Teras Kasi Archive

Thread: Commandos do FOUR TIMES more damage to TKA AFTER PATCH!

Cobok2002
Mon Oct 13, 2003 4:18 pm
#14

Devs said they gonna add defenses to melee professions.


Give it some time.

Eltestor
Mon Oct 13, 2003 6:22 pm
#15

First off you won't get 1 shot killed if you wear a composite jacket. Mine is 38% heat resist and it lowers the dmg from flamethrower specials by over 50%. Even w/o toughness to absorb their dmg they only hit me for like 400-500 now (which is about the amount powerboost buffs me).


Something else they did was give commandosa 2.5 times dmg penalty to melee attacks (like rifleman have). So we can drop commandos just like rifleman in just 2 or 3 hits max. If you are running while they fire their shot at you more times then not they will miss. I was fighting a master commando today and he missed me about 5 times in a row with his special and finally hit with the 6th ( i fought him several times). Since I have 36 ranged defense and they only get 70 total accuracy they miss ALOT.

Mistwaver
Mon Oct 13, 2003 7:26 pm
#16

Commandos are weak, KD2 then spamunarmedhit3. They won't know what hit 'em. They'll be incapacitated by the time they're on the ground. Also, be smart and keep something like a GSB by your side that can hunt these wussies down and lower their posture so you can run up to them and smack them around like a red headed step child.


I recommend taking up MCH and keeping two GSP's out.




Reeli Owoo
Jedi Knight
TC Roughnecks
Proud TC-Prime player for over 2 years and counting.

TC-Prime players get pwned daily, multiple times a day.
Weezman
Miz Owoo
Weezman again
FlonGerg
Mon Oct 13, 2003 8:18 pm
#17






Xytroncore wrote:





FlonGerg wrote:

Sorry man, but I think a flamethrower and weapons of the like will ALWAYS do more than fists, vks, swords, etc.


I'm TKA, but I wouldn't expect to take down a flamethrower (except the flamethrowers on the boards haha).






Our DPS isn't much lower then yours is...quit crying, we can't spam specials every 1 second like you can, TK has the best accuracy in the game, TK can tank pretty much anything, TKM has the ability to get master doctor if they wanted to, TK has KD's and the ability to hit EVERY health poolon command....a commando can do NONE of this, quit crying that we're overpowered when we can hardly kill things that con blue anymore.






how bout you read my posts before typing. I AM NOT CRYING SO CRAM IT. I said nothing about how I'm underpowered, or you're overpowered so forget it.



I SAID I SHOULDN'T BE ABLE TO TAKE YOU DOWN. MAYBE YOU SHOULD GET SOME REST. &#^$&#^$&




Did you know that missions from the artisan terminals scale their difficulty based on your combat level?

How does this make any sense?
FlonGerg
Mon Oct 13, 2003 8:26 pm
#18






Xytroncore wrote:
er out DPS isn't much higher then your is what I meant to say.*






and the point of saying it was? to argue who someone who isn't disagreeing with you? someone who thinks you should be more powerful?




rediculous.




Did you know that missions from the artisan terminals scale their difficulty based on your combat level?

How does this make any sense?
Hypatian
Mon Oct 13, 2003 10:43 pm
#19

Just as a note, the increase in damage here is probably related to the change in heavy weapons to act as ranged weapons instead of melee weapons. Commandos no longer get a damage bonus against carbine and rifle users, and toughness (which defends against melee attacks) no longer decreases the damage from heavy weapons.



Hypatia Fegi - Fegi & Fegi Enterprises - Elektra Fegi
Mayor of Reunion Radioactive Power Broker


pyclone
Tue Oct 14, 2003 8:19 am
#20

Keep in mind that with a 2.5 dmg mod you can lunge at a commando for 300 dmg in pvp now.... Excellent


no to mention if youland UAhit3 its nighty night, i hit for 900 dmg with hit three yesterday.


ALso i realized a way to use lag against your opponets for a change, doesn't always work but. if your chasing some one stop real quick they should stop too about 25m or so away hit burst run reall fast you should be able to close before their client figures out whats up, some commandos i did this two toldme i was cheating because i hit them from 20m.


I said welcome to my world, full of lag and 0m "target out of range" messages.




Zocli a ilcoZ
Killer Doctor t Jedi Crafter
Zarne
Wed Oct 15, 2003 11:12 am
#21

i have no problem with the initial damage but having a dot that one shot kills me in 6 seconds if i'm not blessed with doctor buffs or spicesis kind of ridiculous.




Darkel - Teras Kasi Master/Creature Handler/Medic

"This topic is being closed because it does not promote constructive discussion." - SOE Quid
Xeonus
Wed Oct 15, 2003 11:46 am
#22

Doesnt seem to be closed to me!




Lo'Pan (Master Creature Handler / Going Back Up The TKA Tree / Medic)

Kauri Server

"There are many mysteries, many unanswerable questions. Even in a life as short as yours." -David Lo Pan (Big Trouble In Little China)
Valkari-TKM
Thu Oct 16, 2003 12:27 am
#23






deadnewbie wrote:

Get ... buffed.


I was riding on a Muon Gold high with Powerboost (1800/1800/2400 HAM) fighting a commando and his 2 friends in the med center (yea yea -- save the lecture). I stormed in. Commando lights me up. I pop a StimB and proceeded to beat his butt into the ground.


Despite what commandos can do in the initial blast, if you can survive it (and trust me, a TK can) you start dishing out 500 damage per second on the poor SOBs. I almost feel sorry for the commando that finds me. They're always so happy to find me in melee range until they find out I'm a Teras Kasi (I travel with Rogue or Master Pistoleer over my head).


I'm not even TKM. I'm 4-0-2-4.







to get buffed, or even to wear armor has never really been a solid debate at all. If im buffed, then you have to compare the comando with having the same buffs, and if he isnt buffed then thus the comparison would be...im also not buffed.


same with armor. how are you going to compare somone in armor vs someone who ins't in armor? although it might be an extra benfit, and wise to do......it justifies about two things, when comparing the balance of class's, jack and shiit.


This is an old issue, and has been brought up by many people in the past, including myself. the known issue of our toughness not incorperating ranged attacks, and having comandos who were already pretty strong vs melee, being even more dominate.


the solution from SWG has been to apply a 2.5x melee dmg penelty to a comando using these weapons. Although i still hold strong to the fact that our toughness, and all melee charecters toughness should absorb every dmg type, SWG did try to address this issue, with the new penalties aplied to comandos.


What we need to simply do is push to get our toughness to cover all dmg types, not to suggest using buffs or armor, because those simply do nothing but create even more unclear comparisons.


Dont get me wrong, in some cases the designers of this game did take into consideration armor specificly when they balanced class's. But that was specificly the fencer compared to other melee class's. It was intended that fencers use armor, or have the ability to use armor at lower costs to them, then it was for say the TK. orginaly TKs could not afford to use the stuff, but this is an enitrly diferant storry, and issue.


specificly X class compared to X class if variable A, and variable A are the same, then armor isn't a factor. Variable A would simply be ham expsense. since both TKs and comandos use ham, and in some cases alot of it, and even tilted in the favor of the comando who uses less ham....armor should not be means to balance these two out at all.


the comparison would simply be TKA vs comando...no buffs no armor for either.


idealy, if we catch them they die, and this really seems to be the case atm, the only problem or issue i see is, is getting to them too far unbalanced? or is it ok the way it is.


That is the debate really, and that is evenly argued by both sides.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

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