Teras Kasi Archive
Thread: Top issues of the week. Need everyones input.
Elanae wrote:
What I want to see changed/fix
1. KD -- HAM costs are too high. If they think before patch was too low then avg the two together. Also its not right for someone with a gun to be able to KD someone with a shot. Thats so unrealistic. I think only melee should be able to do that. Also KD should NOT stack as well.
2. DEFENSE - I can not say this enough. We need DEFENSE! The defense mods we get don't seem to do anything. An explanation of how these work would be nice as well.
3. Dealing with range in PvP -- we are suppose to not be knockdowned or dizzied (see quote on sig). In PvP last night I got hit with a shot and the guy stacked dizzy on me and my friends and we could not get up. This is lame and needs to be fixed. It should NOT stack
4. See #1
5. See #2
My two cents here: The purpose of a gun, if you ask any gun nut, is to knock someone down. That's why you aim for the chest. Getting hit with a piece of metal going however fast in your center of gravity will definitely knock you off your feets. That changes when you go up to rifles, where accuracy and high-kinetic penetration is the issue. Not so sure how that would work with high-energy weapons, but I assume they might be able to say, shoot your foot and that would make you go down. However, it should be a hard shot to land.
However, accuracy against a moving opponent, and/or while you are moving is very tough, and should increase at higher speeds. Do I think it should be absolutely realistic? Pfff, no. But, if they are going to be running one way and shooting another, they should run slower. Why? Because if they don't LOOK where they are going, they are gonna KD themselves. Unless they have some excellent rear-view mirror built into their helmets.
I've tried zig-zag running against someone shooting at me, and I get hit just as much as if I run straight towards them. And since this isn't the type of game to have action like a FPS, it should just be a straight out movement penalty.
How about speed encumberances on armor? Attack and movement speed. You wear something heavy on you, you can not run as fast nor can you move your limbs (i.e. attack) as fast. That will help balance out the fact that we can run just as fast as they can, while they tear us up with their weapons. It doesn't really make sense to me that wearing armor makes you regenerate slower, but it does make sense that armor makes your attacks cost more, as it should make them more difficult to do. I guess wearing all of that tires you out, so that would make less regen sense...
Though, why my gloves should have a ham impact against my mind, that I still can't figure out, but that's another thread. Anyway, I didn't have anything to add to the general discussion, I think it has all been said, but I wanted to raise some alternative issues (maybe this can all be stuck underneath the /stick section) in case anyone liked them.
I really do find the knockdown issue appalling, absolutely appalling, since polearm users have an AoE knockdown that does 800-2000 damage to every mob it hits (with Heavy Vibro Axe, I believe). I know there are big penalties associated with it, but compared to our one knockdown it's not that bad. The only issue then is speed. A 5 second knockdown only delay timer for TK? I could live with that, if the HAM cost was reduced. If it was added in to other knockdowns. Or maybe just take all knockdowns out of the game? That'll definitely level out the playing field some.
Neko
(It took me so long to write this that I'm afraid I've become a bit scattered throughout the day. I apologize.)
#1 Reduced walking/run speed of range weapon users. It just makes sense.
#2 Increased the movement penalties and increased the positions bonuses (prone/kneel), to hit,on ranged weapon users. It just makes sense.
#3 Allow us to attack while moving. Everyone else does.
#4 FIX all defense bonuses for classes (i.e. defense to stun,KD,etc.) and increased our posture/KD defense. It's broken as of now.
#5 Make our attack ranges the same for Unarmed and VK use. It just makes sense.
#6 Reduced our HAM cost of KD, and bring it in line with the other classes HAM KD cost (i.e. Pistoleer). It's called Balance .
#7 Reduce all our HAM costs for moves by 10-20% they are much higher then any other class OR reduce base HAM costs of VK.
#8 Reduce yes REDUCE our damage (and all melee classes) multipliers for pistol/carbine/rifle to x1.5 Pistol, x3 carbine x5 rifle. It seems currently at x2/x5/x8.
#9 Reduce effectiveness of ALL KD to 5 second delay before you can act
#10 Put in place a 30 second timer on everyone so you can't be KD again.
#11 Make our Meditation line Power Boost useful. i.e. boost all stats +250 (yes, all 9) for 10 minutes and then you take 300 to 100 wounds when it runs out, depending on level of Meditation. Level 2 300 wounds, Level 3 200 wounds, Level 4 100 wounds.
#12 Have Meditation increase our HAM recovery by Level 1 125%, Level 2 150%, Level 3 175%, Level 4 200%.
There's my wish list in order of priority... to me ![]()