Teras Kasi Archive

Thread: What other kinds of weapons would you accept for a TKA?

Mister_Heavy
Tue Aug 19, 2003 2:29 pm
#14

Brass knuckles - cert at novice brawler


Combat gloves (from the SWG Pen & Paper RPG) - cert at expert unarmed






Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
LiquidForceMage
Tue Aug 19, 2003 3:11 pm
#15

in stead of exclusive weapons y not exclusive armor that dont kill our HAM?

we are unarmed but not unarmored

at the mo if you poll most TKA they will say armor is of no use...

how about robes or sumthinn that enhace our skills or give us better defense?

it'll also provide a new market for the armorsmiths maby tailors?


2cents



WHO IS COLBIN's LITTLE BUTT MUPPET?
.
...BONUSIS....BONUSIS....BONUSIS....BONUSIS..BONUSIS
evolvdForm
Tue Aug 19, 2003 3:20 pm
#16

throwing stars that slow down opponents movement so we can catch them!!



-[ Ktulu - Teras Kasi Master - Master Gunfighter - Rogue - Medic - on Ahazi ]-

Johnny?
Whaddaya mean Barq's has bite?
Zainin
Tue Aug 19, 2003 3:21 pm
#17

I kinda like the idea, and can see a way to expand it. Unfortunately when dealing with SOE we're dealing with a company that doesn't show much devotion and would NOT be willing to implement a reasonable change if it meant substantially more work and balancing in the long run. Here's what I wish they'd have the guts to do while adding to Wulf's idea. I wish they'd have a few more "weapons" for TKA, and that the different types of these weapons would have different HAM costs AND perhaps different modifiers for certain specials that make sense for that weapon. All these should take up hand, foot, and weapon slots. For reasons you'll see soon. For example...


One other weapon besides VK could be a weighted glove/gauntlet. NOT bladed like VK, just weighted. This weapon should give advantages to certain moves which Stun or Dizzy, maybeUALunge too,(give more damage/stun duration/ to hit bonus) and have a reasonably low HAM cost for those types of specials. Not to mention higher base damage than lighter "TKA weapons". But perhaps the glove should have a penalty (much higher HAM costs, possibly a to hit penalty) when trying them with moves that take speed and dexterity like Spin attack, or KD. Another weapon could be a Solid Shinguard (i dunno, studded maybe or something) which would have appropriate penalties for specials like Spin Attack, precision Body Attack, precision Head Atketc BUT would have several bonuses (especially moredamage on all hits and duration on KD/posture change)when using them for attacks like precision striking Leg Attack, UALunge or KD-basically anything that you could justify saying a kick to the legs or lower body would be appropriate for. I say Shinguard not Boots so trandoshans could use them as well. But for balance, this and the weighted gloves should both have a not so great attack speed.


VK for example could be counted as a slashing type of weapon and could be very good for Spin Attacks, precision striking Body Atk and Head Atks. There could be another that's simply some Hi tech wrist and ankle bracelets that minimize the weight of the hands and feet making them lighter and ideal for very quick attacks like Spin, Combo,Head andBlind attacks, and it should also have a higher base speed than other TKA weaps.Maybe somelong hooked claws (kinda like Vega from SF2 but much more hooked at the end) that would be ideal for using Blind, and even KD/posture change attacks (hook them behindyour opponents legs), and they should add at least 2 or 3m to range.


Hey what about a weapon that's really moreof a savage looking mask. It would occupy your hand/foot inv slots (so you can't equip another weapon) but would be shown as a gruesome mask which gives bonuses to Taunt, Intimidate, Warcry, Berzerk. The penalty could be an increased agro (intermittent auto-taunt, maybe short range AE) and a slight defense penalty (hard to see clearly). And of course not being able to equip another weapon so you're stuck with low base damage while using those very useful skills whichin a group fighting tough mobs would be well worth the sacrifice. Well you get the idea.


There would be plenty of room for balance with all this, unfortunately there's no way SOE would be willing to work hard enough for even a fraction of change as this. I guess that's why they nerfed us instead of properly trying to balance us As far as the variety of weapons, sure would be nice to have a wide range but I think we should stay away from those that are too close to other ones from 1h 2h and polearms. No hammers, axes, staves etc. Kamas might be a little close too unless we equipped them in pairs (new animations? + current level of dev effort = NOT FRIGGIN LIKELY ). The chains are a nice idea too. Just a general positive idea,Thunderwulf, but we know the devs are looking more for a way out than a way to more work, which sucks for us hehe.

Iri
Tue Aug 19, 2003 3:30 pm
#18

None...


We are supposed to be masters of UNARMED combat.




Vectus Irongrave
ShinMog
Tue Aug 19, 2003 4:11 pm
#19

I agree with Iri, I'd like to have no weapons. Yes, I do realize what the title of this thread is... In any case, I've seen suggestions like katana and staff.. Careful not to thread on the other melee classes weapons guys, it has to be a weapon, but one that we could use and still concievably be called unarmed.



-------

What do you see beyond your fist?
Is it your //enemy?
Selwynn
Tue Aug 19, 2003 4:29 pm
#20

P S I



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

DaemonMoerder
Tue Aug 19, 2003 4:37 pm
#21

Has anyone considered possible smoke bombs for concealment purposes (assuming they hit the target, we are removed fromthat person'sradar and anyone in a certain small range for a few seconds to make a getaway + significantly reducing their accuracy). For balance doing something to our attack power would be neccessary, and perhaps making knockdown more effective during this period of time (not more damaging but just higher success rate). This would allow a good way to conceal ourselves, knockdown the opponent, and make a burst run for the nearest exit but not let us simply continue fighting while they are disabled.
NutKruncherr
Tue Aug 19, 2003 4:59 pm
#22

How about some sort of blade that fits on our boots. Remember those cool kung fu movies where they had these as well as darts, stars, and blow guns. These would work.
PerlMonk
Tue Aug 19, 2003 5:27 pm
#23

Just thought it was funny that I saw this post, "What other kinds of weapons would you accept for a TKA?"


Then I see the last post made by NutKruncherr




Bojat Paladin Back for more pain and frustration
VeganDago
Tue Aug 19, 2003 5:50 pm
#24

I think there should be variations of knucklers doing elemental damage like fire/acid/electricity.
NoDrah
Tue Aug 19, 2003 7:02 pm
#25

No meleeweapons other than our fists and feet. I wouldn't mind seeing some thrown weapons though... poison darts, stuff like that.
Pyradius
Tue Aug 19, 2003 7:13 pm
#26

Wow, I actually agree with something Vegan said! Varied types of VK's is a great idea.


VK's with armor piercing but lower overall damage could be very cool, and actually helpful for taking out some higher level creatures and their innate armor.




Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
Page 2 of 7