Teras Kasi Archive

Thread: Shouldn't TK have more Dizzy and KD defense.

BowraRisingDawn
Mon Dec 20, 2004 6:43 pm
#14

"Shouldn't TK have more Dizzy and KD defense?"


yes.



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Kumakada
Mon Dec 20, 2004 8:20 pm
#15

If indeed a CM can't cure anyting that is crap, they might as well name the proff Combat Medicine guy or some lame crap like that. I just think that being TK and having to fight without any sort of "ranged" weapon, even Fencers have batons and such, we have a "little knife" that looks to be about 2 to 3 inches from our hand, we should have some of the best dizzy defense in the game. Myself, I would gladly give up some meele defense for some dizzy defense, theres a tradeoff.



"It came like lightening out of a clear sky"-T.S. Elliot
"My feet are strong Joe Rogan"-Tyrone Biggums
ValcynChiana
Mon Dec 20, 2004 9:00 pm
#16

I think TKA should have high defense vs knockdown and posture change, but not much else. Reason being: anyone proficient in martial arts can prevent an opponent from forcing them around (i.e. knocking them down or making them 'kneel'). But anyone, trained or not, cant really defend against becoming dizzy, blinded, stunned, etc. Intimidate and warcry defenses should also be high, since a proficient martial artist would be confidident in himself/herself and not be influenced by an enemy's shouting.

Our melee defense is great, ranged defense shouldnt be quite as good since there's no real way of 'blocking' a blaster bolt with your bare hands. Toughness suits someone who has been trained to fight without weapons: take a look at the extreme martial arts guys or shaolin monks who can take a beating and never feel it. It's conditioning, strengthening their bones and muscles, training to learn how to best move with an attack to take the least amount of damage from it.

Anyways, IMO, i think tka should have high defense vs posture change and knockdown, as well as high melee defense and toughness, while suffering from states and ranged attacks.

Also, everyone is whining about wanting new 'knucklers' and weapons for tk. Personally, i'd just like our "real" unarmed (no vk or weapon at all) attacks to have that AP1, say at novice TKA or something. I prefer to fight as a true tkm, unarmed, with no vk, but against high end mobs and in pvp, its just not possible to win without a vk equipped. We should have iron fists; no real need for damage modifiers, since we get unarmed damage bonuses in our skill trees, but AP1 without a weapon equipped. I'd be happy if they did that and completely removed VK's from the game. Of course, plenty of TKA's out there will disagree with me.
lostgunman
Wed Dec 22, 2004 8:51 am
#17

Actually I like that idea.


Truly unarmed attacks. But they would need to take out that 100% Kenetic resist crap also. 95% should be a true cap, but only for those that really SHOULD have a 95% kenetic resist (shields or made of reinforced steel).


I agree here. Our ranged defense should be limited to our ability to dodge.


And I take martial arts in real life also, believe me...we benefit from no "dizzy defense". I don't get knocked down unless I WANT to, and I fight equally as well on the ground as standing up. And I learned to "take a punch" a LONG time ago. So I agree with most of what's being said about a TKA's abilities being a little off.




Bratak
.......:::: Proud member of Oasis ::::.......
.......:::: Soldier in the Imperial Army ::::.......
| Teras Kasi Master | Little bit o' Pikeman | Hunter |

It's all fun and games until someone loses an eye, then it's just fun.
TravonLepen
Wed Dec 22, 2004 8:54 am
#18






lostgunman wrote:

Actually I like that idea.


Truly unarmed attacks. But they would need to take out that 100% Kenetic resist crap also. 95% should be a true cap, but only for those that really SHOULD have a 95% kenetic resist (shields or made of reinforced steel).


I agree here. Our ranged defense should be limited to our ability to dodge.


And I take martial arts in real life also, believe me...we benefit from no "dizzy defense". I don't get knocked down unless I WANT to, and I fight equally as well on the ground as standing up. And I learned to "take a punch" a LONG time ago. So I agree with most of what's being said about a TKA's abilities being a little off.






woudn't that make you undefeatable?

and the best fighter ever?



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lostgunman
Wed Dec 22, 2004 9:41 am
#19

No, I went to a tournament where this Akido guy threw my butt all over the place. He whooped my butt hard core.


Being unable to be knocked down (unless I want to) doesn't make me the best fighter. I have been in fights where someone pulls out a knife, and I had no problem disarming them without a scratch...it's what you know compared to your opponent.


I was basically saying that just about any martial artist knows how to handle being knocked down (especially the grapplers). And in a melee combat your Martial Arts Masters are your BEST melee fighters. There are no ifs, ands or buts.


Now, as far as the game goes. In the Star Wars world Jedi are the best fighters (whether melee or ranged). But the Teras Kasi were basically designed to beat the Jedi (or sith...whatever). Now there is the balance, SWG just needs to create that viscious triangle. Like a paper rock scissors game. TK trumps jedi, jedi trumps Rifleman, Rifleman trumps TK. But ALL should be viable PvE templates, and if played well enough should be able to equally beat the same creatures.


THAT balance isn't in the game. There should NOT be a BEST PvP class and a BEST PvE class. All classes(if played right) should be able to do equally well, and even better as a team. But I don't quite see that yet.


A lot of people believe that the TKM is the best all-around class, and it very well might be. But if the Pistoleer actually worked right, it could be a good all-rounder also.


There are just too many broken or just not working abilities. Hopefully the Combat Revamp really does a number and fixes all the junk abilities.




Bratak
.......:::: Proud member of Oasis ::::.......
.......:::: Soldier in the Imperial Army ::::.......
| Teras Kasi Master | Little bit o' Pikeman | Hunter |

It's all fun and games until someone loses an eye, then it's just fun.
Mystix17b
Wed Dec 22, 2004 10:09 am
#20






Kumakada wrote:

I see your point but meele defense dont help me a bit when I am dizzy->KD and die while lying on my back allt he while spamming stand. I would much rather have good dizzy defense myself but that is jst one mans wish. Thanks for replying.




And that is why you fail

Mystix17b
Wed Dec 22, 2004 10:11 am
#21






lostgunman wrote:

No, I went to a tournament where this Akido guy threw my butt all over the place. He whooped my butt hard core.


Being unable to be knocked down (unless I want to) doesn't make me the best fighter. I have been in fights where someone pulls out a knife, and I had no problem disarming them without a scratch...it's what you know compared to your opponent.


I was basically saying that just about any martial artist knows how to handle being knocked down (especially the grapplers). And in a melee combat your Martial Arts Masters are your BEST melee fighters. There are no ifs, ands or buts.


Now, as far as the game goes. In the Star Wars world Jedi are the best fighters (whether melee or ranged). But the Teras Kasi were basically designed to beat the Jedi (or sith...whatever). Now there is the balance, SWG just needs to create that viscious triangle. Like a paper rock scissors game. TK trumps jedi, jedi trumps Rifleman, Rifleman trumps TK. But ALL should be viable PvE templates, and if played well enough should be able to equally beat the same creatures.


THAT balance isn't in the game. There should NOT be a BEST PvP class and a BEST PvE class. All classes(if played right) should be able to do equally well, and even better as a team. But I don't quite see that yet.


A lot of people believe that the TKM is the best all-around class, and it very well might be. But if the Pistoleer actually worked right, it could be a good all-rounder also.


There are just too many broken or just not working abilities. Hopefully the Combat Revamp really does a number and fixes all the junk abilities.






As much as I hate jedi, i disagree. A Jedi Knight should be able to take any other profession one on one given equal skill abilities and equipment. But it's never equal so people who have good skills and equipment can own jedi, and jedi who suck get owned.
Kumakada
Thu Dec 23, 2004 1:30 am
#22

Well this was one informative thread. I learned that spamming stand while dizzied/kd'd will actually keep you down longer than hitting stand and waiting to see if it sticks before hitting it again. Thanks
















"It came like lightening out of a clear sky"-T.S. Elliot
"My feet are strong Joe Rogan"-Tyrone Biggums
Kumakada
Fri Dec 24, 2004 7:51 pm
#23

Well guys/gals I incorporated what I learned in this thread and whenever I get Dizzied/kd I stop spamming stand and do it once to see if it sticks and hit it again only once until it sticks...I no longer die on my back and I stand MUCH faster. Thanks for all the info.



"It came like lightening out of a clear sky"-T.S. Elliot
"My feet are strong Joe Rogan"-Tyrone Biggums
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