Teras Kasi Archive

Thread: Your top 5 Teras Kasi issues Week 2

RunemonIV
Thu Aug 07, 2003 4:07 pm
#118

whatever sinji im tired of this debate go on believing you are right and stuff... i know what exploration does i know what adding quickness to a character does as well.. i have all my sub hams maxed except for will power.. i know i out run alot of people and outswim but thats ok... your a jerk and all you want to do is argue ... be you didnt even test out what i threw at you lastnight because in your small feeble lil mind you are correct and i am wrong and so are the other masters in here that have said the same thing... a counterstrike not being in the game hmmm.. well now i know you are a noob.. so without further adieu i dub thee sir knows-not-alot.. for your incessant disbelief on anything that anyone has posted sickens the belly... and its also funny how you can say you have never called anyone a liar and call me one in the same post.. truly brilliant!


Perhaps IQ's are what define us in terms of intelligence and when its used to describe your posts its very sub par.. we are trying to fix our profession and you are the ghost in the machine


dassss booooooot noob




Day one Veteran of the game.. just a little fed up.. /tiny
Roland_Gilead
Thu Aug 07, 2003 4:08 pm
#119

PLZ dont nerf knockdown!!! PLZ! cmon, give the TKA class a break, we already suck at PvP. let us dominate at PvE......
linzen
Thu Aug 07, 2003 10:15 pm
#120

Oh no! We suck again!


Ok thats one of my favorite quotes. Seriously, put the **edit** nerf bat away guys, you have hit us enough already. Thats my main concern, thanks.

Eldibs
Fri Aug 08, 2003 1:24 am
#121

Gonna have to back up shinji here...but i have definately hit moving targets while moving myself, and i think his reason is also correct.


The problem "feels" like lag, the only way i can show this, is when a mob is in it's "deathflight" running when near death, they run away rather slowly....when they do, i run faster than they do untill im not only ontop of where i see them, but slightly ahead, though still within the graphic of the mob. At this point in time, i am matching the speed of the mob, and attacking it as i move.


between the plain wierd latency code swg is using and the -50 for attacking while moving, i can see why we have a problem...one that needs to be fixed. Whenever i cannot move faster than my target and predict its path...i have the problem hittign while on the move that everyone describes. In other words if i was chasing a target at full speed and managed to get right up behind him (on my client anyhow) id rarely, if ever swing.


Lets use some logical reasoning here folks, this situation means:


1. i cant seem to hit my target while moving, therefore i obviously lack the ability to attack while moving.


or


2. I cant seem to hit my target while moving, it seems as if the target MAY NOT ACTUALLY BE WHERE I THINK IT IS, and if it isnt, i obviously lack the range to hit it.



Another way of testing this theory is to do your attack while moving tests with no knuckles on. This will increase your melee range (GRR, yea i think thats sad too) and allow you to hit your target at a further distance, naturally.




Radamvice, TKA Doc extrordinaire, Bloodfin.
ShinjiEva
Fri Aug 08, 2003 12:46 pm
#122

"I also never called ANYONE a liar. But I will say " *cough* BUT *cough* I never even started this out as some attack against you. You simply took it that way. I offer my opinion and you insult my intelligence for it being different from yours. Also.. Newbie? How long has the game been out for you to be the uber l33t guy?


Got the game first day it came out but ok I am a newbie then because you say so =D. I am also TKA master and I never came here to get the class nerfed or anything at all.. You simply take something I say about maybe the problem is netcode and you jump on me.


Also someone please link me to an area where is says quickness makes you run faster and that exploration makes you run faster over anything that is not "rough terrain"? Just curious. Instead of saying I am wrong and running your mouth.. How about you SHOW me how I am wrong.



I LUB YOO TOO RUNEMONIV *HUGGLES* ...

ThanosBlade
Fri Aug 08, 2003 3:41 pm
#123

I know for a fact that i can chase down running targets with unarmed lunge relatively ez. I've saved gunslingers a few times chasing after them while they run from a mob and i hit the mob and stop it's movement ( with lunges posture down effect ) WHILE i'm moving , then proceed to knock the crap outta it ( or vice versa if i shouldn't havechosen to chase it downlol ). Remeber to always lunge WITHOUT your VKs on. With VKs on it kills your reach and YOU
MotherMGA
Fri Aug 08, 2003 4:33 pm
#124

All of my concerns regarding TKA are with ranged PvH (player vs. humanoid). This includes ranged humanoid PvE and ranged PvP. Something needs to be done to promote Brawler movement to close distance and something needs to be done to demote ranged movement.

First off, something needs to be done about catching a ranged kiter. As it is now, I can run up to a kiter and stay within 1 meter as they are running, but I still cannot hit them. Why is this? Well, server-client syncronization problems. Playing a TKA is more like an FPS than a turn based combat system. You have to have twitchy reactions to keep up with kiters. It is very frustrating, and the way the the current system works, even the best twitch reacctions you have can't adequately make up for the syncronization problems. Something must be done so we can catch people kiting and actually be able to hit them.

Fixe walls and collidable objects. Make them actually stop blaster fire. As an addition, collidable terrain contours would be nice.

With the 75% reduction in damage, I think TKAs will fair better in PvP, but I'm concerned about ranged knockdowns. I don't think TKA's need the blocking, dodging, and counter attacks that everyone as been asking for; that is what UA toughness is for. But a TKA being knocked on his back by a ranged will spell death every time. TKA (and all elite brawlers) need more knockdown defense IMO. Right now, Knockdown is only usefull agains creatures, and then its prob. too powerfull. Against humanoids, its almost worthless. Humanoids can get right back up and keep the distance before you can land your next hit. Giving that power to a ranged player is an emense advantage, because they don't have to worry about failing because they are out of range.

Personally, I think it is so hypocritical that TKA's Lunge1 was nerfed in beta, while bounty hunters and pistoleers have a skill that is much more powerful and has a higher range stays in the game. Sure Lunge1 is a novice skill and shouldnt' be powerful, but there are no skills as a TKA that gives us the benefits of a 15 meter range like lunge.

I think alot of problems would go away in PvP if the TKA knockdown had the range of Lunge and actually worked against humanoids. I say make knockdown last 5 seconds on ALL enemies, fix the exploit of stacking knockdowns and give TKA (and other elite brawlers) defense against knockdown and stance attacks. That should solve most things.
RunemonIV
Sat Aug 09, 2003 6:27 am
#125

once again ill ask where the heck is our correspondant?



Day one Veteran of the game.. just a little fed up.. /tiny
Eldibs
Sat Aug 09, 2003 2:00 pm
#126

the correspondents have been told to lay off the reports till they get a response from their first submission, or something to that effect.



Radamvice, TKA Doc extrordinaire, Bloodfin.
SchizoPhren
Sun Aug 10, 2003 4:56 am
#127



RunemonIV wrote:
so like this guy cant come in here and post this?




As far as i am awate (Correct me if I am wrong) ThunderWulf does not get paid for being the Correspondant, has to remain relatively impartial (i.e. not going to the devs suggesting making TKAs the uber profession, even better than Jedi), he has to colate our needs and concerns, take those to the devs.

ALL of this work he does for free, cutting into his time for playing.

I'd just like to say weldone Thunder, it aint easy giving up alot of your leisure time for alot of people who you know very little about, but most people do appreciate what you do.

Kevin



AOD SWG Division
Check out our PA: AOD www.ClanAOD.net
AndrewOu
Sun Aug 10, 2003 1:59 pm
#128

Hey, I've got an idea to fix some of these problems, especially the PvP ones; my solution is to jsut add another stat to the TK's to speed them up, make the TK's faster then the normal gunsman, and that way, they can't be cheap and just run away from us when we go to attack. Also, it would be better if TK's didn't have to stop to attack, not only is that a great disadvantage to us, it is also unrealistic.
Thorvald-the-Justicar
Mon Aug 11, 2003 12:48 am
#129

I like the top 5 issues at hand. Its good to see those are being looked into. However I have to make it an issue to look into the simple fact that even with all these changes/improvements to our class, I have to ask, what is our use in this game??


At this moment, no person in this game has a need for a melee class in the group. Time and time again, I've been in groups with NON Creature Handlers who have pets that are in every way superior to us.... TONS and TONS of hps, and hit just as hard.... WHY are non creature handlers allowed to have such pets?!?!


No matter how much better you make this class... the bottom line is... as long as everyone and their brother can have pets... we wont ever be asked to group, except to have our company as friends... not because we are needed to tank. Or ofcourse... you could give us some high levels of defence, ALL melee classes... not just the TKA.


Its really **edit** stupid that four or five novice players, who are just starting to get into their master professions have 4 pets and can kill things that have 15k hps and hit for 600 dmg... its BS!!


With this type of game play, and level of gameplay... we have no role to play... once again, sony has done a poor job estimating how tuff melee classes would have to be, in order to just compete with PETS... freaking pets, that AnYONE can have... Just makes me sad... I can solo all day, and solo my way slowly to a Master TKA... but ya know... grouping is fun, and I'd like my place in that group to not be filled up by a **edit** pet...



Sorry, but this does sound like a rant... in a way, its just that... but it does get the point across, and yes I'm aware that nobody here is to blame, and that we are all fighting for the same goal... the enhancment of our class... the bringing it up to par with other classes. If this is repetitive of what someone else has already said, then I'm sorry I missed their read... but maybe repatition is not a bad thing here.



In conclusion, I do like the subjects being addressed, and believe this one should be added to that list. As it could perhaps be more important than all of them, other than Defence... I believe ALL melee classes need mayjor inhancments to their defence... not just the TKA... all of them...



Thanks for reading this.


Thorvald of Flurry

StringereDomani
Mon Aug 11, 2003 1:54 am
#130

When I was a 1/1/2/1 TKA I dueled a friend of mine who had just made master for fun and won because apparantly balance conditioning is worth crap. I knocked her down each and every time I tried without fail. This is what I would call a problem.



Stringere Domani - K'tair
- Bothans at large -
Shards of Alderaan

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