Teras Kasi Archive

Thread: Trandoshan TKM

fyreblayd28
Sat Jul 10, 2004 11:50 pm
#1

Was this a development joke? We get a small addition to unarmed damage which suggests they should do well as a TK. Now welcome to my nightmare. Max mind of 400?? Seems almost all of our attacks eat mind for a light snack. Why make a race that has a bonus to a profession then take the stat they need away from them? I know this is a rant a bit I love being a Trandoshan and have fun with being a tkm. I just get tired of not being able to wear more then my comp legs and chest plate and still be able to fight well. To wear more I have to use 2 brandies and a Canape to wear arms and a helm. Then when I do this I lose the mind regen. I go around this by wearing Ubese alot since it is light and has less parts. Only draw back is it has a short lifespan and should only be used against kinetic mobs.
Spuzzed
Sat Jul 10, 2004 11:59 pm
#2

Thats like saying the Zabraki bonuses to defenses would suggest that it would make it very hard to hit a Zabrak. The racial bonuses are just based on the physical attributes of the race. Trandoshans are a very strong race so naturally they would get a bonus to their damage. Twi-leks are natural entertainers so they get bonuses to their battle fatigue and mind wound healing.

The bonuses dont make you the top of the crop its just an added thing to better fit your racial background and physical attributes.

Wookies however seem to have the worst joke of them all. Bonuses to all their stats at the cost of wearing high end armour isnt the best of trade offs.
Buddhist
Sun Jul 11, 2004 2:23 am
#3

wookie jedi are most definitely the best though, if you think about it


they get highest everything at the cost of wearing no armor, but jedi don't wear armor and get those robes.. so wookie jedi have a heads up on all the other jedi if you think about it





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herderman
Sun Jul 11, 2004 5:59 am
#4

regen would of been more usful if it regenerated all the bars and not just health! but now that mind willn't be the main target in pvp after CB it may become useful! AND IM NOT CLUMSY i will gut you like the hairy smelly wookie you are!



--------------------------------------------------------------------------------------
Bounty Hunter : We are too weak against Jedi
Dev : Ok, we drop Master Scout to Explorer IV only
Bounty Hunter : I didn't mean that, I meant something like..
Dev : so You wanna be a Master Scout?
Bounty Hunter :NO, i mean, ummm ,Nevermind..... thanks.....
-bono-vox edited by tranton bounty
uofwi92
Sun Jul 11, 2004 7:51 am
#5

If you're TKM, don't use vibro-knucklers. Your bare fists hit for almost as much damage and speed, with virtually no HAM costs...



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Taigei
Sun Jul 11, 2004 11:27 am
#6

You've got the right idea there, Fyreblade - discover your weaknesses and compensate for them.


Trandos certainly used to blow every other race out of the game when it came to TK mastery - before good (or even 'working') armor and buffs. Trandos are still the best at levelling through the unarmed specialist skills because of their innate bonuses, and are the coolest looking TKs as far as I'm concerned.


But, no, it wasn't a joke on the part of the Devs. Variance in racial traits, stat limits and innate abilities were intended to be significantly different to be worthwhile at all - if you can play a human the same as a Wookiee then the only difference in races is what they look like.


The Devs (I'm looking at you, Holo) have clearly set the standard that 'balance' is maintained by including negatives when you introduce positives: High Offense : Low Defense; High Health : Low Mind; etc. But the Devs also take into account the SW history, such as Wookiees not wearing armor and Trandos being proud (I guess is the right word) of their razor-toed feet. RPG rules are always an effort to balance believability and playability.


However, as someone suggested above, the game has changed and racial traits might be worth another look.


And if you haven't yet, you mightlook at howyour profession template significantly improves your character's abilities and resistances.
fyreblayd28
Sun Jul 11, 2004 12:14 pm
#7

actually I do feel for the wookies. But in hind sight I remember when I first got this game when it hit the store. You never saw anyone wearing armor cause armor sucked. So that + to each stat gave them a good advantage. But now that armor is much better and they got hosed. But honestly I was just saying that a trandoshan is a challenge to play in any profesion as mind is required in all professions in a major way.
Spuzzed
Sun Jul 11, 2004 12:55 pm
#8

I think thats why they got the regeneration skill. But honestly in this game its so easy to go into "god mode" in PvE at least with armour, buffs, spices, and food. Ad for the mind being soaked up too fast its just playing into the racial trait. If I remember right I thought I read at the character selection screen that Trandoshans were a bit clumsy.

Im not saying thats why you have to lose mind fast, Im just trying to say that if the core game was balanced to begin with youd notice the trade offs better. The Devs know it isnt balanced though and they are working on it. They brought us this great game. At least I think its great. People complain about this and that, but think about it. These people made us a game that allows us to immerse ourselves in Star Wars, for all its faults I still love the game.

Wow... I really ranted on that one...
KawaiiTsuki
Sun Jul 11, 2004 5:29 pm
#9







Wookies however seem to have the worst joke of them all. Bonuses to all their stats at the cost of wearing high end armour isnt the best of trade offs.







HA!! Welcome to my world. I've trained long and hard and spent alot of money for the best weapons to give myself the needed edge I need in combat. Although now when I get that extra boost of pride when I beat down someone in comp armor. Then when someone beats me and begins to proclaim their uber-ness....I'd like to see them fight in Chitin armour against comp and still have a 5:1 win loss record like I do.



Chibacca

MFencer/TKM/MSwordsman

Kettemoor's Wookiee Samurai


Paluke
Thu Dec 09, 2004 9:29 am
#10

a trandoshan has a +15 dmg mod, does that also "not work"?

if so why do CA/AA not work? the speed mod works though



- Krark Asmadi / Mau-Z Asmadi -
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b_ming
Thu Dec 09, 2004 9:51 am
#11

unarmed damage is the only damage mod that works i believe.






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b_ming
Thu Dec 09, 2004 9:52 am
#12

http://forums.station.sony.com/swg/board/message?board.id=Chimaera_Euro&message.id=73293

says unarmed damage works in this link here.






~ M I N G | K S E S P E C I A L I S T ~
~ B A S T I L A | I M P E R I A L A C E ~

Vengeance Squadron
"Join Vengeance Squadron, see the world, meet interesting people - and kill them."

____________________________________
Mankind00
Thu Dec 09, 2004 9:57 am
#13

The Dosh Unarmed Damage mod works fine as far as i know. As does the mod from Burnout Sauce.


Tapes work differntly & thus do not work. Check the stickies for full information on it. But basicly it's the tapes & not the skill that is broken.



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