Teras Kasi Archive

Thread: TKM OVERPOWERED? AN HONEST LOOK BASED ON THE GENRE OF THE STAR WARS UNIVERSE

McFlyGuy
Thu Mar 04, 2004 7:52 pm
#14

I don't see enough people using this...Hide behind objects!! I've hidden behind a lightpole in desperate situations it works just fine, thats why I find melee professions much more fun then sitting in place shooting at people. Lure them to where you fight the best. Ever seen a rifleman inside a cantina? It ain't pretty...



_/\__/\_Phlat-Line______


N00b-E With a Year of Experience!


atone48732
Fri Mar 05, 2004 9:52 am
#15

yea sure pimp



but what is the fun of runnin around shooting things?



I see that as boring



you know what we need as TKA's guys?



for a TKA to show up in a Star Wars movie that will shut up these people real quick





Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
sunstone1
Mon Mar 08, 2004 6:20 am
#16

I would honestly like to know where you get your source material. I am not flaming just genuinely interested. From what I have gathered tk was taught to some jedi and sith to augment thier training -not to neutralize it.


And as far as tkms being supermen-is that fair? Tkm is an ELITE class-add up the points. Smuggler-bh and commando all take more skill points and more time. To have a superman elite class with a ton of points left over for master medic-master brawler-or any number of defense stacking dabbles into other professions is downright unbalanced. If tkms were meant to take out JEDI masters-which is the hardest most time and rl money consuming achievement in this entire game-where is the balance in that. Too many tks think that honest looks at the balance of the game are personal attacks on them. Granted some people just come on here to whine cause they are poor players and need a boogeyman to blame, but some of us are honestly interested in the welfare of the game..


Iam going to put my skill points where my mouth is-I am going to start on the tk path to see what its like from the inside out. It may give me a little better perspective and would be fun. But what needs to be done is balancing for all classes-not just tkms. to fix the example I gave in my initial post-fix the commandos ranged specials. If the acid rifle were anywhere near a decent weapon I could have engaged the tkm at the appropriate distance and had a chance at defeating him. If the launcher pistol had any special moves (pistol ones dont work-whoever says they do has not tried them scientifically) I could have used that. Grenades and heavys -not appropriate weapons for 1 on 1. No in order to have any chance at winning the engagement I had to get into the tkms shredding zone to pop off my burns-and I probably only truly hit him with one cause he dizzied me right off the bat. That is not a tkm problem-that is a commando problem-that and the fact that no other class has anything remotely resembleing a good defense vrs knockdown.


My whole point was to look at the isue and be fair to the tkms-ususally on these boards I dont reply to replies to my original post-but it seems that in your reply you made many of my points for me , the main one being TKM=superman.



and the boxer rebellion comparison-thousands of martial artists trained since childhood in one of the worlds most effective fighting arts. Your right normal humans taken out en masse by one standard machine gun. To find the relevance exchange the boxers for tkms and the machine gun for any of the astoundingly advanced weapons available in the star wars universe and I think you will see my point.



jaik longstrider


bria


atone48732
Mon Mar 08, 2004 7:12 am
#17

uhm yea but whats the fun of being a TKM if your going to get owned by people with guns all the time>?


not that much. So I hope they don't change it man that would just suck



Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
farnargle
Mon Mar 08, 2004 8:57 am
#18

"I would like to see more marksmen and less brawlers in STAR WARS GALAXIES. If you want to play a martial arts game, Bruce Lee: Enter the Dragon is a great game for xbox"

-----------------------------------------------------------------------------------------------------


Ever hear of Medal of Honor, Battlefield 1942, Unreal, or Doom? If you want a shooter game find something elseyourself.
farnargle
Mon Mar 08, 2004 9:00 am
#19


Sweet, I can edit now
CeptoKast
Mon Mar 08, 2004 9:07 am
#20

Umm, Darth Maul was a TKM. As said in Darth Maul: Shadow Hunter (I believe.)




Colonel Cepto Kast - Eclipse Server
Master Bounty Hunter
Master Carbineer
Combat Medic

3D4D
Mon Mar 08, 2004 9:35 am
#21


People should not use the excuse that TK get better skills even though they are not a hybrid profession. If you don't Like being a Bounty Hunter then don't go Bounty Hunter. Bounty Hunter may take the most skill points, but I don't remember anywhere in the game where it said that being a bounty hunter would make you a PvP god.


I suggest that you guys hold your judgment till the Carbineer changes take affect. Carbineers will soon have the ability to knock down and dizzy whole groups of players at a distance! How is a Pure TK going to compete with that?


Also remember that the one thing a Range profession always has is distance to there advantage. Keep out of a15 meter range and you will not die to a Pure TK ever!





/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
atone48732
Mon Mar 08, 2004 10:05 am
#22

couldn't have put it better myself farn



Thanks



yea go play a first person shooter dude


Indeed





Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
HashiEno
Mon Mar 08, 2004 10:12 am
#23

ok, here goes for the boxer rebellion:


from the perspective of the chinese "boxers" who took part in the boxer rebellion, guns in and of themselves were never the problem. at the time that the boxer rebellion took place it was commonly held in the chinese martial arts community that an opponent armed with a firearm was not that serious of an obstacle. sure, this is a crazy point of view for us, since mind/body control of most contemporary americans is severely undisciplined, but it is worth looking into when trying to make the boxer rebellion pertain to swg.


chinese martial artists at the turn of the 20th century were largely adepts of internal martial art styles, or at least of a variety of internal/external style. this means that the internal element of their training (mental stuff, basically) was highly developed, giving them various advantages the likes of which we may never know. for swg, these sorts of skills are the closest rl example we have of something approaching teras kasi. from the EU perspective, teras kasi are martial artists with the utmost ability in controlling themselves and their environment with powers of an exceptionally well developed mind/body. this is where the tk meditation line comes from within a starwarsy context.


so why does any of this matter? well, the chinese martial artists who participated in the boxer rebellion felt that bullets werent that big of a problem, until they bullets got really chaotic (the machine guns) and they could no longer mentally keep up with everything going on around them. so from the perspective of these guys, lots of machine gun fire at a high rate was required to stop them. any less and they would be in range and kicking your butt in no time. making a comparison to swg, these guys wouldve been taking advantage of their defensive acuity and unarmed toughness (both unique to teras kasi i think) to avoid the directionality of the bullets until they got within range to take out the guy with the gun. this isnt as ridiculous a feat as you may assume... firearms at the time were greatly inaccurate and had relatively slow rate of fire.


so, then came along the browning machine gun. all of a sudden the tide turned when this modern marvel hit the scene, revolutionizing battle for the rest of time. unfortunately, its very hard to bring anything approaching real life mechanics of the use of these guns to starwars. for one thing, and i brought this up in my original reply, there is no penalty associated with using strafing or high rate of fire guns in swg. strafe fire will only ever hit your enemies, even if your buddies are standing right next to them...blaster fire will just pass right by them, preferring only to hit the red dots. now, for real life mechanics of using these machine guns, a great amount of preparation, planning, and training must go into the use of these weapons or else they would be as great a danger to ones own team as they would to the enemy. not in swg.


a high rate of firereplaces accuracy. same for strafing movements. unfortunately for swg, this distinction is virtually non-existant. weapons lose no accuracy when fired at a faster rate, the mods only work off of each other at a faster rate, providing only benefit for speed/strafe.


now if we perform a thought experiment in which we take swg's playerbase and plopped them into the middle of the boxer rebellion, you'd have a bunch of rifleman and carbineers (since these would most approximate the ranged forces) picking up these browning machine guns and running around theteras kasiat 22m range, spamming strafe and aoe shots. under these circumstances i assure you the outcome of the boxer rebellion wouldve differed greatly- it wouldve been a bloodbath in which no one wouldve survived. the fact of the matter is that the CORRECT use of machine guns, tactically speaking, allowed the defeat of the boxers at the boxer rebellion. most notably, they had to have good distance from the chinese (or be standing on top of a wall), be facing more or less one direction (or just firing into a pit of the enemy), and so on and so forth. lucky for us, soe wont give the ranged profs walls to stand on while unattackable by melee profs.


current game mechanics offer little of the downside of ranged weapons, while offering mostly onlythe benefits. teras kasi must be within a relatively tinyrange to do anything to anyone, while any ranged opponent has every opportunity inthe world for approximately48m. the remaining 16m (10m, really)are the playground of the meleeclasses. this game is so far removed from real life mechanics, yet the great tka nerf cry is primarily centered around real lifestyle arguments. ipropose that unless were going to apply real life equally to everything, thenreal life arguments against teras kasi should stop.


in conclusion, we can talk about teras kasi and real life mechanicstill the cowscome home, but it is worthlessuntil we are also willing to talk about the real life mechanics of rangedfighting. there is so much talk about how teras kasi should be nerfed, and the main complaints seem to bring up real life issues. this is fine, as long as wewant this to be all out real life, and not just "well guns are just point and click, arent they? and well, that unarmed guy, how can he do anything to someone with a gun?".


i know this is a strange post, and forgive me for being so longwinded. i appreciate your arguments sunstone. i think youve made some good points, and i too love talking about military history. however, as a marine you should understand also how totally borked ranged weapons are in terms of any real life comparisons in swg. i just cant figure out why real life should apply so much to melee profs and not to the ranged. go figure. in the end i supposeits just a game, and the melee profs are meant to be thebest within meleerange while the ranged classes,elite, hybrid, or whatever, are the most deadly outside of melee range. makes sense to me.


HashiEno
Mon Mar 08, 2004 10:31 am
#24

sunstone, please dont take my further analysis of the topic as any sort of attack. its not. i honestly am enjoying the discussion, especially given your soldiers background.


id also like to point out that the ranged weapons used in star wars arent really super advanced as you might think. star wars takes place "a long time ago... in a galaxy far, far away". given this, the star wars timeline is quite different from our own. while technologically advanced far beyond our own timeline in some respects (space travel, etc..), the story exists in a strange place when it comes to person to person combat.


the most glaring difference i can think of is the ranged weapons themselves. for one thing,most are not projectile based like our own guns. indeed, they have many limitations that projectile based weapons do not share. the most obvious of these is range: one of the main reasons we are limited to 64m range is that these weapons lose a significant amount of power as they cover distances. ideally, these weapons would reflect a damage scale in relation to distance, but for the sake of ease they just cap all weapon fire at 64m.


since ranged weapons inthe star wars context lose a significant amount of power over distance,closer ranges would be much more common in battles, leading to a maintained significance for melee fighters even in the age of blasters. after all, the most star-warsy of weapons is a melee weapon: the lightsaber. the jedi are practical if nothing else, and would most likely have developed dependence upon machine guns if they truly were that much more useful in the star wars timeline.


Rancor_Durni
Mon Mar 08, 2004 10:32 am
#25

Look at it this way, are there any force attuned martial artists in real life? The truth off the matter is TKs are not normal unarmed fighters, they are force attuned killing machines, designed to be some of the most powerful fighters ever. In Star Wars normal martial artists are brawlers, when you hit TK, your more than a martial artist, your a bad invincible woop assin mother **edit**er.
antares_Kauri
Mon Mar 08, 2004 10:45 am
#26

TKAs in SWG are not force-attuned.

antares
master pikeman



|Pikeman non-stop since July, 2003|
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