Teras Kasi Archive

Thread: Status of the New VK?

Karlsonj
Fri Jul 23, 2004 7:11 pm
#14

i cant wait to get something new to play with. I the same old VK all the time is getting old. I like the heat damage ones but what about something withsonic or something as well, made from geo loot.






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Tiloc

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Master TK

SharkBoy007
Fri Jul 23, 2004 11:54 pm
#15






Skydiver01 wrote:

The only reason they were pulled in the first place was because they were coded wrong. TKMs with one of these delt God-Like damage.So they only want to give Jedi God-Like damage?


There had been reports on one or two servers about the parts to this VK dropping on live. As soon as the Devs got wind of it they found the NPCs that were still dropping and stopped it then tracked down the loot drops and destroyed them all. So I've read from other posts . . . .










Mox Shehalis
Former Unit Commander, Phoenix Rising (RIP 15 Nov 2005)
I AM A MORE THAN A DOLLAR SIGN, I AM A HUMAN BEING WHO DECIDED TO SPEND HIS SPARE CASH AND TIME IN A WONDERFUL GALAXY FAR AWAY.
OceasArt
Sat Jul 24, 2004 12:52 am
#16

If you read the Dev chat log thats on the main SWG page (from swg.stratics.com) you will see that the combat revamp / GCW revamp are not going to come out in one lump publish. They said theywill likely come out in many publishes spanning many months. I believe in the "the squeaky wheel gets the oil" philosophy, so do whatever you can, wherever you can to make sure our needs are KNOWN.


After reading the chat log, and reading the Haden Blackman enterview, I realize why they have chosen to push this out. It sucks, but they really don't have any choice. Clearly we can't go without publish 10 and the new Jedi path. I know I can't. They have a lot going on right now. The biggest mistake they made was announcing the combat revamp so early, when they clearly weren't ready to even deliver a decent plan for us to think about.


Shortly (somewhat)afterpublish 10comes out we have the JTL launch. They need to have their whole team working on this as it comes to an end to make sure it is FUN. They are paying particular attention to the missions and stuff like that. We need JTL man. The game should have had it in the first place. To tell the truth though, I am glad it is an expansion, because its going to be like they added a whole other HUGE game onto this already gigantic one.


As for the combat / GCW revamp, these are huge too, I agree. This game only feels like Star Wars on the surface without space, and without a REAL war going on. We need a real GCW bad. Hell, even the Nighsisters and Singing Mountain Clan have an NPCbattleraging on Dath as I write this....


It seems like a long time off, but think about where this game will be by winter, early spring. It will be amazing.



Sylass Moonshadow
Bria Galaxy

JEDI Guild
Returned to support the game on 4/12/06
Elder Ranger - Rangers Lead the Way.

Sovi-FFO
Sat Jul 24, 2004 9:50 am
#17

I still dont see how the new VKs are too powerful even wtih the stats posted, remember theese are made with NS Vibro motors, even a regular VK with NS vibro motors can have theese stats, even higher



Sovi | Ninja Exploit Zero
AxeoCook23
Sat Jul 24, 2004 2:28 pm
#18

yeah the excuse of the razor knucklers being too powerful is total bull. If you look around DE-10 pistols with good krayt tissues a good dmg slice more dmg then rifles which is rediculous. Sad to say it but the devs just dont want us to be able to take on the children of SOE aka Jedi. With the combat revamp being pushed back everyday i wonder if i should drop tk....but i love the profession too much to drop it.
Talkawa
Sat Jul 24, 2004 11:09 pm
#19

Hell id be happy if they just gave us a VK with nothing but the Damage Type changed... just give us the normal VK stats with different damage, maybe 3-4 kinds, TK doesent really need anything other then that, its one of the only combatproffesions that works



_TALKAWA_
Master.....Bounty.....Hunter


brtnsnwbrdr
Sun Jul 25, 2004 3:00 am
#20






Talkawa wrote:

Hell id be happy if they just gave us a VK with nothing but the Damage Type changed... just give us the normal VK stats with different damage, maybe 3-4 kinds, TK doesent really need anything other then that, its one of the only combatproffesions that works






Agreed. Make a heat damage VK, an electricity VK, a cold VK, and a stun VK. That would make me happy. Make em all have the same damage range of a regular kinetic VK (35-144 or so), but just make different damage types.

Message Edited by brtnsnwbrdr on 07-25-2004 12:01 PM



"The blood on our black gloves, it is none of your concern. You want to call our bluff? Get in line and wait your turn. And watch the witches burn."

As Jay-Z so eloquently states: "Eff you, pay me!"
Liwiwo
Sun Jul 25, 2004 7:15 am
#21

your not godlike with theese knucklers, ive used them myself.



Liwiwo
HardwiredXMan
Sun Jul 25, 2004 8:27 am
#22

Wait a minute....first the new vk's would potentially produce VK's in the high 300 max damage range after you get high end motors and get a great slice and if you add power ups your talking a good 400+ max damage on vk's......TKM already do high damage so as long as you don't attack a SBD or 90% kinetic resistant mob (which are not many of them).


Secondly, The only vulnerablitiy that TKM's have is limited damage, apand no bleeds. THey are the only combat profession that can target and attack each specific HAM bar exclusively, they have damn there all of the status effects. As far as the AP goes, fencers are by far the worst in this category, pistoleers are equal to them....both of those professions does the least damage, even a master marksman can reach the damage potential of fencers and pistoleers.


TKM's have the best speed of all the professions in the sense that they can hit the speed cap without needing SEA's...even rifleman need SEA's to cap or a legendary speed sliced weapon.


Basically TKM's have the abilities of every combat profession. Although their abilities are not in the top tier (meaning their healing abilities are not on par with a medic, their status effects are not on par with pikes..etc but fall middle ground).


To give TKM's weapons that are equal to the other professions would be very unbalancing. For one thing every profession has something they cannot damage at all or even if they can damage anything in the game, they won't be too effective doing so. For example, pistoleers lack cold, electricity and blast damage but only have AP1, their ranged profession so they get no toughness, they take a damage multiplier from melee attackers and everything besides a few ranged mobs fight within melee range. Their overall effectiveness is in groups and cannot do what a TKM can do. EVen though the TKM is limited in damage types, then can tank, than have toughness, can powerboost which will also add to buffs and food (could potentially get 5k HAM bars with those buffing combinations).


So a TKM can't damage elders or spellweavers.....neither can a pike, a fencer will do very very little to an elder. Swordsman can't damage some spider clan mobs (they have 100% blast and kinetic).


Basically every profession has their strengths and weaknesses.....and what i'm hearing in this thread is people wanting their only disadvantages taken away and make it an advantage......You guys want more damage types (one more type is fine, 2, 3, 4 more is just not acceptable unless you also relenquish some other advantage).......but to have damage ranges equal to that of a pike, swordsman or rifleman....that's ridiculous. First off, ranged weapons will always do more damage than any melee weapon and only a godly sharp blade will cut bone, steel, iron....whereas a hotenough laser can burn through nearly everything not to mention have more velocity behind it's attack. Law of physics dictates that even the dullest object moving at a high enough velocity will penetrate the thickest of objects.


Anyway, I'm not against any tkm enhancements.....as I am a master TKM myself and would love to have another damage type....maybe then I would use my TKM skills more.....for now, I use my Swordsman skill a lot more due to the lack of blast resitant mobs out there.


I do realize that with the increase of new content....DWB, Geo cave, Corvette, changed HAMs and resist of some mobs.....that TKM's are becoming more and more ineffective against newer mobs.....but so are the rest of the professions. The game is still in need of some balance and we have to live with that for now until CB. Even when CB comes out, there will still be drastic limitations for TKM simply because the main weapon of a TKM is your fist and no fist can be as deadly as any weapon. We are lucky to even get VK's which in my opinion TKM's shouldn't have because then you are not unarmed......VK's, brass knuckles or any object that is not a part of the human body is considered a weapon or armed. TKM is the art of "UNARMED" Combat.....but for type of system star wars has, not having any weapons would truely make TKM's useless.


From My point of view, if you want more than 1 new damage type, then give up the ability to exclusively attack any HAM bar or give up powerboost, give up a specific special, take a penalty to damage......either way something has to give if one of our weaknesses is made into a strength, then one of our strengths must be made a weakness....simply for balance issues.


One thing is for sure,all the professions have a minimum of 3weaknesses and some have way more, like pistoleer, commando and Smuggler.


As far as I'm concerned, TKM is in the top 4 of professions that have the least problems. the 4 top professions that have the least problems to me (not including brawler and marksman) is Rifleman, Swordsman, TKM and Pikeman. Each of these 4 professions only have a couple of issues that truely need to be addressed.....whereas the other professions either need lots of work or a complete revamp......for example, pistoleer needs a complete revamp, commando needs to be reworked from the ground up and smuggler needs work......Carbineer has some valid issues but honestly, it's one of those professions that are middel ground and most people don't like middle ground type of characters....it's either uber offense or uber defense.....carbs seems to be the only profession that is neither, but inbtween.


Last thing, for pure TKM's, these issues may seem less important to you because basically kinetic attacks with VK's are all you have.....problem is that the game was built for dabbling and was never looked at from the point of veiw that people would want to be just a TKM, just a weaponsmith, just a rifleman or just a creature handler......So when you make the choice to not dabble, you also make the choice to limit yourself by way of versatility. Can't have your cake and eat it too....Unless your rich...LOL
LordMaxx
Sun Jul 25, 2004 8:34 am
#23






Talkawa wrote:

Hell id be happy if they just gave us a VK with nothing but the Damage Type changed... just give us the normal VK stats with different damage, maybe 3-4 kinds, TK doesent really need anything other then that, its one of the only combatproffesions that works






That would unbalance us greatly. The reason we only do kinetic and should have probably only one other damage type is because we do such high damage so quickly. part of the combat balance was going to be getting rid of 100% resists and make it so everyone could damage any mob somehow.


I defintely think we should have one more damage type at least. But having so many would be clearly broken because of our high damage output.



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
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Chilastra/Valcyn/TC
TheDancingWookiee
Sun Jul 25, 2004 8:37 am
#24

Vibro Knucklers exist as part of the SWG lore, although technically not 'cannon' they were used by teras kasi masters to block lightsabers, how else do you think Teras Kasi became known as jedi watchers (not hunters no, but they could fight jedi whereas most other combatants had no chance). Without a weapon capable of blocking lightsaber attacks, and the abilitity to disguise their presence in the force, TKs would have had no chance agaisnt Jedi, as it stands, there is convincing evidence to support TKs as equals or near equals of the jedi. Some jedi even studied teras kasi as a means of enhancing their lightsaber combat (Darth Maul, Shadow Hunter).



Fieras Elvandar
"I had the name first damnit!"
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