Teras Kasi Archive

Thread: To: ANYONE that thinks TKA should be nerfed (B/c of the updates on test server) or changed.

veltroz
Mon Oct 27, 2003 3:31 am
#14



StGabriel wrote:
It is being buffed so it can be a base for other professionis, so all the melee trolls from other boards go back and quit your whining. Youre only hurting yourselves.

This is your opinion and is not an official stance of SOE.

Overpowering TKA's hurts the other melee professions, pure and simple. It means that they may be inadventently hit when you are nerfed. It means that it is hard for them to form a community or to be respected for their skills when TKA's are simply better in most or all dimensions. It means that the impression of the general SWG populace will be that melee is fine or overpowered because almost all melee people play one melee profession that is and no one sees the others that are underpowered.

The insane and unnecessary boosts to TKA accuracy and damage overshadow the other gains made by melee classes in defense when it comes to melee duels. Whereas fencers, for example, picked up a large boost to melee defense, the corresponding boost to TKA accuracy makes a TKA even more likely to hit a fencer than before.

As a Test Center melee player, with an up and coming TKA/Fencer/Swordsman:

TKA's got too much this patch and should be toned down. TKA's have been significantly ahead of the curve compared to the other melees for quite some time and received the most love this patch for no good reason. Unless SOE specifically states that they are using TKA's as a benchmark, this opinion should be disregarded and we should meaningfully evaluate where TKA's are right now versus other melees and come up with the realization that TKA's got too much this patch and other melees did not get enough.

The melee classes would have been approaching a semblance of balance had TKA's not received the accuracy mods, the damage bonus or defensive acuity. With those gains, TKA's are simply too far ahead of any other melee class. Without those gains, TKA's would have still had knockdown, great specials versatility, great damage, by far the best melee toughness, the best accuracy mods, overall very good melee/ranged defense, the meditation line and several other advantages that would probably left them still on top of other melee classes. If further bumping is required then all 3 classes can bumped together.

--- Flynn and Gaffyn + The Brothers McDonnell ---




Swordmans/Fencers/Pikemans are warring a friend melee class and i'm sad about that.
I signed more than once petitions to fix other brawlers in discussion and specific boards.
Instead asking TKM tuning down, all brawlers should ask to fix and balance, pushing UP other classes.
Even if you got our nerf, do you think to be able to fight better? No what u'll get is only more angry ppl asking for your nerf on mind bleed, mind hits ecc.

Dont fight your friends, i'm ready to support brawlers to get balance on us, we should ask together improvements for all brawlers Vs. ranged instead.
Quasar1133
Mon Oct 27, 2003 9:12 am
#15

Where can i find the changes on test without logging into it.



Xelir Truthbringer
The Brotherhood

President X-LNT Mining Inc.

TKA/CH/Sniper/Medic/Scout/Miner/Stripper ^_^
StGabriel
Mon Oct 27, 2003 9:48 am
#16

Where can i find the changes on test without logging into it.


From the post right above yours:


Oh, and by the way, to look at an analysis of the changes over melee classes check out:

http://www.cs.indiana.edu/~stgabrie/melee_trees.html


Center of Balance is listed there and is a special that increases your chance to dodge/block/counter at a small HAM cost, lasts for a certain duration and drops if you use a special.


--- Flynn and Gaffyn + The Broters McDonnell ---




--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Aynsun
Mon Oct 27, 2003 1:38 pm
#17

No matter what changes come I don't believe that tka will be better tank than highler level ch pets. Upcoming changes and doctor buffs + good armor will propably help a LOT but still over 10k ham pet with decent armor will be better while you're good distance shooting (spamming bleed, area attacks etc.)and perhaps healing pet.


I have to admit that trying leveling up unarmed/tka has been quite fun and more challenging than just sending graul to tank and spamming bleeds and full auto area's.




Account cancelled and business closed, Bye bye all
Vorlin
Mon Oct 27, 2003 3:29 pm
#18

The following is my opinion, and as such, does not reflect anyone else's or SOE's on any part.


We've had to deal with the "Target out of range" for a long time. Hopefully that's completely being truly fixed and not just worked around. We had to deal with the unarmed brawler tree being changed so that those not TK couldn't use VKs. How many dropped brawler unarmed simply because of that? I honestly don't know but I'm sure it's more than just one or two. I hit that change halfway through and getting the last 175k of unarmed to get TKN was a pain as this was before good armor (composite, adv. composite) was really popular. There weren't very many TKs at ALL on Gorath, just a piddling few, and they definitely weren't saying "Hey, a fellow TK, here's some advice".


So this "final" update on Test, if it goes to Live, is a very good thing, to me. Everything about a TK (and other melee classes) has to happen inside of 15m (for UL) and 10m if you have VKs and 5m if you're unarmed like I am. We have no bleed attacks even though we're using sharp "brass knuckles", we still get the "out of range" message, and on regular mobs, we often have to chase things down (like other melee).


I support the improving of ALL melee classes outside of TK, especially the elite classes. I definitely WANT to see a class like pikeman get the love we get to see this patch. What I DO NOT support is the number of "dabblers" that are going to migrate to TK because of A: the upcoming changes in TK and B: the fact that their "CH dabbling" days are over. I hope they get owned and move on to the next "FOTM" for them as they have no sympathy from me.

Steegee
Mon Oct 27, 2003 3:46 pm
#19

Yea, i have a bad feeling that we will be able to solo anything soon. Well atleast tank just bout anything in the game. And personally i don't like it. There's some things i just think we shouldn't be able to tank. And i don't like the idea of taking the tanking power from a pet and giving it to a player. This is going to cuase problems, and where there is problems there's complaints, and where there is complaints there's nerfs soon to follow.


I'm not happy with the ch changes, and i'm worried of the intent on tka. I won't lie, i like the attention we are getting from the devs. But they tend to do thing horribly wrong the first few times around. They fix things the way they improve them, with no future forethought whatsoever. Atleast so it seems, just take a look at CH. They nerf it, make it stronger, then super nerf it. Now nerfing it again, and i don't care what people think, the upcoming changes are nerfs. There's a difference between nerfs and fixes. These are a perfect show case of nerfs (for CH) and an ominous future for all brawlers.





Linse D'aja (Annoying Spy) - D'aja (Elder Jedi)


All right, but apart from the sanitation droids, bionic limbs, hyper-drive, moisture vaporators, galactic order, abolisment of slavery, star charts, the compact and efficient central government and interplanetary free trade, what has the Empire ever done?"

shhhh, don't scare the coyote
Jaif
Mon Oct 27, 2003 4:31 pm
#20

I'm a TKA, 0121, and quite happy with my choice thus far. I'm not terribly useful in a group, but I'm certainly set for solo. The best part is that it only gets better from here; when I get to 0222 (first an last 2 will happen around the same time), i'm going to have an extra 20 unarmed toughness, which will drastically increase my PvE survivability. Then I'll go 2222, and *pow* it's powerboost and yet another leap in ability. And there's still more to come from the higher levels, too.

Now I read about additions to accuracy on test (I don't miss much now), and I don't understand it. Pikemen need help, maybe the others do too, but we certainly don't seem to need more raw numbers. I think it's just plain powergaming greed to ask for it at this point.

What I would like to see is some generic melee fixes, and maybe some touch up to our lines. For example, some form of /stick would be nice, so we could stay with the other guy on the server even if the client is lying. Another would be some tangible benefit to meditation I & III. Don't get me wrong, the meditation line is worth getting, but it feels like I is just the step to II, and III the step to IV.

One last thought - shadowbane had a number of great ideas, and one was this: PvE only abilities, mainly crowd control. If melees were given fear/confusion/mesmerization type abilities that only worked on mobs (including pets), I think that would really give a good role to melees in PvE without unbalancing them in PvP.

-jeff
MisterEka
Mon Oct 27, 2003 9:13 pm
#21

[quote]I am sure most people realize that the bounty hunter is a stronger ranged profession than any other ranged profession. [/quote]


Actually Bounty Hunter really sucks, only pistoleers who dabble in BH (pistol line that's it) are any good but I think most of them will drop bounty hunter since eye shot is being moved to master. Every single tka will be crying if they were the BH of melee.


Sorry for being off-topic but too many people are ignorant about BH, now back on topic, I just hope that all the nerf cries aren't directed to TKA seeing how I just started a char for thattree on another server.




Sekein of Bloodfin.
"Freedom isn't free"
StGabriel
Mon Oct 27, 2003 9:33 pm
#22

One-starred for a post where I simply give information (information mind you that I took several hours to prepare and make available to players of the various melee professions). That's mature. If you disagree with me by all means post about it. One-stars are for people who aren't being constructive.

Bottom line is: changes that will only have to be nerfed down later are not good for the game. It's quite possible for SOE to put in overpower changes and you have to keep an open mind and open eye for such situations instead of just salivating at what is on the plate and losing all sense of objectivity.

--- Flynn and Gaffyn + The Brothers McDonnell ---



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Falator
Mon Oct 27, 2003 9:33 pm
#23






MisterEka wrote:

[quote]I am sure most people realize that the bounty hunter is a stronger ranged profession than any other ranged profession. [/quote]


Actually Bounty Hunter really sucks, only pistoleers who dabble in BH (pistol line that's it) are any good but I think most of them will drop bounty hunter since eye shot is being moved to master. Every single tka will be crying if they were the BH of melee.


Sorry for being off-topic but too many people are ignorant about BH, now back on topic, I just hope that all the nerf cries aren't directed to TKA seeing how I just started a char for thattree on another server.






I used to be a bounty hunter without pistoleer and i did not suck. Bounty hunters are extremely powerful with, or without pistoleer. You sir are just a whiner and before you say it i will repeat myself... I was a bounty hunter (1/2/4/1, hey, it was before llc was fixed lol) without pistoleer and i did great in both pvp and pve.



Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
MisterEka
Mon Oct 27, 2003 9:52 pm
#24

[quote]I used to be a bounty hunter without pistoleer and i did not suck. Bounty hunters are extremely powerful with, or without pistoleer. You sir are just a whiner and before you say it i will repeat myself... I was a bounty hunter (1/2/4/1, hey, it was before llc was fixed lol) without pistoleer and i did great in both pvp and pve. [/quote]


*grins eagerly* Prepare to read a long post ... since, undoubtly, you will not listen to any information I provide I will give you words taken directly from BH correspondant. TKAs who are not interested whatsover in BH, ignore this. Sorry for being off-topic but once again, I have to show the light.



"I just posted this in the correspondent forum. It begins.....


Okay now for the stuff that really hurts. Detailed and blunt coming right up...


1 - Defensive skill mod boost across the board...except Bounty Hunter. Now, the going reasoning from our perspective is that we sacrifice defense in order to gain power. This balance, though, has recently taken a severe turn for the worse. Our offensive output is continually draining with each patch. For example, just last night I went on a couple missions, and found myself incapped no less than 10 times and killed twice. These were not high level missions. I'll return to this. This is the result of the recent changes, and do not even include the proposed changes which will hamstring our ability to advance completely.


Currently, at Master, Bounty Hunter has a total of ... +24 ranged defense, and +2 melee defense. We have no other defenses. In comparison, Pistoleers at Master have +105 dodge. That alone is worthy of mastering the profession. However, if you include the rest, the current defensive mods of the Pistoleers at mastery, expending 92 skill points only, include much more than this. They also include +45 melee defense. +40 defenses versus all special attacks in the Bounty Hunter inventory, except for versus Knockdown which is +50 enhanced to +70 if you include the +20 posture change (down) skill mod. Essentially, everyone's defenses are doubling and our offensive output is being reduced in the form of...


2 - Eye Shot nerf. Yes it's a nerf. Consider this...


We are taking an attack that essentially is being spammed in combat (although not by Bounty Hunters ironically), and on the average requires 5 shots versus unarmored human player targets to take them down, and replacing it with an attack that does much less damage. Versus a player target wearing a Composite helm of good quality, the damage output of this attack is significantly reduced, to the tune of requiring some 20+ hits to take the target down in this manner. Therefore, there is already an existing defense versus this attack. Wear a helmet.


In addition, the idea that mind damage will be healable, gives us the problem of now having a attack special in the mastery box that becomes essentially useless in any and all situations.


The counter argument here is that Torso shot does more damage, but targets the health pool and is currently healable. Therefore, this attack has had no attention. Both Torso Shot and Eye Shot do significantly less damage in total output than the Pistoleer Stopping Shot, which is basically a 1-shot killer in PvP in most situations, assuming the target has less than 1100 health pool.


Riflemen targeting the mind pool have these same types of attacks. A helmetless target is almost always 1-shot in the mind pool. So, the conclusion is that the argument for Eye Shot to be moved to the Master skill box is basically a useless waste of limited resources. So, where does the BH primary attack special lie at this time? If neither Torso Shot or Eye Shot will be useful in PvP? If the other professions have the impressive ability to take down their player targets with a single shot, then why not Bounty Hunters? Aren't we supposed to be the offensive firepower output masters? So, where is this power output?


3 - Knockdowns? Our knockdown effect has been removed from PvP. The question is...why? The Bounty Hunter is designed to do two things very well. Control of the target's posture, and high damage output. We no longer control the target's posture, so we rely on damage output that is being reduced with each publish.


Knockdowns are overpowered because they...remove the target from being able to defend themselves in combat for a period of time, within which time we are able to annihilate them with high powered attacks. This is the same concept as the Smuggler's Panic Shot series. The target is unable to perform specials at all for upwards of 20 seconds, during which time, the Pistoleer/Smuggler combo simply wipes the floor with the Bounty Hunter target. Yet, the Bounty Hunter has no possible way to counter this combo, since OUR target control attacks have been removed completely from PvP action, and those of the Smuggler remain. Thse types of attacks all can be easily accomplished at 64m, whereas our only remaining one has us closing (again) to melee range to perform.


Now we are starting to get into the serious imbalances here.


4 - LLC Lightning Single 2. This is reported to be the only remaining high powered attack left in the Bounty Hunter inventory that can be used with any postitive benefits in PvP. However, this attack requires us to be within melee range of the target and take significant multiples of melee damage for wielding the heavy weapon. Therefore, it is unlikely that you can close to this distance and use the attack without being incapped and killed quickly. Again, we have NO defenses, but we are being required to, more and more, close to melee ranges to accomplish our task. This is a discrepency in the concept of the profession.


5 - HAM costs. Because of the tremendous amount of HAM usage in our unique attacks, across the board, we are extremely limited in the ability to wear armor. The Bounty Hunter essentially has two choices...1) go naked and suffer the consequences but be able to use our specials to attempt to control the target or 2) Wear armor and never use a special attack. This is a real problem for us. Again, our entire inventory of attack specials is supposed to revolve around control of that target. Without control of that target, the target simply rushes over and often 2-hits us, and there is nothing we can do to defend ourselves. This I must stress with each passing point. If we are indefensible, then we must have the ability to control that target, or we die...lots. This is the situation as it currently stands. The upcoming publish will only make this bad situation worse, and I'm hoping you are starting to get a clearer picture of why the Bounty Hunters are miffed at this time.


6 - Effect of the new Insurance System on the Bounty Hunter. Even at the new proposed rates, the Bounty Hunter is still required to move around to different planets almost constantly in order to pursue our Investigation bounties. If we must insure each visit to a new planet, then the payout system is going to have to be AT LEAST 3 times it's current seemingly high payout, even though most of us lose credits each mission as it stands at this time. The Bounty Hunter is NOT a wealthy profession. Our problems include the LOSS of credits while pursuing our Investigations tree. We should be able to stand alone, revenue wise, just by pursuing those bounty missions. Instead, we lose over time and are forced to other methods of acquiring credits. To make matters worse, again the Bounty Hunter (as well as Commando) carry much more equipment around than can be expected of any other professions. This means with each insured death (and these, I pointed out, are quite common for Bounty Hunters under the current system alone) we will lose that much more condition on already very expensive weapons and armor. This assumes that this system will actually work correctly. To date, even the cloning system is still broken. I am constantly losing my clone, ending up at the wrong cities, and taking heavy downtime because of this. If THIS current system doesn't work still, how can we be guaranteed that the very first death won't wreck our expensive inventories? It's a tough question, and one that is already causing people to leave the BH profession right now. I carry at all times at least a minimum of half a million credits worth armor and weaponry, add to that the many other things I need to perform my duties.


If this system goes in place without changing our ability to defend ourselves, the average and casual Bounty Hunters will quit before a week is up. We simply cannot stand in the fights, and we cannot maneuver to help our defenses. We cannot any longer use factional pets, we won't be able to use CH pets, and we are essentially dead meat. The attitude on the forums has been...'I spent all this time, more than anybody else, to get where I am. I'd rather quit than have to do another profession now.' Are you seeing the picture? I hope it is starting to come together.


Review: New insurance costs, high HAM costs, indefensibility, lower offensive output, removal of knockdown effect on creatures and players, inability to make any profit on our Investigation missions, necessity of closing to melee range to use heavy weapons, removal of any effective tanking pets from our inventories, all these add up to a LOT of death and a LOT of credit expenditures that we simply do not have available to spend.


7 - Skill Points Cost. Consider the average Pistoleer. They attain mastery, and can do so with a minimum expenditure of 92 skill points. This allows them also to pick up Master Smuggler. Once doing so, they have 66 skill points further to spend. So, with 66 in the bank, they have all the defensive abilities of their profession, they can convert faction points at will, and get cheaper factional purchases than anybody else. Plus add to that the ability to not only slice terminals and make spices for themselves, but have now 2 very powerful attacks, which in combination are extremely potent. The combination of the Pistoleer Stopping Shot, and the Smuggler Panic Shot series. These two in combination allow a situation where the professional combination can now solo almost anything in the game without the need of a tanking pet.


Further, they gain more defenses from having to advance up Unarmed tree in Brawler profession, which allows them to go unarmed if necessary, and adds more to melee defense. It also allows an area effect attack using hand-to-hand skills alone if necessary.


These two professions alone are worth the expenditure of the skill points. Now, add to that what to do with the other 66? They already have unarmed, pistols, Master Pistoleer, and Master Smuggler, now they can further enhance their defenses through Mastering also the Teras Kasi Artist tree. They have plenty enough to do this. Essentially, by following this template, we have created, basically, an invulnerable profession combination in combat. Now we have a Pistoleer/Smuggler/TKA, all mastered. How much power can these skill points purchase?


IN COMPARISON: Let's review Bounty Hunter. To master this alone requires 217 skill points, leaving only 33 to pursue something else. With the recent changes to our lowered offensive output, the proposed move of Eye Shot, the removal of knockdowns, the ability to heal mind damage, and the inability of the Bounty Hunter to make a profit on their missions, we also find ourselves with the total defenses of a Novice Pistoleer who has spent only 35+ skill to attain. The Bounty Hunter, now faced with the removal of creature pets and factional pets from our inventory, must be able to heal him or herself. Therefore, we must pursue Novice Medic skills, and can only go to 3-3-0-0. And this isn't nearly enough.


The Bounty Hunter in combat, attempting to use specials again, is armorless, and defenseless, especially against all creature PvE. All creatures of equal or higher level can kill a Bounty Hunter in 2 hits. With creatures still teleporting to my position (which happened each time I was incapped and killed in yesterday's test) there is no way to escape, no way to control the target, no way to defend myself, and no way to produce enough damage output to kill the target before being killed. The skill mods that give 3-3-0-0 in Medic can allow, if lucky, the Bounty Hunter to heal themself ONCE in this situation, which is common. That single heal gives us 4 seconds to escape assuming it was successful. Escape is not possible, though, as I am always under attack and being fired upon by Tuskens, for example, who are still hitting me at 165 meters away while trying to make that escape.


This is a TREMENDOUS imbalance in the game system! For our skills expenditure, we are being relegated to a second class combat profession. It is ALWAYS much better to pursue Pistoleer first. There are many reasons for this, not the least of which is that you actually get a free pistol upon character creation. This might not seem like much, but at that level of player, it is quite important. By the time the player actually has enough credits to purchase another weapon, they have already attained Pistols 3 in the Marksman tree, so it is popular simply to continue into Pistoleer. Now, add the defenses. Who wouldn't WANT to go that route right now, let alone after this publish?


Add to this the fact that once Mastery of the Pistoleer profession is attained, there are two seperate avenues to further increase your skill in Pistols, in Bounty Pistols, and Smuggler Pistols, whereas no other profession has the ability to gain nearly as much by pursuing these avenues. Even the carbineer, who CAN conceivably pursue Bounty Carbines to enhance their skills, still doesn't get the benefit of the special carbine cert in that tree, and the knockdown effects are hardly worth the time and skill point expenditure. Riflemen have no place to go at all to further enhance their rifle skills.


So, the Pistoleer is the 2nd most popular profession in the game, and with the coming CH changes, I suspect they will shoot into the first slot. I don't blame people for going this route, look at the possible combinations of professions that can be gained from this single starting point? Possible mastery of 3 seperate elite professions all enhancing their starting skills further?


The Pistoleer problem IS the extreme. As I pointed out, Carbineer and Riflemen hardly have a location to go to improve their skills in their weapon of choice, but still have the skill points to create any triple-mastery combination they so choose, any of which are significantly more powerful than the Master Bounty Hunter.


Finally. This should answer the question that Holocron has concerning...why aren't people mastering Bounty Hunter? It's not that it's difficult considering the 25 bugs that the Investigations line alone has, it's that there is no REASON to go this route if, at the end, you are second to everbody else in the game with your abilities, and unable to defend yourself. Still, the development team seems to think that we are worthy of further reductions in our abilities!


This situation, to Bounty Hunters, is intollerable. We expect that, given the extreme (and highest) skill point expenditure in the game to attain our mastery, that we would be much more effective in any and all situations than we currently are, let alone if the changes in the future publish go through without taking into consideration these basic truths.


The basic complaint is...if Pistoleers can go and master 3 professions with the same basic skill point expenditure as the Bounty Hunter, then the Bounty Hunter should be at least as effective as that combination of skills, or at the very least, equal to it. This means, we need siginificant improvements to our power output, and to our HAM costs, our defenses, and to our abilities to control the target in any and all situations. If our defenses are going to be ignored, then we NEED a tank pet of the quality of the original probot. There is no question of this. Without this ability, that everybody else will be able to pursue but the Bounty Hunter, we are completely devoid of hope in the future of the game system.


There is simply, as it stands right now, no reason to BE a Bounty Hunter, let alone a Master of that profession. And this is a serious problem that desperately needs to be attended to. None of this stuff is off the top of my head, I've been studying these changes for months now, and the conclusions are terrible for the Bounty Hunter. We need a SERIOUS OVERHAUL, and the attitude towards this profession must change before this publish.




For a 92 skill point expenditure, they get a powerful pistol attack that simply 1-shots you in Stopping shot at any range given their skill mods. Speed or no, this attack in and of itself warrants picking up the skill line.


Now,


Concentrate on the defenses for a moment.


The Master Pistoleer somehow warrants defenses versus everything that a Master Bounty Hunter can do. Add to this cheap HAM attacks, and the ability to nullify our LLC with a good set of Composite, which we can't wear, and the conclusion is....


The Pistoleer is totally defensible versus the Bounty Hunter of any skill level....


The Bounty Hunter has no attacks as powerful as the Pistoleer, assuming the Pistoleer has good electrical defenses. The Bounty Hunter cannot use their specials because of the high HAM costs across the board for the heavy hitting attacks, so if you intend to do so, armor is out. And the Bounty Hunter has no defenses versus Pistoleer attacks at all save a +17 ranged defense advantage.


The balance of power lies totally in our ability to diversify, in Carbines skills (which are currently not useful in PVP at all) and the LLC (which can be easily defended against with both a good set of composite, and the fact that we must be in melee range versus the Pistoleers pistol whip in order to initiate that attack set).


Essentially, there is no clear method of overcoming the defenses of the Pistoleer, while being completely defenseless ourselves, and being forced to close to melee ranges to use our only good special attacks in the LLC line.


Balance of Power conclusion: Pistoleer has the PvP game owned hands-down. In comparison, the Master Bounty Hunter doesn't come close to their abilities.












Sekein of Bloodfin.
"Freedom isn't free"
MisterEka
Mon Oct 27, 2003 9:53 pm
#25

Continued



"On TC, the Master BH skill mods are the following (which apply):


Weapons


Carbine Accuracy +120


Carbine Speed +80


LLC Accuracy +70


LLC Speed +60


Pistol Accuracy +120


Pistol Speed +80


Rifle Accuracy +60


Rifle Speed +30



General Ranged Aiming +30



Defenses


Ranged Defense +24


Melee Defense +2



This is the complete skill mods list associated with combat at Master BH, assuming you pursued Medical skills and not another weapons profession. So, what do the other professions have coming that's better than us? Worse? Let's find out....


The positive or negative numbers represent the changes on Test center in comparison to Bounty Hunter changes ...


Pistoleer


+75 to Dodge


+20 Stun Defense


+20 Blind Defense


+20 Dizzy Defense


+20 Knockdown Defense


+32 Melee Defense



Carbineer


+25 Carbine Accuracy


+85 Counterattack


+10 Intimidate Defense


+20 Ranged Defense



Rifleman


+78 Rifle Accuracy


+5 Rifle Speed


+37 Ranged Defense


+60 Block


+85 Rifle Aiming


+20 Melee Defense



Bounty Hunter


0



Conclusion? Yet another fair and equitable change coming to combat which doesn't effect us.



Associated with pistols and defenses only, the Pistoleer on TC expending only 92 skill points gains the following full list of skill mods....


Pistoleer 92 skill points usage only on TC


+95 Pistol Accuracy


+74 Pistol Speed


Pistol Accuracy while standing +15


Pistol Accuracy while moving +30


Pistol Aiming +30


Defenses


Ranged Defense +7


Dodge +105


Def vs Stun +40


Def vs Blind +40


Def vs Dizzy +40


Def vs Knockdown +50


Def vs Posture Change (down) +20


Melee Defense +45


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


Add Bounty Hunter Pistols 0-0-4-0 (compare to BH)



+155 Pistol Accuracy (cap) (+35 to MBH)


+129 Pistol Speed (cap) (+49 to MBH)


Pistol Accuracy while standing +15 (+15 to MBH)


Pistol Accuracy while moving +30 (+30 to MBH)


Pistol Aiming +30 (+30 to MBH)


Ranged Aiming +30 (equal)


Defenses


Ranged Defense +24 (equal)


Dodge +105 (+105 to MBH)


Def vs Stun +40 (+40 to MBH)


Def vs Blind +40 (+40 to MBH)


Def vs Dizzy +40 (+40 to MBH)


Def vs Knockdown +50 (+50 to MBH)


Def vs Posture Change (down) +20 (+20 to MBH)


Melee Defense +47 (+45 to MBH)


+ Scatter and LLC weapons certs, Bleed Shot, Eye Shot, Torso Shot (equal)


MBH has carbines and LLC advantages, all Rifle skills are exactly equal


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


Summary of Pistoleer Defenses versus Bounty Hunter at 92 skill points expenditure


Ranged Defense +7


Dodge +105


Def vs Stun +40


Def vs Blind +40


Def vs Dizzy +40


Def vs Knockdown +70


Summary of Master Bounty Hunter defenses versus Pistoleer expending 217 skill points


+24 ranged defense"



The truth hurts.




Sekein of Bloodfin.
"Freedom isn't free"
Cerillian
Mon Oct 27, 2003 10:12 pm
#26

When did this become the Pistol / BH forum?



I'm a TKA and I'm sick of TKA's complaining about being kited in a game that's supposed to be centered around guns. DUH!!!! This ain't no martial arts game!!!!



Of course Pistols and BH's are badasses. They're supposed to be badasses in this Galaxy!!!









Cerillian Mauve
Colonel in the Rebel Alliance
Master Pilot. Pistol BH. Sunrunner
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