Teras Kasi Archive

Thread: An interesting thing about the new Jedi and TKA / other brawlers.

Vopn
Mon Nov 17, 2003 6:43 pm
#14

Since the patch the range of several attacks has been increased to 15-20m. If you can't get that close, you should not be chasing them.


The advantage of a melee class is inclose damage, speed and defenses (sorry pikemen).


The advantage of a ranged class is at a distance.


The increased ranged and melee defenses, and all of the defensive changes all help close the gap in combat. After that, it is about your decisions, your tactics and your choice of skills to have.


The devs have already made several changes to make this easier, including the KD nerf, the new ranges and the new defenses.


If it is too easy, expect a nerf in the following patch. It IS about balance, balance for BOTH sides.





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Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
Tab_FRen
Mon Nov 17, 2003 11:34 pm
#15

One thing to remember about Iron Claws...................

















.... THEY HURT LIKE CRAP MAN!!!




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Cize A'ip Chilastra (3/3/2/2 Imperial Pilot)
Force Prowess 0/0/4/4
Force Senses 4/0/0/4
Force Reflexes 2/4/0/0

Getting close!!
Valkari-TKM
Tue Nov 18, 2003 12:53 am
#16






KnightHawk420 wrote:

Professionss should not be equal. They should be different, have advantages and disadvantages.







no one said anything about equal. they should be balanced when it comes to points spent though.


that means people get a fighting chance, put them in the ball park. not have some people have the skills of your local little league team vs the New York Yankees.


balance doesn't have to be equal or the same, you can have differant unique professions that offer advantages over other class's but have disadvantages vs some other ones, while having them difeerant and unequal at the same time.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

rLHitman
Tue Nov 18, 2003 5:01 am
#17

poor jedi, getting kited by eyeshot spamming bounty hunters. now they know how it will feel. hahahaha.



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rL-Hitman | Master Rifleman | Teras Kasi Master
rL-HitBish | Master Doctor | Master Combat Medic
Leonae
Tue Nov 18, 2003 5:48 am
#18

I get so sick of complaints about kiters. Again, TKA costs 92 skill points, leaving you with over 150 skill points to find a way to deal with ranged attackers, if Lungereaching 20 metres and Knockdown workingup to 10 meters away is not enough already.


First idea - novel to many, I know - would be not to get yourself kited, for heaven's sake! Are you a stupid MOB to mindlessly run after a pistol-wielding PC? Get cover, or run away, you don't have to be able to catch a kiter to survive in PvP.The comingterrain/LOS patch will help with that. If you are getting caught in the open with no cover available... well, you have the same chance a ranged attacker has if caught in a building by a TKM - almost none.


If you absolutely, positively have to take down a kiter without using any other skill than unarmed attack, use burst run and hope for a lucky shot.


Really, kiters are about the only weakness TKAs have left. IMHO, anyone who wants to get rid of that is asking for far, far too much.

Braglor
Tue Nov 18, 2003 6:08 am
#19






vortex4 wrote:

Sorry pal, there is absolutely no logic in the combat model of this game. Ranged combat was given ALL of the real world advantages with NONE of the real world disadvantages. Melee combat was given ALL of the real world disadvantages with NONE of the real world advantages.




...well spoken
Taewyn
Tue Nov 18, 2003 6:38 am
#20

Sorry pal, there is absolutely no logic in the combat model of this game. Ranged combat was given ALL of the real world advantages with NONE of the real world disadvantages. Melee combat was given ALL of the real world disadvantages with NONE of the real world advantages.


You of course meen apart from the fact that within 15 meters a TKA will absolutly destroy any ranged profession?


Also I disagree, ranged weapons were given very little real life advanatges.....Bullets stop people, even if a bullet does not *kill* you, the force of impact is often so great that a grown man will be thrown to the ground....Sorry to ruin everyones movie going, but that is what happens when people are shot...They do not stand there and clutch thier chest, and say IM HIT!!!....They hit the ground like a sack of potatoes and wonder what freaking truck just ran them over.....


Your right however, this game is not based on logic....If it were, meelee combat would only happen when people ran out of bullets. But there are no bullets......


So, in the end, if you want to eliminate kiting, then you also must make it so a ranged person can live for more then 4 seconds against a meelee in close combat.....Or increase the range of most range professions.


Again, in "real life" a rifle should be able to nail you at half a mile or more....So please, do not say ranged combat was given "every advantage" and meelees were given "none"....


The simple fact is meelee's were given the ability to destroy at close range, Range combatants were given the ability to kite......Take either one away, or change them, and said classes will be useless.....


Things need to be looked at, but most of you paint the ranged classes as the golden idols, and refuse to see the myriad number of powers meelee have, especially post patch.







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.


EwokLovinIsGood
Tue Nov 18, 2003 3:17 pm
#21






Taewyn wrote:

Sorry pal, there is absolutely no logic in the combat model of this game. Ranged combat was given ALL of the real world advantages with NONE of the real world disadvantages. Melee combat was given ALL of the real world disadvantages with NONE of the real world advantages.


You of course meen apart from the fact that within 15 meters a TKA will absolutly destroy any ranged profession?


Also I disagree, ranged weapons were given very little real life advanatges.....Bullets stop people, even if a bullet does not *kill* you, the force of impact is often so great that a grown man will be thrown to the ground....Sorry to ruin everyones movie going, but that is what happens when people are shot...They do not stand there and clutch thier chest, and say IM HIT!!!....They hit the ground like a sack of potatoes and wonder what freaking truck just ran them over.....






You know you're 100% right.. If you got hit by a bullet you would drop like a sack of potatoes.. If you got hit in the face with a large axe you would drop like a sack of potatoes too.. Not wondering what truck just ran you over... Probably not wondering anything except maybe "where did my body go".


If you ran full speed with a long rifle in your arms.. Turned yourhead all the way around one way and held the gunwith BOTH HANDS directly behind you.. well then you would be a circus freak... cause I don't know anyone who can do that.


This game is an utter joke when it comes to realism. Let's just drop that discussion all together.


TKA, Rifleman, Pistoleer, Carabineer, Swordsman, Fencer, Pikeman.. They all cost the exact same skill points.. EXACTLY. In any situation in this game.. Any situation at all.. who has the advantage? It's the guy holding the gun who can shoot directly behind him while running at full speed with his head turned all the way around and arms facing backwards that's who...


And this could amazingly be fixed for everyone by either not allowing people tho shoot directly behind them.. For some odd reason no other shooting game has ever allowed people to shoot directly behind them..



Jupoun
Wed Nov 19, 2003 1:03 am
#22






sumanikaeda wrote:
This is why we need the "Claw". I claw on a chain we can throw and pull our enemies to us hehe. Anyone who has seen Kung Pow, would love this





Ithink special weapons like that would be cool for a master brawler, who becomes it's own special combatant (a close range commando).TKA are unarmed specialists and shouldn't need that type of weapon.If they were to make a TKA specific item it should be gauntlets or foot/leg bracers to increase defense (nothing that extends off the body).



  1. Get rid of VKs. They are esentially a knife, not an unarmed weapon.

  2. Light Forearm gauntlet:No armor, light resists (20% kin best), low encumb.,less dmg/lower PuP costthan VKs but are socketed

  3. Medium fist/forearm gauntlet: Light armor, better resists (40% kin best), medium enc., more damage/slightly higher PuP cost than VKs

  4. Heavy full armGauntlet: Light Armor, Great Resists (60%kinbest), higher enc., much higher damg/higher cost.

  5. Teras Kasi Boots: Different variations, give you better resist and do more damage in a kicking attack orcombo.

  6. Teras Kasi shin armor. It would be equipped as boots, but the feet would be bare emphasizing the leg strikes.

I know it would never happen, but I'd like to see TKA split up into body regions, left limbs, right limbs, head and torso. A heavy left arm gauntlet would cover the entire arm, increasing it's attack and it's defenses. Then have body specific attacks like left jab (quick attack that can be spammed). Depending on which limbs hit in combat determined on the damage and PuP cost.


This could probably be done because the body is mapped out for defensive reasons and could be adjusted for offense. Then again that would require more than just putting out patches to compete with other MMORPG, lol.

vonbraat
Wed Nov 19, 2003 2:51 am
#23

"In what dimension do all humanoids run at the same speed? In what universe are they capable of holding a gun while twisting their torsos 90 degrees, their heads another 90 degrees, stretching their arms out behind them, and running as fast as they can without tripping or losing their balance, and still maintaining the pinpoint accuracy necessary to shoot someone in the eye from 150 feet away?

Sorry pal, there is absolutely no logic in the combat model of this game. Ranged combat was given ALL of the real world advantages with NONE of the real world disadvantages. Melee combat was given ALL of the real world disadvantages with NONE of the real world advantages. "--vortex4



amen brotha. knocked it out of the ball park



and there was much rejoicing...
JEAUX_ZUF
Wed Nov 19, 2003 5:25 am
#24






Jupoun wrote:





sumanikaeda wrote:
This is why we need the "Claw". I claw on a chain we can throw and pull our enemies to us hehe. Anyone who has seen Kung Pow, would love this





Ithink special weapons like that would be cool for a master brawler, who becomes it's own special combatant (a close range commando).TKA are unarmed specialists and shouldn't need that type of weapon.If they were to make a TKA specific item it should be gauntlets or foot/leg bracers to increase defense (nothing that extends off the body).



  1. Get rid of VKs. They are esentially a knife, not an unarmed weapon.

  2. Light Forearm gauntlet:No armor, light resists (20% kin best), low encumb.,less dmg/lower PuP costthan VKs but are socketed

  3. Medium fist/forearm gauntlet: Light armor, better resists (40% kin best), medium enc., more damage/slightly higher PuP cost than VKs

  4. Heavy full armGauntlet: Light Armor, Great Resists (60%kinbest), higher enc., much higher damg/higher cost.

  5. Teras Kasi Boots: Different variations, give you better resist and do more damage in a kicking attack orcombo.

  6. Teras Kasi shin armor. It would be equipped as boots, but the feet would be bare emphasizing the leg strikes.

I know it would never happen, but I'd like to see TKA split up into body regions, left limbs, right limbs, head and torso. A heavy left arm gauntlet would cover the entire arm, increasing it's attack and it's defenses. Then have body specific attacks like left jab (quick attack that can be spammed). Depending on which limbs hit in combat determined on the damage and PuP cost.


This could probably be done because the body is mapped out for defensive reasons and could be adjusted for offense. Then again that would require more than just putting out patches to compete with other MMORPG, lol.





this is cool to



Jeauxzuf
TKO - Sensei GAT Quarterspondant
No, no, no. You walk up to them and say: "Nice shoes...wanna f*ck?" - Graflex3 - I Support Annoying, Pointless Bandwagons. You can too!

Buddhist
Wed Nov 19, 2003 6:32 am
#25

anyone seen a 0044 pistoleer, and 0040 BH, with a AP1 132-431 1.2s Republic Blaster firing STOPPING shot from any range every second for 500+ damage, I don't see how you could win from 1 meter considering they get better defenses than we do, better damage, and a longer range... not to mention faster?





BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA


Leonae
Wed Nov 19, 2003 6:43 am
#26

Knock him down... won't be shooting much for the rest of his life. Hit him with war cry... won't be firing a stopping shot for 10 seconds (or 20 for war cry 2).

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