Teras Kasi Archive

Thread: Why should we get an additional damage type? Dev's want to know.

Deruji
Fri Feb 20, 2004 5:36 am
#209

Can't believe what I'm seeing here, we get another damage type and people will shout nerf louder. Wait and see what happens when other profs are given an overhaul.


The reason we're so hard is because we cannot do other damage types! seems some people will not be happy until we can solo every creature in the game.


Please don't make any changes to tka soon (that goes for nerfing too) but fix other professions like Squad leader first.




.dirge | Deruji.
TKM+Doc | Bio+Ranger
[-3555, -3275] Midian Marketplace, Lok
"do u guys still think u can rude me?"

HashiEno
Fri Feb 20, 2004 8:24 am
#210

a distinction needs to be made between stun as a state, and stun as a damage type. sure tka have access to a stun state change move, but unarmed fighters are also specialists in short, percussive blows of the type made famous by bruce lee (the "one inch punch").these types of strikes are one of the hallmarks of a truly adept martial artist. in essence, these strikes are radically different than normal punches and kicks. in fact, these types of strikes are much more geared towards stun damage than the more generic "kinetic" damage caused by normal striking. it is for this reason that adding some specials to the higher levels of tk that inflict stun TYPE of damage would add character and definition to unarmed fighters, as well as adding much needed definition to mastery. restraint specials also seem like a smart option for tka, since one needs to be more or less unarmed to perform joint locks and chokes.


swords are bleeders, pikeman are aoe pummelers. tka should reflect the diversity of the body weapon. however, implementing this thru different vk's leaves sizeable gaps in the logic and capabilities of the unarmed fighter. ranged professions use different weapons featuring different power cells for different damage types. within the melee profs, advanced techniques (specials) should reflect the different physical mechanics involved in fighting with the body. after all, conditioning and disciplining of the body is at the heart of all the melee professions. this should mean something in the game more than just the ability to hit different parts of the body with different degrees of spin. stun and restraint specials fill this need.



Lunella
Fri Feb 20, 2004 6:56 pm
#211

Since we already use mind for meditate , forve of will and powerboost it only makes sese we would ahve an ability to bleed mind from an opponent as we have the understanding of the mind in a matial art.............



*kowtow* in peace be you





LUNELLA
Dark Empress of the Black Sun crime syndicate
Daughter of Evil-Willow
Miluji te Willow
Nbkiller99
Fri Feb 20, 2004 10:14 pm
#212

Giving Teres Kasi anything more would be a definate bad idea. It is already a well rounded class (as well as a melee class can be) and anything more would give us too much power. Creatures that have high kinetic resists tend to also have high resists to most other states. Most of thecreatures which have extremetly high resists say 75% or higher your not going to kill solo anyway ie: Ancient Nightsister Protecter. Now someone brought up the issue of some form of spider that has 100% res to kinetic. That may be over powered and it could be requested that the devs reconsisder the resistences on that creature. Also the peko peko might need to be revamped but barring these exceptions there is not much that can realisticly be solo that cannot be. I am a mid level TKA (2/2/2/3) and I can hunt just about any creature in the game without buffs. Adding more content such as different damages as the people advocating for stun/restraint will cause a few things to happen.


1) People will get really upset that there expensive set of armor they bought for pvp is now worthless vs a TKA becasue they have a new toy that they have 0% resistences for.


2) The influx of people grinding the TKA tree will greatly increase becasue they will be a the only character in the game that can hit large critters such as Kimogilas and have all their damage land since most things either ahev really low or 0 resistence tor estraint.


3) After one and two happen we have a higher chance of getting nerfed than we do right now.



For the people who think you want these other damage types for pvp.....Please rethink what your asking for.


You are asking to take one of the most effective and most feared pvp professions and make them more powerful. When people find out that TKs are more effective than they were other classes are going to get upset(from what ive heard some people allready are). When everyone starts complaining that something is too strong it gets NERFED.


At this point very few things can beat a TKM. BH certainly and justifiebly can often win. Certain Ranged Class masters can win only if the are in a situation which they can keep a distance. For all the TK's out there that think it sucks that a ranged class can beat a melee class in this way TOUGH! Thats how it is supposed to be. Now if the enviroment is shifted even slightly and you are able to get close they dont stand a chance. As it is now TKMs will win one on one more times than not versus any other class. Now take a few minutes to think over that and then scroll down.









Good now that the slower people have been given ample time to contemplate this factthink about this.


You people are asking for more content to allready one of the most powerfull class whether its pvp or or pve.


At this stage in the game we dont need anything else. We are one of the top dogs in the game. We want to be the best but not so much that we get nerfed. If the game changes and things change maybe then would be a good time to ask for new damages.


As for now maybe some of the Crtis such as the Peko Peko need to be looked at to see if they really should have 100% resist to kinetic. Even if they dont change stuff im still happy cause i can kill stuff solo that many others cant. Why not let them have something that they are more effective. When they try to raid a nearby city i know im going to rock their world. I know i can do more damage than them faster than them plus if i catch them i can kd/dizzy their only option is to run away and shoot at me from a distance. Did you get that THEIR ONLY CHANCE IS TO RUN!


So if we go back...


Are one of the strongest and most feared classes allready....yes

Can we fight areas solo many other classes cant.....yes

Even though other classes can use different types of damage are they more effective......No


Do we really want to become more powerfull with the chance of getting put on the nerf radar and knocked down below where we currently are........??? I dont know you decide personally i like how things are.may
RAWK_STAR
Sat Feb 21, 2004 3:09 am
#213

Ok what about the people who are not defense stackers and are not master rifleman/ TKM? They cannot pvp cause everyone now wears high kinetic resist armor. I dont suggest we ask for stun or restraint damage you know why? Cause that would be way too uber and we would get nerfed to high hell. What I propose is we get another weapon. I know I know we are a unarmed class we shouldnt even have VK's. But hear me out.... maybe turn our vibro knucklers into a laser bladed knuckler. Im not saying like a lightsaber but i was watching a cartoon the other night where a character had a sword that engulfed in a field like a laser, so why cant our vibro knuckler do that and give us energy damage or maybe acid?


I know when you guys think hey we might get a new damage type you think yourself you want the best thing you can get but.... you have to be realistic, with a stun damage type and our speed and damage modifiers we would do more damage than a jedi with a lightsaber.


I'm very tired right now so come on people work off my idea and improve it please!





-RAWK STAR-
-Imperial Colonel-
-Master Roughneck-
KnapweedD
Sat Feb 21, 2004 3:37 am
#214

I think you stand more chance if the request is realistic. If the choice was a VK with Heat damage, the effect on top end PvP would be negligible, the same with lower end. You would not be able to fight more difficult MOBs but you would be able to fightdifferent MOBs. That would satisfy 'more content', as you would be able to fight a greater range of MOBs but it wouldn't give TKs a noticeable power increase.


I'm not saying the above idea should be the one put forward, I justused that to illustrate theprinciple of 'Greater choice without greater power' is more likely to succeed than'Although we have insane power, we want more godammit!'.


Bashkaai
Sat Feb 21, 2004 11:21 am
#215

My opinion : Don't change anything


Ifthey were going to do anything it should be make unarmed combo 1, 2 do something.





Dire Force-Tracker


Moron, you are!!
WHATEHCRAP
Sat Feb 21, 2004 9:53 pm
#216

Found this in the Jedi forum, might be worthwhile for TKM since the devs seem to want to follow the continum.


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=278039
WHATEHCRAP
Sat Feb 21, 2004 10:24 pm
#217

Just completely VOID that last message.
KauriDog
Wed Feb 25, 2004 4:14 am
#218

This question is easy. TKAs should be able to do stun damage. The reason: Look at all the other stun weapons.
Jawa ion rifle. Its essentially a taser cannon, it costs synapses in the head to fire wrong etc. Though in all theory this weapon should be electrical base, its stun by that regard. Tangler pistol does stun because it fires bolo rounds that don't actually pierce or puncture anything, they batter you to death. Stun baton, my key argument here, another blunt trama weapon, its not meant to puncture the armour, or you, its meant to smack you like a man in a gargabge can, by just beating you with blunt trama that the flexability of the armour can't prevent.

Given that, what is a fist, but blunt trama. In all theory, a fist should do stun damage. Theres the crux, the fist. By nature unarmed dmg should be stun, thus, if you wanna do stun unarmed, know equipping a VK that has a nice edge on it.

The other option is a sap or shock glove that does stun dmg, as well as potentially something that does blast dmg (cause you just hit, that damn hard, like the power hammer).

Really the neatest and best way to do it would be if you can make various specials do a different damage type. Then TKAs could do other dmg types, it just requires doing certain specials (Nerve Strike=Stun Dmg, Fist of Iron=Blast Dmg, etc. etc.)



"I wanna be your........Sledge Hammer!!"
Batwa thePunk (RA)
BaTek Stims, Naboo, -4104 6550
Master Doctor/Swordsman/TKA
Athena Beach, Naboo, Sunrunner
Alt:Hephaistos (RA)
Musician/Merchant
MukeLandrunner
Thu Feb 26, 2004 5:52 am
#219

it would be kind of cool maybe to have a special suit oftka armor, or just a suit like a body suit that includes gloves and boots, that have special area's like the knee's, elbow's, head and obviously the feet and hands that are plated or have some sort damage producing mechanism. kind of like a wet suit with knee/elbow pads and a helmet but not as gay sounding! deffinatly blast damage.. i mean, c'mon we channel our minds to release alot of energy into our hits, it only sounds feasable that 'blast' would be the damage type, i would chose it over stun anyway.
BatosaiB
Thu Feb 26, 2004 10:59 am
#220

1- Bleeding DMG (almost everyone and their Mom's are wearing Composit these days I'm a Wookiee and have no chance even against a Noob with 80%)


2- We dont have Warcry 2 but we did work alot harder to master this Profession so I want to see us do a Paralize move (just like warcray2 that delays for 20 secs)


3- Give us a new weapon, I mean cmon look around every other profession has atleast 5 new things they can use not counting the starter weapons.


4- Dmg types should be Stun with a Weapon and Kinetic with Bare hands, Also fire with Laser (If you like to add)


thats all folk's



Batosai-x
~ Master Swordsman ~
~ Master TKA ~
" And there was much teasing.............."

awentwor
Fri Feb 27, 2004 9:07 am
#221

Hmmm... damage types as a TKA. Personally, I think that in keeping in tradition of the entire *unarmed* thing, we should be limited to our standard damage type (kinetic) and one other. What should that other be is the question. Let's take a look at a couple for comparison:

Blast: A power hammer gets blast damage. A rocket launcher gets blast damage. Not sure a fist or a VK qualifies for this type.

Stun: Jawa Ion Rifles give this type of damage. Basically, you are getting hit by an energy that numbs the body. I think this might be a closer damage type that we could use in conjunction with VK's. Maybe a special type of motors could be dropped allowing for these VK's allowing for their advanced construction. VK special costs could remain the same, but damage is reduced in comparrison to normal VK's.

Energy: The majority of rifles are energy based. A radiated burst of particles making a projectile form that causes damage to whatever it touches. I don't see any way to apply this to TKA.

Electrical: The LLC is the most common weapon for this. I've read posts that we could make VK's that also do electrical damage, but I can't see how hitting someone with a VK that sends a burst of electricity into them without doing the same to the TKA. It would take some specially made VK's for that, and I doubt that any VK could be made to hold enough stored energy to send a large enough burst of electricity to do any real damage to someone. Just a thought.

Anyways... that would be my two sense. Restrict TKA to Kinetic damage, and maybe add Stun as it seems to be the only explainable type that makes sense.




Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

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