Teras Kasi Archive

Thread: Why should we get an additional damage type? Dev's want to know.

bibliotequa
Fri Mar 26, 2004 10:22 pm
#261


I got sick of reading through the first four pages or so, so here it goes, we need more damage types because kinetic is one of the most resisted damage types in the game, some mobs have 100% to it (they may also have 100% to energy, but rifleman can switch to say... jawa's, or acid rifles) many people have uber sliced adv. composite armor with 90% resists to it, or so ive heard, the standard is about 70% resist to kinetic, give us maybe "poison edged" vk's that have DOTs or something, or maybe since vibro units do have molecules at the edge of the blade moving at very high speeds, have vk's do 50% kinetic and 50% heat damage, or 50% kinetic, 25% electricity 25% heat, I dont think we should do stun, because that would just be too overpowered, we already do a lot of damage real fast (just atm its all resisted) could you imagine if we did it through a hole in the person's armor where they cant defend from? Also we need our precision striking abilities fixed a bit, raise their damage ( i dont want unarmed hit 3 on the head, but i dont want a normal unarmed attack either, a nice intermediate) and lower their ham costs.
rilzic
Fri Mar 26, 2004 10:38 pm
#262

how about becuause well im not even i TKM im a pikeman but even having 2 and if you can get the energy lance 3 damage types it sucks any time when someone can only have damage that is ALWAYS highly resisted then its no fun.... i mean their isn't on suit of compoist out their that is not 50% or MORE resist to kinetic damage



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PhoenixOrion
Sat Mar 27, 2004 5:55 am
#263






Sirisandir wrote:





PhoenixOrion wrote:

I think we should get Stun and Kinetic.


A fist or a foot can stun an opponent.







Lol stun....stun on comp...that would never happen




Kinetic Armor is silly though in the fact that if you read its description - it really shouldn't protect against kinetic damage.




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JediMasterMethos
Sat Mar 27, 2004 1:04 pm
#264

I havent read through all the posts yet so sorry if i repeat something someone else already mentioned.


Earlier in the post someone mentioned having two damage types listed on the skill tree, I believe the example was:

Unarmed Damage +25

Unarmed Stun Damage +25


I think this could work. If you limit the Stun damage to special moves with a mid-to-high HAM cost and limit the Unarmed Stun Damage to a reasonable level, then against people wearing composite armor we could do maybe a little more damage using stun damage since they would have a lower resistance to that, but the HAM cost would limit us still.

Against creature with 100% kinetic resistence we would also have a way of damaging them(limited however by a lower Unarmed Stun Damage rating)



I always thought it was ironic that a Jedi has to mercilessly slaughter innocent animals to advance their skill.....doesn't seem very Jedi-like to me.
JediMasterMethos
Sat Mar 27, 2004 1:12 pm
#265

I forgot to mention what i meant by reasonable unarmed stun damage.


I think most people are against stun damage because most armor has low resistance to stun and because of the unarmed damage bonus that TKM get (+250 i think)


So what if the the Unarmed Damage bonus was +250 and the Unarmed Stun Damage Bonus was somewhere around +75-100 and you can only do unarmed stun special moves with VK unequipped so you get no bonuses from them. Granted without the VK your HAM bars wont drain as quick, but if the HAM cost of Stun attacks are high i think it will balance things out.


Does this make sense or am I a raving lunatic



I always thought it was ironic that a Jedi has to mercilessly slaughter innocent animals to advance their skill.....doesn't seem very Jedi-like to me.
colemats
Sat Mar 27, 2004 3:48 pm
#266

As TKMs, I think the majority of play this game because it's fun for us to fight things. I think it's unfair, that I should have to grind a different profession to even be able to hurt a Peko Peko Albatross or the high level Nightsisters. I think EVERY combat class in the game (assumming they are Master) should at the very least have the option to do damage to everything in the game. Now weather this means giving TKA's a new damage type (god knows they've given Rifleman enough lately) or just get rid of 100% Kinetic resist MOBs, either way I don't think it's fair that any crature/NPC should be 100% resist to any Comabt class, this goes for fencers carbineers, everyone. I for one, would like to participate in as many fights as possible, and try my hand at all the enemies of the game. However, the fact that Axkva Min just laughs at me as I stand there hitting her is very lame. This goes for all combat classes, and maybe the best option is to just get rid of 100% resist mobs, but either way I think it's unfair that I can't hit some NPC or a giant bird and hurt them even though I can punch a krayt or kimo and they feel it.
Dromare
Sun Mar 28, 2004 3:34 pm
#267

how about VK's are the brawler weapons for people working up to tka since all brawlers use them. And give tka a new weapon. We have one weapon and comeone look at riflemen and pistoleers and fencers and swordsmen ect they have many weapons. How about the new weapons just added to pistoler the geono pistol and the scythe. We have no special weapons. If youv seen one TKA youv seen them all its getting boring.
MasterSithZola
Sun Mar 28, 2004 3:41 pm
#268

why not a disarm move preform it their weapon goes to inventory >=) now that would be awesome and why not are we not supposed to be the leet proff?


ive been a tkm a very long time but its getting boring now everyone weres uber armor eats food sniffs spice mean while they shoot you forever while your trying to eat their mind


im a tkm/ blademaster/ master brwalwer


why not a dodge move or vks sup uped to use against these armors?


im about to drop tkm for 2h im trying to keep the faith but it seems everyone else gets stronger while we stay the same






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JediMasterMethos
Sun Mar 28, 2004 8:37 pm
#269

Maybe the easiest solution would be to limit max resists to 90 or 95%. So with the higher kinetic resistant mobs (nightsisters) you could still do some damage instead of just sitting there not doing anything.



I always thought it was ironic that a Jedi has to mercilessly slaughter innocent animals to advance their skill.....doesn't seem very Jedi-like to me.
Nuttynoah
Mon Mar 29, 2004 8:25 pm
#270

Hi all


We need a throwing weapon like a star this would help us, it would damage the enemy as will run towards them to get close enought to use unarmed, as at the moment the only one taking damage is us from thier gun untill we get close enought to them to use unarmed, also if their is more than one which thier usely is we could throw a star at one and draw him out from the rest of his group, and take him on on-his-own. But most important the star could be used to damage kinetic resistant mobs and kinetic armor to bring it down below 100%.







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CaptainKurt
Tue Mar 30, 2004 2:23 pm
#271

Ok, so we can hit all three Ham's.. Not overly Hard though.. Oh, BTW, so Can BH's, Commando's, Master Marksman. So, no we are not the only profession that can.


With the aray of damage types Ranged get.. as well as even othere mellee classes get some, Stun and Electricity..


I would like to see some, Stun Gloves.. ( Because there is a Difference Between a Stun attack and Stun Damage)


Maybe some Electric charged VK's...


The best Idea I read was the Resists.. It would fit in very well with TKA..



We are the only Elite Combat Class that including it's Base Prof. Requirements only get's 1 type of damage...
Avantos
Tue Mar 30, 2004 11:00 pm
#272

Well... I skimed the 12 pages of posts. I'm a TKM. If the Dev's are looking to give us an additional ability, I think 1 of 3 things should be done.


1. Remove 100% Kinetic Resists from the game.

2. Give us a 2nd Knuckler type that does Stun damage.

3. Give all knucklers a 1 in 10 chance of initiating a DOT bleed. By using the Targeting shots in the 4th column we could determine which HAM bar it get's applied to.


I personally think that 1 of these 3 options would give us the variety we need to be usefull in large scale combat situations, as well as one on one fights.

Nuttynoah
Wed Mar 31, 2004 8:09 am
#273

Hi all


I have been doing some more reading and thinking on this subject (my poor brain).


As for my idea of a star im not to sure now,as its another weapon got to be put into the charactor, (although it is more in line with a TK).


Not really sure about restrain, as thought knockdown would of covered that.


If we do have a additional damage type added, then i feel it must be added to the hand or foot attack. NOT a weapon (VK).


Maybe it would be better to leave the charactor as he is, or do away with whats causing the problem all together(which i believe is kinetic).


no captain, i see no ships just hardships




NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS.R.I.P SWG 26/04/2005

ghosts dont die thay just fade away like star war veterans are doing every day

Nuttynoah Elder Jedi


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