Teras Kasi Archive

Thread: TK's NEED STUN KNUCKLERS!!!!!!

awwwa
Fri May 07, 2004 6:26 pm
#14

hmmm i think heat and restarint would be better



(oooooooooooooooooooooooooooooo9XWnnn][[[[[[[[[[nng)

Garran themi-----br>yeah mi username is awwwa...its sux i know but it was 3am and i was drunk when i registered so give me a break.
oh and i started playing swg on september but didnt register till december.


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swankiller
Fri May 07, 2004 9:45 pm
#15

Hello my fellow MTK's,

The time has come for our class to blessed wtih a stun damage KNUCKLER. I know it's been mentioned in the past but with 90% kenetic being sold for 200k a set our class is really in trouble. Whenever Im dueling a fencer he's hitting me for 400+ damage with a stun baton. I can understand why they nerfed the Dizzy KD but we need somthing in return. TK is worthless in PVP, most people have 70 to 90 kinetic armor. We need somthing, a poisin Dot knuckler or anything that will actually do damage to a seasoned player.

____________________________________________________________________________________________________________________


STOP BEING DUMB



Remos.President.of.the.3/4.inch.club
| 1&1/2 on a good day | KRA
_Flash_
Fri May 07, 2004 10:09 pm
#16






Utess wrote:

What we need isn't stun knuckles. What we need is a change in the armor system so that it isn't so overpowered(each armor has one good protection capped at around 75%, a few moderates, and several weaknesses so that *all* armors are important and useful, you just change based on the situation just like weapons).





Those words should be framed and shoved in the dev's face so they will understand this.....


Stun should NOT be the only viable damage type for PvP...it's rediculous



------------------------------------------------------
Flash Woods - TKA / Jedi Nub / Pilot
SST : The oldest Imperial guild on the server OH NOES!
Peydro Sanchez - Pretty much the only PvPer who has a mustache

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jabon
Sun May 09, 2004 8:10 am
#17

i dont agree with that at all. that would mean having like 9 diff suits of armor hotkeyed in your inventory for when someone changes weapons??



IBON - Master Medic, Master CM, Master Fencer, Master Pistoleer, Master Artisan, Master ID, Master Merchant,Master Scout, Master Ranger
_Flash_
Sun May 09, 2004 9:55 am
#18

See, that's the problem right there. Why is stun the ONLY viable type of damage in PvP?


BECAUSE ARMOR IS TOO STRONG!!


With doc buffs, the only target to hit is mainly mind, because it's the only one that cant be buffed without 15 minutes and brandy and muon (which still only gives you a 1500 buff or so, and it cant be healed unless you're a CM)


So my opionion is:


Make armor not as strong so stun isnt the only one able to do damage, and make doctor buffs not as strong. (make them maybe in the 1500 range or so). But, in return, make animals and npc's not as strong so PvE will stay the same. Just my opinion though.



------------------------------------------------------
Flash Woods - TKA / Jedi Nub / Pilot
SST : The oldest Imperial guild on the server OH NOES!
Peydro Sanchez - Pretty much the only PvPer who has a mustache

{gggggggggggggggxnnntnnnnnnntnnnxggggggggggggggg}
DarthXanthic
Sun May 09, 2004 12:21 pm
#19

I agree.


If you want to win in PvP you have stun.


If you don't have stun, you die.


DarthXanthic
Sun May 09, 2004 2:08 pm
#20






jabon wrote:

i dont agree with that at all. that would mean having like 9 diff suits of armor hotkeyed in your inventory for when someone changes weapons??







Doesn't matter...


My armor is this: 80% elec, 90% EVERYTHING ELSE, 28% stun.


Now, which damage type is viable for PvP again?

Tarak_Rexus
Mon May 10, 2004 6:02 am
#21

No-no-no-no. TKA is not meant for PVP. It's good to have for powerboost and meditate,and it's great for PVE. You want stun damage and be good at PVP? Combine TKA with Fencer.



____________________________________________________________

"The Sith grew past the use of lightsabers. But we continue to use them, if only to humiliate the Jedi." - Darth Sidious


____________________________________________________________
Laeren
Mon May 10, 2004 6:36 am
#22




Utess wrote:


Our limited damage types are what has kept us unique, more strategic to play, and frankly, its the only thing that has kept us from being nerfed up to this point. In fact, I wish they'd get rid of TKA weapons all together.




Let's not follow ignorance with stupidity. You want us to only do AP0 damage? /bah


You forget that "unarmed" isn't actually unarmed, it's just a name, just like fencers don't always use swords, swordsmen don't always use swords, and pikemen don't always use pikes. Riflemen don't always use rifles either (spraystick anyone?).




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Burr
Mon May 10, 2004 7:18 am
#23

No stun knucklers. Nothing will be done about the combat issues until publish 11. I am guessing at the point we will see all combat classes being made viable in some way. Yes, right now TKA sucks for PvP, but a quick fix isn't going to fix the issue. It needs to be overhauled and it will be.



----
Nothing personal..... it's just business...
EcadMistflier
Mon May 10, 2004 7:30 am
#24








Utess wrote:

What we need isn't stun knuckles. What we need is a change in the armor system so that it isn't so overpowered(each armor has one good protection capped at around 75%, a few moderates, and several weaknesses so that *all* armors are important and useful, you just change based on the situation just like weapons).






This is at the heart of most of the problems all but a couple of classes are having being relevant in PvP. Composite armor is out of control. We will however, have to wait for the mythical combat rebalance to see whether or not we will be able to compete with the Rifleman/fencer/doctor/CM/swordman combo in PvP. The Devs were going to adjust armor just a few short weeks ago (crafting adjustments)and had to back off due to a near riot by the billionaire armorsmiths. ATM it is definitely touch and go as to whether we as TK will be as relevant in pvp again however I don't believe new weapons are the answer but adjusting armor is.



Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
Numen
Mon May 10, 2004 11:28 am
#25

/sarcasm on


How about we make one set of weapons. 1 for each dmg type. Then give all those to every class. Make all speed mods exactly the same. Make everyone EXACTLY the same.


/sarcasm off


Stun isn't overpowered, composite is overpowered. There are no penalties for wearing armor right now. The penalty used to be a drop in your secondaries. Due to doc, entertainer, chef buffs that penalty has pretty much been removed.


If TKA got stun dmg the price would probably be Meditation, lower speed, and a huge chunk of the dmg mod.


If you want to beat a fencer, then go be a fencer and kill them that way. Professions have weaknesses and advantages. Fencer happens to be good at PvP currently because of armor. It is at the bottom of the list for PvE though.



Amandil Morier - Tempest - Master Chef
JQ17
Mon May 10, 2004 11:49 am
#26

First off I'm a Master TK and Master Doctor ... Yesterday I was grinding some Imp faction to get myself an AT-ST when just before I started to take out some Reb's I saw one pass by in the area on my over head map. I was stupid to begin attacking the NPC's because I really should of waited for this Reb to continue on before I got myself a TEF. So sure enough STUN STUN Incap ... /force of will ... but it didn't help ... more stun ... incap ... DB. I made manyattempts to heal the stun but there was no way to keep up with the spamming shot.


I tried to shortenthe distance and get in a KD at least ... no luck.


The only tactic's I can think of is don't solo PvP - don't PvP at all - /burst ...


Yep ... TKM is pretty useless without protection from other players but I still find it pretty effective in battle.


Well I'm on my way to the empty planet of Talus to grind my IMP fp.
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