Teras Kasi Archive

Thread: Does it bother anyone else that TKAs have to..

Malachus
Thu Sep 18, 2003 8:25 pm
#14

I've always been kind of bothered by the VK vs. truly unarmed issue, what I'd really like to see is this:


Vibroknucklers = armour piercing, higher damage (just as they are now) and SLOWER attack speed.


Unarmed = no AP (maybe through some new special moves?), lower damage and FASTER attack speed.


It seems like a fair tradeoff, and it would make either path pretty viable. However, the damage boost on VK's would have to be increased to compensate for the reduced speed (above and beyond their current levels), and same goes for truly unarmed, an additional speed bonus totally apart from any other items (such as Q's proposed boosts). The reason being, without those changes my idea would essentially nerf us since either path would leave us a little weaker than we are now, and everybody knows we don't need another nerf. =)





Malachus
Eclipse
Teras Kasi Master
Master Droid Engineer
Master Artisan
Maverick315
Thu Sep 18, 2003 10:34 pm
#15

I personally dislike having to use VKs. The description of the Teras Kasi says that they are masters of unarmed combat. I think that it should be that way. Maybe we could be given AP1 at power2 or something. I just wish that we didn't have to use VKs. In real life you would almost never see a true martial artist using any sort of brass knuckle (or anything like it).




Bria-Varien: TKA, Pistoleer, Smuggler, and wanderer.

It's nice to be wanted, even if it is 'Dead or Alive'

"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

-Page 267, SWG Strategy Guide
Xeranx
Fri Sep 19, 2003 1:55 am
#16

People keep referring to vks having a blade. If that was the case I think unarmedbodyhit1 would cause a bleed with it armed, but it doesn't. VKs are described as blunt weapons despite the shape and obvious look of a the blade there.





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Baelin_Radiant
Fri Sep 19, 2003 5:19 am
#17

Different strokes for different folks. The irony... ...we (TKA) only have one weapon and we can't agree on that.




Truisms are true, hold on to that! The solid world exists, its laws do not change. Stones are hard, water is wet, objects unsupported fall towards the earth's centre. With the feeling that he was speaking to O'Brien, and also that he was setting forth an important axiom, he wrote: Freedom is the freedom to say that two plus two make four. If that is granted, all else follows.

josfe
Fri Sep 19, 2003 1:47 pm
#18

VK's are odd to have in game but from what I understand they were put in the game to solve a problem. TKA's are very powerful and because of this they can deal as much dammage as some of the mostpowerful standard weapons in the game. The problem comes in when good weapons get sliced and become great weapons. Thus leaving the TKA's high and dry as they can't slice their hands. The solution to this problem were VK's. Give the hand to hand combat guys a weapon they can have sliced and they are again competitive with the other professions in the game. At least that was the idea.


Currently VK's are needed because melee's not working very well, and although it's taken 3 months the developers have finally realized that melee, and combat in general needs some work. Now that they've taken the first step and admitted that there are problems, the next step is to come up with solutions to the problems.


There have been a number of posts talking about various new weapons or skills for TKA's in order to get rid of or replace VK's. My current favorite happens to be the enhanced gauntlet/glove idea. Which would increase your dammage, spiked gloves could cause bleeds, other types of gloves could auto stun, or dizzy an opponent when hit rather than forcing you to use that ability via a hotkey or macro and cost less HAM. Personally I'd rather see some type of glove with an electrical glowiee effect than a pair ofvibros in my hands.

whyle
Fri Sep 19, 2003 2:34 pm
#19

Ummm gauntlets=bad for trandoshans, wich originally sounded like the 'best' race for TKA....
Setis
Fri Sep 19, 2003 4:41 pm
#20

I believe the intent of the developers was for there to be no "best" race for anything, for all of them to be viable. That said, perhaps they would have special gloves for Trandoshans (probably without a model, since I'd imagine with such restrictions they never made glove/boot models for Trandos).



Lt. Colonel Setis Dagre of the Rebel Alliance
Teras Kasi Master/Master Brawler/Master Medic
Tempest
RETIRED, currently residing in Vana'diel, Fenrir server
Derr
Fri Sep 19, 2003 7:10 pm
#21

All this talk about how we are unarmed and there are those that want more weapons? You want a weapon..go play a profession that uses them. If you really hate VK's then don't use them,but be prepared for the loss of damage. The majority of the posts concerning our class seem to mentioned how good we should be without weapons and I would love to be able to fight barehanded. Yet I can't if I want to hurt the bugger. So I do like alot of folks. Equipp and unequip. We don't need more weapons..we shouldn't even have the vk's. If they want to add a weapon for us it had better be one that ALL races can use.

TerasKasi_Mistress
Sat Sep 20, 2003 3:04 am
#22

it bothers us all,but hey what can we do?



if the developers are smart they will make new types of unarmed weapons with ap1,2 even 3(don't counton this one)or lower the hams on the knucklers to about a pistolish ham useage. <3





___________________________________________
Shaeri - First Twi'Lek Dark Jedi Knight of WanderHome

ManaBurn
Sat Sep 20, 2003 6:34 am
#23

Honestly, using a VK doesn't bother me at all. I just wish we had a little bit more variety.



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