Teras Kasi Archive

Thread: News regarding melee geting another nerf.

Martimus
Tue Oct 11, 2005 2:33 am
#1

"1. All benefits of force run are removed when snared. Example, in the previous system if you were snared with force run on it would cancel each other out, in the new system it will cancel force run AND you will be snared" - from Jedi forums. Burst Run will be affected by this also. Any of you guys that pvp a lot will know exactly what this means to us.

BH have done it to us again...lol

Message Edited by Martimus on 10-11-2005 05:37 AM



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

GlargTheKelfn
Tue Oct 11, 2005 6:10 am
#2

while the perma snare is bad, that's not the total.

any debuff cancels out any buff on that stat.

melee will be useless in what little pvp there is after this. you'll be kited like krayts were before this (all 80ish + npc are resistant to snare / root)
here's the actual dev post:


As part of the squadleader changes all movement effects were brought into the same system for stacking reasons. Only the highest buff or debuff should be in effect on the character now. This means if you use force run 1 and a squad leader uses retreat you will begin to move at retreat speed without losing your FR 1 buff. When the retreat wears off you will return to FR 1 speed.

Debuffs taking priority over buffs is an intended change.

Travis Hicks
Designer

Message Edited by GlargTheKelfn on 10-11-2005 10:52 AM




\ Shuggoth's Sugar Shack of Loot /
\ 324, -3627 - Outside Coronet /
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Hastur - Human Jedi | Gnomely - Sull Spy | Shuggoth - Wookie Slave / ShipWright

RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

Martimus
Tue Oct 11, 2005 1:08 pm
#3

Has anyone in BETA with TKM melee template tried any pvp ? There is quite a bit of posts on Jedi forums about this being gamebracking for melee.. Just curious how accurate that is.



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

Kresh_Azzo
Tue Oct 11, 2005 1:16 pm
#4

grah

Message Edited by Kresh_Azzo on 10-14-2005 04:48 PM



You know that scene, the one where Marlon Brando did that little hand wave right before he died. Yeah. That was beautiful man.

I wrote this before the NGE, now I feel like Brando

GreekKing
Tue Oct 11, 2005 2:08 pm
#5

well our burst run stragetgy against root and snair is kind of gone now but we can still fight just gonna take forever and we might get pwned big time by those mcm.



Kregipo


Stomis
Tue Oct 11, 2005 2:27 pm
#6

Not that big of a deal just start carrying a rifle on you. The only thing I see this being a problem with is CM's god damn over ass powered 2 min snair...



*edited by admin*
Martimus
Tue Oct 11, 2005 3:05 pm
#7

I am just sad to see yet another hit for the melee team. My concern is regarding ranged players who know what they are doing (and with two cyber arms - 80m range) never letting you get close. Burst Run (and food) helps to counter this at the movement. Ya, we can carry a rifle around, and that will work ok, but only for a short amount of time. I just hope that someone in BETA can tell me its not going to be open season for melee.



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

GreekKing
Tue Oct 11, 2005 7:10 pm
#8

It will b tiem for melee to find some more interesting strategy time to show these ranged ppl even with the handicaps we get we still pwn them o and these mcm there speed debuffs are a living hell. Then there snairs and there debuffs will b uber next expansion good thing added mind to healing u start hurting them they will b gone but then again if they start to hurt u u will also b dead basically it wwill b who can do more damage faster once this expansion hits these increased costs need to go i think they will b nothing buta thorn in our side and mcm will b the all powerfull thing not many will b able to take them even pre cu jedi with the prems in it this is a overpowering of one prof and should b stopped if devs intend to keep the little delicate balance the game has between profs right now this has to b stopped as u did with the xp thing this needs to b retracted this could end it for alot of ppl.



Kregipo


iijin
Wed Oct 12, 2005 8:37 am
#9

might be time for us to give up our pacifier (healing) for strategy against roots and snares....I have


explore your template possibilities





Iijin Myriiv | DFR
Phantom Wing
|
88th Imperial Fighter Squadron

SkySpear Industries
- Talus, Imperial Outpost, Just off the Corellian Run in the Core Worlds Sector
-1966, 2704, contacts: iijin - venya - bladestorm - cyx
sm1550
Wed Oct 12, 2005 9:24 am
#10

As it stands for the moment, Master Rifles + 0004 pistols = permanent root/snare. There is nothing stating that the Devs won't change this, put a timer on how often you can be rooted/snared, but for the moment, anyone with two ranged cyber arms and a decent rifle can take out any melee character...or at worst, keep the melee character from doing anything other than standing around and healing themself.


getting a LOS break against a ranged player will work, but essentially you'll have to do all of your pvp'ing where there are a lot of buildings to force the ranged player to come in close.



miodac
Wed Oct 12, 2005 9:44 am
#11


*Snaps shut rifle feed mechanism *


I is gonna bag me a brace o wookies.




IGN: Tuxatl
iijin
Wed Oct 12, 2005 9:50 am
#12







sm1550 wrote:

As it stands for the moment, Master Rifles + 0004 pistols = permanent root/snare. There is nothing stating that the Devs won't change this, put a timer on how often you can be rooted/snared, but for the moment, anyone with two ranged cyber arms and a decent rifle can take out any melee character...or at worst, keep the melee character from doing anything other than standing around and healing themself.


getting a LOS break against a ranged player will work, but essentially you'll have to do all of your pvp'ing where there are a lot of buildings to force the ranged player to come in close.







I eat ranged players for lunch.....


on any terrain...

Message Edited by iijin on 10-12-2005 12:51 PM



Iijin Myriiv | DFR
Phantom Wing
|
88th Imperial Fighter Squadron

SkySpear Industries
- Talus, Imperial Outpost, Just off the Corellian Run in the Core Worlds Sector
-1966, 2704, contacts: iijin - venya - bladestorm - cyx
sm1550
Wed Oct 12, 2005 10:07 am
#13






iijin wrote:







sm1550 wrote:

As it stands for the moment, Master Rifles + 0004 pistols = permanent root/snare. There is nothing stating that the Devs won't change this, put a timer on how often you can be rooted/snared, but for the moment, anyone with two ranged cyber arms and a decent rifle can take out any melee character...or at worst, keep the melee character from doing anything other than standing around and healing themself.


getting a LOS break against a ranged player will work, but essentially you'll have to do all of your pvp'ing where there are a lot of buildings to force the ranged player to come in close.







I eat ranged players for lunch.....


on any terrain...

Message Edited by iijin on 10-12-2005 12:51 PM




heh, get ready to be bent over....on any terrain...if the proposed changes go through as they are working on beta.

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