Teras Kasi Archive
Thread: TKM OVERPOWERED? AN HONEST LOOK BASED ON THE GENRE OF THE STAR WARS UNIVERSE
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
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
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!
couldn't have put it better myself farn
Thanks
yea go play a first person shooter dude
Indeed
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.