizzy/KD combo then I think I would agree with the defense they are giving everyone, but as I said maybe 90% is harsh...lets go 80%, maybe lower too but the defense has to be useful. I mean TKM's are the force in PvP now, and while they should remain a force they shouldn't be the force. I mean think about it people go for a gun so theyhave one up onunarmed combat.So the probablility of an unarmed martial artist to beat aguy with a flamethrowerjust isn't there, but I understand its a gameand it needs to be fun for all. Just seems that there should be a hierarchyof professions to SOME DEGREE. You could make TKM's not verygoodagainst guns at a believable distance, but whenthey come into your distance you can go so far as to unarm them, but make theprobability be like 4 our of 9 times or something like that.Also a cripple hit where if you don't unarm the person you can hurt them to the point where their accuracy is severilyhandicaped so they might still hit you like theywould, but their accuracy is gone so they hit you as much as a novicemarksman might. That type fighting is more realist than Dizzy/KD from 20+ meters, and you know youdo it. Thats not believable at all, I should have the advantage till like 10m or so. You guys need some major delays too, just not right for you guys to be able to spam. If commandos could spam then it would negate the inaccuracy we have so if you guys get to keep the Dizzy/KD combo then I say give you guys the same delay my flamethrower has, that way if we both miss then we got round two. If you miss and i flame you I more or less win, if I miss and you KD/Dizzy you win. That seems more fair, but at the same time I don't like leaving it to chance. Needs to be a system that envolves strategy not just who gets the special in first. Anyway, I know you guys are gonna rape me as a commando but I thought I would send some flavor from another profession for the devs to take into account while they get ideas for your profession.PLEASE PUT IN DELAYS, AND SEPERATE THEDIZZY/KD INTO TWO DIFFERENT MOVES WITH THE DEFENSE FOR OTHERS TOO.Later.






paragraphs are your friend
Korh
Sat Jan 31, 2004 5:29 pm
#6

Im still new to TK, and I havent PvPed much in this game, but dont we still have a good chance to catch someone kiting you with aUnarmed Lunge? I understand in PvP the resists will be higher than PvE but I still would imagine it would be fairly useful. Of course I'm not happy about this change either, I watched my brother use KD/Dizzy on people and it looked like a hugely useful tool.


I grinded my way through Unarmed to get to Novice TK, no turning back now, even if we do get nerfed into oblivion, as long as I can still PvP =D





Scourge - Master Brawler/Master Heavy Swordsman/Novice Doctor - Flurry
atone48732
Sat Jan 31, 2004 5:32 pm
#7

Yea well we have to use it when the ranged cowards run from us



I mean you say that KD dizzy unbalances the game? Well I say kiting unbalances the game and makes it very unfair for melee. And on top of that kiting is a very cowardly and cheap tactic much cheaper the KD dizzy ever was or ever will be



So shut up!!!!!!!!





Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
Cidem_Relaeh
Sat Jan 31, 2004 5:47 pm
#8

Dizzy/KD is a totally viable pvp move. Hell, (if it was working) Carbineers have an area KD. A lot of classes have powerful specials (when used in the proper situations). Ya TKMs still have to get pretty close to apply the move, blame un-attentive whiney ranged fighters for your nerf. That and the other melee classes who don't know how to play their class.

What I would like to see for TKM's would be (at master) a lowering of the 1.0 speed cap. Obviously the particulars of how far would need a lot of balance testing. To compliment their HAM spanning attacks (health, action & mind hit specials that is), give them a multi-bleed that hits all 3 pools but for less than a single target bleed from another class. Heck, give 'em an AE version of that at master. It would make the docs/medics/CM's work harder since they'd have to /firstaid more.

Just some thoughts from a Master Heavy Swordsman/Teras Kasi Artist.



Cidem Relaeh <ODD>
First comes smiles, then lies. Last is gunfire.

Imperial Colonel
Pistols Expert - DGM Curator

Blu_Haze
Sat Jan 31, 2004 5:50 pm
#9

How is it cowardly?


They are RANGED, they're supposed to keep thier distance. They wouldn't run so much if they didn't think they were going to get knocked on thier asses the second they get within 15m of you.



____________________________________________________________________________
A few words of advice to those who don't agree with the motives of The Empire: Move along
atone48732
Sat Jan 31, 2004 6:07 pm
#10

Its cowardly cause you are running from a fight and not giving the other person a chance which is totally not right



IT is cheap and unfair!!!!


and very cowardly



Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
95M3
Sat Jan 31, 2004 6:08 pm
#11

Ok ranged folks here is something for ya that anyone who has played Paintball knows for a fact. I am sure that with real weapons even blasters it would be even worse.


Trying to run away blindly from an unarmed attacker while trying to shootBEHIND you is going to makeyou run very slow and ackward. If you dont trip and take a header into the pavement I doubt you would be able to hit muchand would be easy to catch.


Try to hit me with a paintball gun while in a dead sprint away from me and I assure you I will be on your butt in no time.


Ranged players need to realize that a Martial arts profession Judo Aikido etc. can throw your butt to the ground far easier than a PIstol marksmen shooting your knee caps off at a full sprint dumping you to the floor.


Stop complaining about it and Kite us its not hard since you run the same speed we do. If they Nerf KD then they should give us a Disarm attack then we will just take those guns from you and shove them up your er....well you get the picture.


If they get a KD food weneed a Ranged food sounds fair to me. I still dont get how a cookie can make you harder to knock down but the Dev's never have made much sense in this game.


Fact is If they change, ballance or NERF our abillity to use what we have worked for because theylisted and made it that way then they will loose customers very FAST.


Do think paying someone to steal from you is worth staying for ? I dont.


NERFing without compensation is stealing from us plain and simple.



Sitssosk
Sat Jan 31, 2004 6:08 pm
#12

but if the person who kites stands still then they are basically saying "you win" to a TKA.


Think about that.



Quickdraw and Teras Kasi Master
Resident Of Loka Desuna
Desert Sun
atone48732
Sat Jan 31, 2004 6:25 pm
#13

No it is taking advantage of a cheap way to win


It makes our moves useless cause we cant it you pussies when you hang out out of range


It is very cowardly and can be put in the same category as KD/Dizzy CHEAP and Cowardly


cause it does the same thing one cannot fight when laying on their back and one is useless when some coward runs away shooting at him


NOW TELL ME ITS NOT COWARDLY!!!!!!!!!!!!!!!!


AND CHEAP



Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
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