Teras Kasi Archive

Thread: PvP is so underdeveloped and unbalanced it's a joke

JiveTimeMofo
Wed Sep 24, 2003 7:13 am
#14

i get sick of people complaining about balance. how can a unarmed even suggest he can hang with someone with a ranged heavy weapon? he's got a freaking cannon! run!


now if you do happen to get within your range, it should be you tearing him apart.


i guess the only way to keep people from whining is to make every move, every special, with every weapon do equal damage. but only in pvp.


then you'll go complain about how wookies have too much HAM and need to be nerfed.


jivetime ch/bh - gorath


tyzzon tka/ch - eclipse




------------------------------------------------------------------------------------
Jivetime Mofo

Master TKA/Novice Rifleman
Mister_Heavy
Wed Sep 24, 2003 9:05 am
#15


A couple points and clarifications


The BH LLC has a range of 19m for it's specials, just outside of melee range, but if you get that close, you should be able to close the last few meters. The commando FT has a range of 16m for specials, even better. Furthermore, both those weapons are counted as melee weapons right now and are therefore subject to our unarmed toughness modifier. As a TKA, here's what I'd take from a 6000 damage flame special (50% composite armor included)


6000 damage


*.25 for PvP reduction = 1500
*.5 for AP0 FT vs AP1 armor = 750
*.5 for 50% heat resists on armor = 375
*.43 for unarmed toughness = 161


161 points of damage from the "uber" flame thrower. The Dot won't even be that big, since dots are based off original damage taken. If you're in range for a flame special, I'm prob in range for a KD/Diz and then it's a string of mind hits for the kill, with plenty of time left over to go find some water.


If you are not wearing armor, you are making a big mistake in PvP. Put on a suit of composite, and eat a Tat sunburn to get your specials costs down. There is simply no good reason to go unarmored into PvP.


The LLC is a more dangerous weapon in terms of getting incaped. First of all, it's AP1 and it also does electric damage, which composite armor has a weakness for. However, they're changing that weakness to a strength, so soon instead of blocking 10% of electric damage, a good suit of composite will block 60%. That'll make a big difference.


Knockdown is no longer the uber skill it was. However, as another poster has pointed out, KD+Diz is still excellent. I don't use many TKA skills in PvP besides KD2 and head hit. Mind damage can't be healed, and is much more difficult to buff.


You should expect most high-end PvPers to be seriously buffed. Doctor buffs can get your Health and action to 3000 without much problem, and you can stack food and drugs on top of that for some amazingly high stats. You too will need to use these buffs if you want to survive in high-end PvP.


Finally, you need to stop thinking of yourself as "A TKA". Instead, you need to think of yourself as a character with high-level TKA abilities. TKM is less than half your character. Most PvPers have spent every point they have on combat skills. To compete, you'll need to do the same and you'll need to know how to use all those skills. If this means picking up a pistol for suppression fire, so be it. If this means picking up a rifle for mind bleed shots, go for it. There are few things you can do to get people to charge you that are more effective than mind bleed shots.


Ok... this got long. My main point is that TKAs are far from useless in PvP. I've killed people with my TKA skills that I could never have taken out with my commando abilities. However, the reverse is also quite true. TKA is a part of your arsenal, and an extremely deadlypart at that. But like all combat skills, TKA abilities have a variable usefulness depending on the situation.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
LoBai
Wed Sep 24, 2003 9:15 am
#16

MisterHeavy was right all the way except that Unarmed Toughness only works if the damage is melee (aka. kinetic) as was pointed out in Thunderwulf's recent post on it tacked at the top of your forum screen.
Selwynn
Wed Sep 24, 2003 9:19 am
#17

PvP is far better now than it was a month ago, and by the looks of it... headed in the right direction.



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

"I survived Melon Nerf 2003"

Mister_Heavy
Wed Sep 24, 2003 9:22 am
#18

Heavy weapons are classified as melee weapons right now. I do not believe that the damage need be kenetic, as other types of melee weapons (like the power hammer) do damage other than kenetic, but are considered melee as well. For example, if I shoot a rifleman with a FT, I'll do 2.5 times normal damage. I've seen this happen over and over. So I believe it's the damage classification (melee vs. ranged) and not the damage type (acid, stun, kenetic) that determines whether or not unarmed toughness will reduce the damage you take.


For better or worse, this will soon be changing though. The combat developer has said that he's planning on changing HWs to ranged, which makes more sense.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
JohnTheYellow
Wed Sep 24, 2003 12:40 pm
#19

I hate to be talking out of turn here as i usually dont post very often..but...i went to my first big pvp clash the other night and i have to say i was quite pleased with how it went. Now this wasnt me dueling a single person by any means but it was a fairly sizable imp/reb clash. I saw the CH's with their pets abuot and i saw the commando's damage flying about as well but by the time they wound up seeing me it was too late. I delivered probably 8 or 9 kills in the span of about 15 minutes for the simple reason that ppl were so busy tring to aim at each other noone really bothered to notice me running up on them. Id run up, kd, 3 or 4 mind hits, db, and move on to the next one. I really had no trouble at all but like i said i was coming in under their radars. Now in one on one duels sometimes i win and sometimes i lose. The main factors there being circumstance and whom I am dueling against. If i am inside a building and can get in fast then its mine pure and simple. If its someone not used to dueling and hasnt quite gotten down kiting I have a very good chance of coming out ahead there as well. If I am standing in a wide open field against someone who can kite me then i know that thats the end of me right there unless by some miracle i can get away in time. This may just be me but i personally think our 2 biggest issues as TKA's are 1) out of range due to server lag,and 2) our natural latent defenses being less than they should be. From what i have read they are fixing the range issue (sure i may not see pretty red trails while i hit while moving but if it hits im happy) and also although i may not like the idea of a /tank command as opposed to just a boost to natural defenses if it actually winds up to be an improvement then anything is better than nothing. Of course all this is just my two cents and I will more than likely be flamed for it but at this point i really dont care as im about halfway through a 5th of wild turkey. (that also explains what if any typos and the lack of distinguished paragraphs existence).



Give a man a blanket and you keep him warm for the night. Set a man on fire and you keep him warm for the rest of his life.
MasterrSeth
Wed Sep 24, 2003 5:08 pm
#20

lol, good reply Jive! I'll tell you I truly have the ego of a TKA and it's hard to come to grips that maybe I shouldn't be able to solo anything I **edit** well please anytime I choose!
MasterrSeth
Wed Sep 24, 2003 5:20 pm
#21

Thanks very much to Mister Heavy and JoBai for the informative and encouraging posts! This is my firstonline/PvP game and realize I have much to learn, I appreciateyour commentsvery much!



widow maker


sunrunner

neolube
Wed Sep 24, 2003 7:02 pm
#22

Mister_heavy is correct in what he says. Don't fret about those nasty rangies. It is all a matter of choosing your targets wisely. We are an effective component in groups. Go for the ranged guys that are engaging your group members. Most of the time you can get in range and drop a nice dizzy lunge combo on them. The main thing to remember is keep moving when not actively attacking someone. hell i will run circles around them just to make it harder to hit me.
Taewyn
Wed Sep 24, 2003 7:44 pm
#23

First off I am a bounty hunter+Medic...


I use a pistol NOT the LLC, Everyone knows the pistol is better .


In the whole time I have been fighting PvP I have only been truly wooped 3 times....


1.) By a Master carbineer+BH carbine tree...Got beaten pretty badly hehe


2.) Master Commando (This was my fault I was not paying attention)


3.) A TKA....KD and I was dead in 3 seconds....458 damage a hit in PvP while I was knocked down (Spitting rarwl I belive was the name of the tech)


My most feared oponents are Carbineers or TKA's....Commandoes I always win against Use thier pathetic accuracy against them .


However after the big fix, where meelee range is extended to 12 meters, you should have no problem being completly on par with anyone in PvP.....





Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


RicoUnderwood
Wed Sep 24, 2003 11:11 pm
#24

*nod* With a quick attack TKA's are truely lethal. Even at my lower level (0/2/2/2), if I pick a mob that I'm masked to, and do a fast hit2/KD/hit2/stun attack I can take the poor sod for up to 3500 damage before he knows what hit him.



Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

LoBai
Thu Sep 25, 2003 9:59 am
#25

Wasn't aware of that Heavy, thanks for the info. That explains why I'm taking a lot of damage like I should from some of the weapons I've seen them use. Thanks.
LandonRyuu
Thu Sep 25, 2003 10:11 am
#26

I feel your pain.

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