Teras Kasi Archive
Thread: Oct/Nov TKA Unofficial report of issues
My only suggestions would be
- Force of Will: somethin smells funny.
- Damage types would be awesome, take down the damage per hit if you want but give acid damage or something. That would be nice. Then again with Enhance D's and powerboost I can kill almost anything anyhow.
I would just like to thank the Dev's for the speed they take care of TKA issues.
all i realy have problems with is 3 things right now, and one of them is HUGE problem since comandos got changed to range.
#1 issue right now: WHY ISN"T TOUGHNESS ADOPTING RANGE ATTACKS! it needs to , must fix, this is one of those things that HAS to be done.
2) out or range + lag + town fighting+ 3.8 range on VKs + warping = WTFpwned by most people, unless your running some state of the art lag free computer, in full composite , and somehow using the force to keep people in their place.
3) force of will, perhaps there could be a fix for the stupid thing.
Loot to modify melee weapons
The only loot available that I know of to modify melee weapons are vibro motors. So what. They aren't very good at all. I regularly see Krayt enhanced range weapons that are godly. I've seen an fwg5 that can do 600 points of damage. Oh yeah, krayt pearl enhancements are dismal in comparision. With this trend towards balancing, maybe we can have some worthwhile loot?
Steegee wrote:
-Unarmed Combo1/2... With the skills from the Precision skill tree these unarmed combos are really useless. Wouldn't it be nice if they cost less ham and did random status effects?
I love that idea! Unarmed Combo 1/2 isn't much better than /unarmedhit1 (other than it does more damage). Precision Striking skill branch is much better. I like the idea of doing a "random" status effect (obviously not setting the person on fire or poisoning them with your bear fists), such as stun/blind/posture change/etc.
Also, what I think would be a good idea, would be to have knucklers that can have poison applied to them, and during a combo attack, it would poison your opponent. Even bleeding would be good. Combo 1 makes your opponent start to bleed, and combo 2 (much like bleedshot 2) would be more of a "stacker," but still do damage on the hit (not only bleeding).
I'd definately like to see new weapons with different damage types since almost all fun to hunt creatures have high kinetic resist.
Animations could definately be shortened.
FOW... if u don't know by now, go back to where u came from.
Here's an idea that i thought would be kinda impressive... each species has its own unarmed fighting style, which could include different animations in fighting and meditation.
I know i'd definately like to see my bothan fight Drunk Monkey style ![]()
Equilibrium.... as a master TK, i can never find myself recovering from a dizzy'd KD... isn't the ability to stay on your feet one of the major benefits of TK? I'd definately like to see a change to this, say a percentage factor from recovering from a dizzy KD increase at skill = to equilibrium... say a 25% better chance of standing w/o falling at novice, and 70% better chance at master. (chance increases in with the balance skill tree.)
Mind hit 1: used it against a friend as the only attack... after about 10 duels and say about 43 specials, i hit the mind pool only about 10 times; anyone have this problem?
I'm a purist TKA, although I do use VK's out of necessity for armor piercing. I'm actually rather satisfied with TKA at the moment, especially compared to some other neglected professions. But theres still some work to be done. The Test Center plans sound interesting, but I'll leave that out till we see what happens in Live.
I agree with alot of the posts:
VK's are still at 4M [Devs, your fix didnt work] and should be= to our unarmed of 5
I'm not at Force of Will yet but it sounds to me like its an automatic ability that goes off always... and then we have a certain chance that it works... IF I'm understanding that correctly, I say it should be our choice. Make it a "button" skill like our attacks are.
Brawler Berz 2 is useless; fix it so either we get 2X damage or so there's no bad effects of getting hit more.
My Ideas:
I'm kind of ok with having no DOT attack, although I'm not thrilled about how a laser can make someone bleed... but in order to balance that we need a better variety of attacks.
In my purist attitude I believe we should be able to fight without VK's. Get rid of the Combos, as they are obviously just thrown in to pad a few skills. I want a move that will get armor piercing +1... unarmed. Add that to VK's to get an Armor piercing +2.
Fencers get a stun baton for Stun Damage, Theres that Electric Damage Poker, theres that Blast Damage Hammer. TK should get a move that does a different damage type. Now although an Electric or Cold attack would be cool... he he he flaming fists of death..., I thing that those are still not very "real" even in a SW setting. But a Stun Damage Attack (perhaps an Unarmed Stun 2?) would be just fine... maybe a Blast Attack as well.
How about a grab, and counter-joint-looking technique that makes our target snared for a couple seconds and does restraint damage? It might be a solution for the /stick, as they wont posture change, and still be able to fight, just not run for a few. That will be more useful thatn lunge as if they're running the kneel doesnt stop them for long, if at all.
Animations are decent, although I haven't seen Unarmed 3 yet, but hear its long... but I would like to see a bit more style in them:
I would like to see more acrobatic-type kicks thrown into the special moves. Say perhaps a Flying Side Kick for our Unarmed Lunge? A really cool looking kick for a higher level attack, like a Tong Fei (thats the Gymnastics term for it, bit it goes by barrel roll and Butterfly twist as well).. Darth Maul (or should I say Ray Park) even did a Tong Fei in Episode 1. [If the Dev's need a better look at this I'd be happy to fly down and show it to them.]
Our Unarmed Knockdown should be a takedown. I'm thinking keep it not too difficult, but definitely better looking than it is now, perhaps something resembling a Judo Shoulder Throw at Knockdown 2. (sorry to any judo practitioner, I forget how to spell it in English...)
Another thing that I'd like, but will probably never see is a couple animations assigned to a special move. At my current level, in order to do enough damage to get exp when hunting in a group, I have to spam unarmed 2. I grow tierd of the same animation, but thats just an asthetic preference, at least it works... somewhat. Also, I would like to see unique Combination Animations for when I chain 2 specials to gether, just to make it look a little better and keep a good flow or footwork.
Sorry, its a bit long, but thats what I want to see. What does the TK community think of this?
![]()
Tong-Fei Kasamatsu -- Naritus
A few notes, maybe I'm out of line but:
Ranged Attacks: Agreed on most points, but I find that Lunges work for up to 12-14 meters. Reach out and touch someone indeed. It also gets them to come to you. I use this a lot on guys who feel that the Swim N' Shoot is the way to kill me. I don't PVP, sorry, my toon is set up to be a spy-like person, not a griefer.
Force of Will: hmmmm, no comment.
Ranged Defnse: I can't wear much armor, I can doge half of the kinetic attacks, but why can I not doge at least half of the gunshots aimed at me? Pistoleers can. Resistances increasing with toughness would be great, but better dodges would be better. We're martial artists, folks. As a RL one, you prefer to dodge than get hit (unless you're a Muy-Thai artist, but they are slightly nuts).
Meditation: There should be benefits for dabblers, but they should be decreased until you have more trees of TKA completed. Thus, a TKA will have better results than a dabbler who only has Meditation. Some people don't want to have Medic in their skills as they don't want to make Stims (can you blame them?). Meditation is a warrior's medic-like skill, but being a true TKA should give you better results than dabblers get. Medic and Scouts work this way,
Damage types and fighting styles: uhm, yeah here goes: We hit stuff, that's the long and short of it. I think the VibroKnuckles should give us some additional damamge type, like say, energy or whatnot, but what we do is hit stuff: kinetic. Sorry. Styles: Teras Kasi IS a style. It is a singular school of fighting. So, those of you asking about RL Crane, Tiger, Snake and other styles of Kung Fu are asking about specific schools. On the whole, a school that will teach Snake won't teach Tiger, you'd need to go to a new school to learn it. Teras Kasi is one school of art, this is why everyone has the same moves and animations. It is right, just maybe not as funny or cool as a Bothan in a SWG version of Drunken Monkey Style.
Just thought I'd throw in my 2 creds. Feel free to correct me if I'm wrong, but the Martial Arts stuff is accurate, according to my husband, a Martial Artist from the age of 6.
From what I've seen so far, here are my contributions. This coming from a 3/3/4/3 TK on Gorath.
Force of Will - I don't have it, but from what I've read, I'd never use it given its current status.
Possibly make it take the opposite of meditate. Out of the remaining "surviving" HAM bars, take the one that's closest to 50% or higher and remove the 50%, giving it to the bar that's trashed. Example: I have 0 health, 800 action, 500 mind. After FOW, I have 400 health, 400 action, and 500 mind.
5m VK range - not currently fixed. Add that for sure. Maybe I'd use them again sometime.
VK additives
Different types of things that can be added to vks so that we have a range of status affects or damage types. Example: a 'sand' type (as mentioned by steegee) that goes in the construction of the vks that adds a % of stun. Might also be able to have an acid affect, bleed effect (high oq class 4 steel maybe?), and others...
More animations - I love what we have, but would like more. I'd like to see multiple moves for an individual special. Not many, just an extra one or two. Everyone I know loves watching melee fight melee and it'd be nice to have extra effects.
Good job, Steegee! I've floated this up so I can keep tabs on it!
Hehe, Kasamatsu, your sig should probably say 'f u cn rd ths, u r prbbly a prgrmmr', that's more correct, hehe...
Force of Will is fixed on TC. The out of range issue is really the only thing left for TK that hasn't been fixed. In my eyes im happy with where we will be when the TC patch goes live, minus the fact
Need 5m for VK
Need out of range issue (fudge factor) fixed.
That's really it.
yes that would work too.
I still want opinions on giving TK's a move that will "snare" or "root" a human opponent. Scout traps have this effect on animals. I want a similar efect on a special attack for TK so we can stop them from running away... but not be as unbalanced as Knockdown where the opponent can't still fight.
And I want an attack that deals a damage other than kinetic.
And I wouldnt mind an attack that has armor piercing +1 perhaps a little more costly in HAM but not as bad as using unarmed 2 with a VK. I hate using VK's!
I want, I want, I want! he he he...
Oh I'm with you on the traps...as a master ranger, I'd love to see even just a few of my traps be usable on CH pets and players/NPC humanoids.
On TK though, I would think a 'bolo-esque' device could serve that purpose. It fits the melee style and isn't considered a weapon, more of a "get them down on the ground". I wouldn't even care if they stayed upright, just lower their speed by 50%, that gives me plenty of time to get in range of UL and it's over, hehe....
1. Change Teras Kasi from an unarmed type to a martial art type as it is in the stories.
2. More weapons would be nice.
3.Dual vibro's
4.An automatic death ray that kills everything and everyone holding a pistol within 3km.
5. #4 was a joke
Noich Bong ~Chilastra
Teras Kasi Master, Novice Doctor 1111