Teras Kasi Archive

Thread: Updates from test..

PaulyX
Wed Aug 27, 2003 6:18 am
#14

we need /stick






jonagathe definition of fugly
Elanae
Wed Aug 27, 2003 6:34 am
#15

I'm happy to see the improvements but we still didn't receive any defense improvement.




Elanae Curvacious -- Master Tera Kasi / Master Doctor on Lowca -- "Fear the wrath of the Cinnabuns!"
Med Supplies -- 6968, 6845 E of Kaadara

"Teras Kasi are lethal, nearly impossible to knock down or unbalance...Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing him or her enemy swiftly to the ground. " - Page 267, SWG Strategy Guild on Teras Kasi


Where's the beef?! Buying Herb/Avian meat!
Lifebane
Wed Aug 27, 2003 6:34 am
#16

I'd be happy to swing while running for starters. Get in range and dont swing.



----------------------------------------------------------------------
Harbinger, Kauri
GivinDeath
Wed Aug 27, 2003 7:00 am
#17



Alkeash wrote:

Last week Holo (maybe Q) had a nice post about giving huge penalties to those running gun toters, an open discussion. Most things sugested boiled down to 2 things:
1) Big Acuracy hit, depending on type of gun.. Rifle>Carbine>Pistol.
2) Movement slowdows. Same thing the bigger the gun the slower you run.




Well first off im glad to see there are some positive changes to TKA on TC. This means they are implimenting things they are concerned about and surprisingly thats us for a change.


The bonus is well accepted. Even though the Defense numbers have not changed. This means only one thing they must have something in mind to fix it. If they didnt apply bonus to it means they are working on something else maybe bigger like extra defense skills.


Now......on to the comments made by Holo/Q:


1) Big Acuracy hit, depending on type of gun.. Rifle>Carbine>Pistol.


2) Movement slowdows. Same thing the bigger the gun the slower you run.


This is pretty funny because what will keep them from unequipping there weapon running to a safe distance and kiting us again. REAL GREAT Guys!!!


No matter how "Swoof" the Dev think they are, they will not be able tobalance the TKA class in PVP unless they keep posture changes at a lower HAM rate and give us the ability to catch up. (PERIOD!!!!)











Farador de Pretaz
Needful Things (-5219 3395 @ 800m South Theed)
Specializes in:
RARES / BULK RESOURCES / LIGHTSABER RESOURCE KITS

DarthMaul73
Wed Aug 27, 2003 7:06 am
#18

Thunderwulf and fellow TKAs...



These are definitely welcome bonuses! However, we also need some sort of defensive modifier - the unarmed toughness +10 is good, but it probably should be more like +75 total at TK Master, along with +50's to Ranged and Melee defense.


We should also get enhanced HAM regen from the meditation tree.


Other then that, I would have no complaints as far as raw stats go =)


Definitely nice to see GOOD news though. Thanks to the Devs!


Gillies - tarquinas





Aftokratorikos Erimosi, Tarquinas Jedi Sentinel (retired)
Afto, Bria Melee Temploiter (retired)


How SOE devs and marketing execs are hired...

DrGrant
Wed Aug 27, 2003 7:12 am
#19



Alkeash wrote:


Ashler wrote:

Wehave the inaite abilility NOT to be able to kill what we can not stop. Soooo.. Please, tell me what your major plan of attack is after you do your lunge and your knockdown.






Last week Holo (maybe Q) had a nice post about giving huge penalties to those running gun toters, an open discussion. Most things sugested boiled down to 2 things:
1) Big Acuracy hit, depending on type of gun.. Rifle>Carbine>Pistol.
2) Movement slowdows. Same thing the bigger the gun the slower you run.

Both logical and reasonable....What ever happened to that post?

Tortza, Eclips
Uber gimp!
TKA and Commando




Now thats news I like to hear!



Ryoji "t3h don" Kaji
Master Rifleman
Master Doctor
Mister_Heavy
Wed Aug 27, 2003 7:38 am
#20

Wow. This is good news. The damage increase is really solid.



Can't wait to test out the new and improved hits against some unwitting storm troopers.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Thunderwulf
Wed Aug 27, 2003 7:44 am
#21

Well, there is a slight increase in Unarmed Toughness, but we'll see how that plays out.


Im of the opinion that any movement forward is good. Being able to kill things quicker should make the KD nerf less painfull. I usually hunt Giant Dalyrakes for xp and with this change, I will definetly only need one KD to kill them.


We'll know better once we start testing.






Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
Anthom
Wed Aug 27, 2003 7:47 am
#22

Thanks for the update Thunderwolf.


I'm looking forward to trying out the changes that are coming.




_____________________________________________________________
Ulliam - Teras Kasi Master / Master Brawler - StarSider


MysticTrunks
Wed Aug 27, 2003 8:07 am
#23

You ever get the feeling they are making us strong again only to nerf it later?



Va'len Grey
Gorath
"Understanding is a three edged sword.
Your side, their side, and the Truth"
Thunderwulf
Wed Aug 27, 2003 8:34 am
#24






MysticTrunks wrote:
You ever get the feeling they are making us strong again only to nerf it later?





/take pistol


/aim


/headshot1



<-- Drops dead....




Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
Mori-Mori
Wed Aug 27, 2003 10:04 am
#25

it's a good start. thanks for the report!
Wolfrune
Wed Aug 27, 2003 10:31 am
#26

Sounds like very good news indeed. I was wondering if those numbers included Master Brawler? MB adds to accuracy, damage, and speed as well.......


The past few days I've been trying to change my fighting style to be less reliant upon KD. I'm assuming /unarmedLunge2 falls into this category as well (since it's the same as KD1 except has a longer range and costs less HAM). What I'm finding is I'm relying upon Intimidate, Blind, and Unarmed hit much more....even before the patch. Granted, I'm finally a Master so my /unarmedHit3 does a tad more damage than Hit1, but if you take out the knockdown moves I feel that Intimidate in particular is making a world of difference while fighting.


I have no hard numbers to give you, but I swear /intimidate2 fails 2x as often as /intimidate1, but none-the-less it allows me to stand in the fights alot longer while I whittle the critters' HAM bars down.....and with the reduce HAM costs of specials.......



Good journeys,


Xaniss, Naritus galaxy




Good journeys,

Xaniss, Naritus Galaxy
TKM, CHM, ScoutMaster, Medic (1/0/0/0)

"No individual raindrop considers itself responsible for the flood...."
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