Teras Kasi Archive
Thread: Teras Kasi Artist Issues Designer responses
I didn't read all of the responses to the post, because quite frankly there are too many, and all mostly saying the same thing, but I wanted to say something.
Have you ever thought of combining TKA with a hybrid class like Commando or Smuggler?
Smuggler would seem to give the best benifits with its dirty fighting, and commando would provide you with exelent ranged weapons that can play off the varity of vulneralbilities in armor (although I believe they were nerfed).
Anyway, maybe the devs didn't think that anyone would be a pure unarmed combatant, and so allowed such combos to exist, but that defeats the purposse of any "true martial artitsts."
Although, now considering a martial artist, one does realize that most master in some form of melee weapon (and from what I have witnessed in real life tend to be better then one who is a master of just a melee weapon). Perhaps this could be a new a profession? One that is a master unarmed and with a chosen/varity of melee weapons (this could also provide whole new types of weapons). Or, like inthe movie Equalibrium, you could bringin a gun-kata, which mixes martial arts with personal firearms (although seeming already done with pistoleers).
Well, besides agreeing with what was said earlier, I agree that HAM costs should be reduced because in real life a master of martials arts would be able to do a lot of damage without himself moving so much. Perhaps if grappling and tripping were possible.... or maybe even blocks/dodges, tho that would be much like stances (which could be as simple as different/new postures) that would already be thrown away (I honestly don't think this was as bad as the devs say it was for them, its was probably very complicated and because of their lazy asses/deadlines decided to ditch the idea).
And that is my two cents.
Yes, everyone knows that any unarmed fighting master they've ever seen (either in the movies or in real life) never string attacks together... they just punch, and then kick, and then do another punch, and then duck, and then do a roundhouse kick. That's how combat really works, or at least how the devs see it. I just... am completely dumbfounded how anyone could come to that conclusion, it seems to be the most intuitive thing in the world for someone attacking with the speed of a TKA to string together a succession of moves. If nothing else one of the things that makes any fighting gamereally funis the ability to use combos. I realize this isn't a fighting game proper (although with the puddle-level depth of the missions and the complete lack of roleplaying for the most part,it is just a fighting game for combat classes), but one of the prime joys I have is coming up with new combinations of a set of moves that I have (preferably a sizable set of moves) and seeing just what I can pull off. Continuing along with that thread of thought, it would be nifty if the devs could put a sort of "hidden" combo system in the game. If you succeed at doing stun1, then dizzy1, and then stun1 again, maybe it does something special like extra damage, or gives them an dramatically increased roundtime, or maybe it un-equips their weapon. Regardless, it is completely and utterly ridiculous to think that the fastest attacking class in the game shouldn't be able to string combos of special moves together. As it stands right now combat for me is essentially "Attack, un-equip knucklers, knockdown, re-equip knucklers, intimidate, intimidate... intimidate (give up on intimidate because it failed 3 times), berserk (failed), berserk (succeeded), and whomp ass until they're incapacitated, or I need to knock them down again. Unarmed hit 2 does a good amount of damage, but it just doesn't compare to normal attack and berserk. I realize you get into patterns, but my pattern consists of 3 real moves, one of which almost never works. I probably haven't said anything new, but hey, maybe they're listening anyway.
-Tiki
YOU DEVS ARE ABSOLUTELY PATHETIC.......
NERF NERF NERF.....
30 sec timer? benefiting who? oh yeah..pistol people...can't hit them while chasing them...but they can shoot us...
YOU DEVS ARE PATHETIC
Try to make a game balanced by nerfing one class more than another....yeah, that's intelligent....oh wait...no...it can't be intelligent.......
YOU DEVS ARE WRONG
Just do away with KD all together and let's just move on....Allow TKA's to get more Health , Action, mind bars so we can tank...that IS what we were supposed to be doing right?
Man...Keep it up and I'll just go artisan all the way........(and you wonder why people are pissed)
i waited for sonys next big patch and!!!!
30 sec timer wow thats really really really ****ing stupid now tera kasi get to run until they are just shot down
but i found a solution
www.playonline.com/ff11us
OK i just joined the fan club
and im kinda disappiointed i really wish they would lower the HAM costs cause th only decent dmg i get is by doing unamred hit2 over and over
we are WAY to underpower (knetting) have you been in ancorhead during an imperal raid? it is horrible because most are bh or commandos and knock you down till you die
we do 700 dmg!!!!!!!! my best VK that are sliced and made by probabally the best weponsmith on Ahazi and sliced by his friend they have a DPS of 50!! when you look at a commandos wepon the dps is about 500-900
This is the first time I post in this forum so I apologize if what I'm about to say has already been said, discussed or fixed.
First of all I would like to say that one should not complain about others professions of choice, even if it seem better than the one you pick. This is where diversity of professions and combination of these make the game more interesting. In real life not to persons are alike. No professions is the same. The combination of different skills is what makes a character different and deadly if it were the case.
All of the professions in the game have a uniqueness quality for a reason. Every professions should have some sort of edge over the next. What Im getting at with this is that we should not complain about what other professions have or don’t have, how they are better than ours etc........ If you want a good PvP character work on making a well rounded character. In real life you don’t bring a butter knife to a gunfight.
Having said the above mentioned, dev's need to realize that statistically hitting a moving object is practically impossible. If I'm not wrong there is like a 1 in 4 (it might actually be like 1 in 8) chance of someone with fire arms training to hit someone that is moving or on the run. Perhaps not a sniper, but then again a sniper usually gets to his target without this one even knowing what hit him. SO MAKE HITS WHILE MOVING A LOT HARDER!
If im still or for example in a prone position and I see a martial artist come straight at me I don’t care who he is he is going down, no one is faster than a bullet. But of course if he is zig zagging and taking cover while coming at me it should be a lot harder for me to hit. Not only that the closer he gets without me being able to hit him should give me a big intimidation mark, if im shooting and not hitting and he is getting close ill $#!^ my pants, because I know a whole lot of pain is coming my way.
Personally I'm working on TKA. As a TKA I’ve realized that I should not be able to beat a ranged attacker with his weapon of choice and even less if he is an expert with such weapon. Then again if I do happen to get close I should stand a fighting chance, a real good one. But bear in mind fighting chance means close combat, not 20 meters away. A TKA should have skills like a Ninja, Ninjutsu is the art of disguise, deception and the use of deadly techniques to incapacitate or kill an opponent; but usually ninja rely on stealth and being able to get in and out of a place without being noticed and avoiding mayor confrontations. They were not necessarily engaging in combat, but most likely infiltrating getting information or a quick silent assassination and then vanished.
Some ideas could be:
1. Like mentioned before TKA should be able to get close to an opponent without being noticed. That should be the only advantage if engaging a ranged combatant. Getting close and finishing him of quick. If he fails at this then his chances at success should be minimal and escape should be the next choice. So I suggest some type of cloaking (sort of like scent for scouts, which allows them to get close to deadly predators) even when overt. Someone suggested something similar before and I think it’s a great Idea. Once the assassination occurs other players near by should be able to see the TKA attacker and be able to engage them.
2. Another great idea I’ve heard could be the implementation of a flying kick or some type of tackle for opponent in a 5 meter radius. this should give a fighting chance when the opponent is close.
3. Deadly blows to players pressure points. Or bone breaking technique. In Kung Fu, Jiujitsu, Muy Thai. jeet kune do etc........... martial arts in general teach you how to incapacitate a foe in a quick and effective way in order to avoid being harmed yourself.
4. Advanced unarmed. Once a player is unarmed it should not be easy or accessible to retrieve another weapon without receiving a couple of blows from a master martial artist. He should at least loose a turn to attack.
5. Galling techniques. In real life 90% of all fights end up in a Galling manner. So once a TKA has gotten a hold of his opponent it should be rather difficult for him to get loose. Devs, could establish choking moves or locks in which an opponents mind is quickly drained do to lack of oxygen.
Let's concentrate on improving our TKA professions and not ask for nerfs in other ones. We should keep in mind that our professions while deadly in close combat should not make us invincible. This professions in combination with others might give us an edge such as Bounty Hunter might get some advantages. BH advantages come from the incorporation of many techniques and skills; so just because we master TKA should not already make us supermen or women.
One more point to consider is that some professions will be deadlier than others. If you choose one of the weakest ones don’t expect to be the toughest player out there.
"There will always be someone stronger, faster smarter and younger than us. Its how we use what we have that counts."
Cacco Okabido (human)
Sunrunner
Brawler/scoutt/?
By the way the only way to get a problem fixed is through constructive criticism not complainning and whinning. See a problem look for a logical solution.
And if you think you can do much better than the devs, ask SOE for a job and prove yourselves.
I agree with you compleatly, it can be quite frustraiting. But if you jump in the middle of a battle you have to expect this kind of outcome. Once again, how realistic can it be to go fight someone holding anM-16 with your bare hands. Its like being dumped in Vietnam to battle viet-cong with a spoon. Not very practical.
My suggestion would be to play more of a support role. Team up, with marksmen and wait till they engage. Then WHAM! assist the same marksman and finish teh target off. The last thing he would expect is for someone to beat him to a pulp with their bare hands.
I would suggest that maybe we TKA got some kind of stealth skill like ninja assasins in orther to move in close and be able to have an initial strike. Of course once we attack anyone on a 20 meter radius should be able to see us and engage us.
TKA should be about using there minds not their brawn. Honestly one cannot go into the middle of a field in battle and win with their bare hands. (Watch movie The Haunted- Benicio del Toro relied on stealth to accomlish his missions).
All I have to say is if you make so we stand a chance aginst ranged firghters it would be nice!
I was kited by a Meatlump GREEN CON and killed. yeah they run fater ghost move since server lags true location.....They stay ahead of you no matter what and no way to get behind cover to block thier attacks...They shoot thru trees rocks walls.....I jsut avoid PvP being kited for faction points gets old fast.
The posture down attack shold not be on a Timer like knock down as it is the ONLY way I have foudn to stop a running opponet if I some how lucky get close enough or Ghost into right place to hit him.....
nothing like being a mellee Trapped in parge fights due to Large mobs beaitng your mind pool and you not being able to take the hits...
corsarioboricua wrote:
I agree with you compleatly, it can be quite frustraiting. But if you jump in the middle of a battle you have to expect this kind of outcome. Once again, how realistic can it be to go fight someone holding anM-16 with your bare hands. Its like being dumped in Vietnam to battle viet-cong with a spoon. Not very practical.
Yeah ... but did u ever try to run away from a guy firing a 2 handed rifle backwards holding it with just one hand ? Impossible to aim and nearly impossible to hit , and i havnet even spoken about holding the same speed .
The speed reduction for the ranged is not enough i would mind, especially as long as were not able to stop them.Its a melee problem that we cant attack while running and ... sorry to say thats pathetic. maybe not to the real unarmed, but with a bladed thinglike the VK its realistic to do serious damage whilerunning.
It's hard to post some suggestions without crýing nerf for another class ..... the easiest way to solve this in my opinion is giving melee the ability to hit while running and if this hit works it should make running chicken stop for a while so that they have to stand their man .. oder woman . (not like knockdown but kinda intimidate that prevents from running away again ).
The increase of damage when holding a rifle and beeing attacked by melee is a good thing, but it doesnt fit that much as long as were not able to do this damage to a running thing
Its not impossible for the ranged ones to learn a melee skill ...... if they dont wont to be beaten up if someone comes to close they should learn a melee weapon to defend themselfs.
To be a complete fighter in my opinion you should be able of both melee and ranged ... otherwise u should have great disadvantages in fighting someone who is able of both.
Never bring a knife to a gunfight ....... and neveruse a gun in close combat !!!!
I hate the dont bring a kinfe to a gun fight comments. Dont bring a pistol to a fight that involves Sub machine guns and rifles.
In SWG a pistols is better at long range than rifle and better at close range than a SMG. Hell a sniper could take out a Heavy weapons out easily if hes not detected. And hell if i was a Heavy weapons expert screw the flame thrower give me a 240 bravo and ill fire so many rounds ill kill 100 BH. Or a Mark 19 and ill kill a whole city.
Ok, I'm going to call into question the basic answer to #2 "If you can catch something, they’ll die, if not…It’s a trade off for the power of close range." is NOT true in my case. I can do damage equal to what my Ranged fighting friends can do (without specials), but I'm not seeing "the power of close range". The Dev team seems to think that TKs are walking Commando weapons ...perhaps they should try playing one for an hour or two.