Teras Kasi Archive
Thread: Your top 5 Teras Kasi issues Week 2
Yes, you can attack while moving, even with specials.
Try this: Find a light blue mob, target it from a distance and run towards it. Just before you get to it, hit your special move and keep running thru it. It will hit, but it does take timing, which is very difficult with the latency of this game. If you miss the special, you will still auto attack(depending on if you missed it before or after you got to the mob). - Perhaps we could get special moves to stay 'queued' longer?
As for range, I assume this is because mobs have an ideal range, just like PCs. When you get closer then their ideal range, they move back to their ideal range, but out of your maximum range. - The only fix I can see for this is too make all melee ranges the same. Also, making the '/following point' the same point that the mobs melee range is calculated from would help solve some issues.
I would also like to see a legitimate /stick. I don't think TW's first report empahised this enough. Using /follow is not an option. It wastes valuble time when you have to 'walk' the last few meters to get to melee range after closing with /follow.
/Apok
My top issues - Sorry if they have been discussed already.
/follow command. I use it to stay in melee range with a mob. Otherwise it's next to impossible to hti a mob if it even moves a step, potentionally getting "out of range" and wasting HAM on a special attack. There are 2 problems with using /follow
1. No matter how much damage you do, or someone else is doing, if I am auto-following a mob, I get 100% of the aggro. If I take auto follow off and the mob moves a step or turns, I get the "out of range" message. Very annoying.
2. IF I am auto following and the mob flees, I get "out of range" 90% of the time. Now, this even happens on langlatches in LOK and you know how slow they are? Nothing like getting "out of range" on a mob that is fleeing SLOWER than I can crawl! The whole time he is hitting me with every swing. I can understand the occational "out of range" on a mob or player that is kiting me, but on mobs that are terribly slow? Come on.
The second biggest issue (and could potentially be a fix for the first) is the swing or attempt even if I'm out of range. The problem is that for those rare moments that I am in range (when a kiter stops or turns or something similar) I do not attack because I just did when I was out of range so I have to wait 3 seconds to attack again! IF the attack held until I was in range, then at least I would be guarenteed ONE swing every time I got in range, instead of working to get in range then nothing happens because I'm between swings.
A little bit of logic that would hold the queued up specials or swings until I was in range instead of wasting them when I'm out of range and takeing the HAM anyway would go a long way to fixing the problem. If I have to manually run, turn, antisipate my targets move and work to just get in range, I should be rewarded with a swing IMMEDEATLY when that happens and not lose all my queued up specials on "out of range" only to have noghting when I do get in range or be between swings for the whole 1.5 seconds I'm in range.
Do ranged attackers lose their attacks and HAM if their target is "out of view"? I don't think so, but I may be wrong. Either way, "out of view" whena mob is 50 meters away and behind a hill or building is much different than "out of range" on a mob that is 3 feet in front of you. Either fix the out of range or que the next attack until I'm in range, but don't dump it and take my HAM because the range thing is buggy.
1. Remove Vk's from the game. They server no purpose whatsoever. Why are these even in the game? Why not just give the TKA balanced damage ratings that grow with skill, instead of making the use of a 'hand weapon' a pre-requisite? You don't even need weapon cert. to use them.
2. Speed bonus. Considering the fact that TKA's are 'masters' of their bodies, and that their primary mode of attack is an unarmed attack, it stands to reason that speed would (and should)be one of thegreatest advantages a TKApossesses. The TKA should move faster than any otherprofession (save Jedi, perhaps), especially in combat situations. If TKA's could simply move faster than theirheavily-armored, rifle-toting, creature-handling,bounty-hunting adversaries ...manyTKA weaknesses would be addressed.Come on--how many times does a TKA, wearing nothing but a smock and a sunguard, have to get totally OUTRUN by a kiting, rifle-toting marksman wearing full bone armor? Honestly, I think it's just ridiculous and absurd. TKA's should not be able to be so easily 'kited' (in PvP) when they are at higher levels. PLEASE FIX THIS.
3. Disarm. If number 2 above never becomes a reality, thenhow about a 'disarm' attack? Something that would be somewhat useful in PvP? If TKA's could... oh, I dont' know ... actually disarm their attackers (you know, like martial artists do in real life?) ... then maybe TKA's would have a chance. If a TKA had some attack that had a chance of removing a weapon from an adversary's hands(and tool bar), that might be enough to even the odds backin the TKA's favor if he could get close enough. It wouldbe a tactical risk, but at least it's an option. As of right now, all the TKA can do is rely on hisfriends, run away, or pull outa droid/pet to bailhimself out.
TKA's are supposed to be masters of 'in-close' fighting. They are supposed to be meditative, philosophical, masters ofbalance, agility, and precision striking ... yet, they can't even'hit' a fully-encumbered guy running away with a rifle (at least, not with any consistency), nor can they create any sort ofadvantage when they *do* get in close (aside frome the questionably useless knockdown maneuver). I'm not saying TKA's need to be made stronger. It would just be nice if they (at least) had a chance of living up to the reputation they are (supposed) to have in the Star Wars universe. As of right now, TKA's seem rather 'gimped' in several areas. If would be nice, if these failings could be addressed in some fashion.
Meth
Resists.
Do resists work at all ? Defense vs Knockdown +23 and i yet to resist a knockdown in pvp.
Knockdown.
Master Pistoleer gets AE 64m range knockdown. BH gets 64m knockdown. This needs to get nerfed or do something to the resists.
Olek'Siy
TKM
My main concern is with Vibro Knucklers. They should be eliminated, and TKA's should truly be unarmed. Our damage should be scaled to make up for the loss of the weapons, but i think this would make much more sense with the class in general and also alleviate the HAM concerns.
Rypta, Wookie Teras Kasi Master
Chilastra
Rebel
I just read the Brawler top 5. Its almost a mirror image of ours. Kinda weird actually.
To the person who requested More unarmed speed above me. Are you crazy? We have the fastest attacks in the game. The damage per attack speed on VKs is a pistoleers wet dream. They can only approach it with power ups, on the most uber scout pistol in the game. Mine right now are somewhere in the high 70s and are by far not the best.
We get the largest boosts to speed of any single profession, about +165. Most of the topics we have been talking about have had nothing to do with our damage output. I think I am actually doing just fine withnormal attack damage, but I cannot use my specials to augmentthatdamage when needed. Instead I have to take my VKs off, and then my specials do LESS damage than I would have done with a normal attack. In this manner we are penalized for doing specials,and rewarded for berserking and auto attacking(soon berserk will be changed again, dont know if it will be good or bad). All of thiswhile BS2 uses next to nothing, whileboosting damage by sick amounts, with the added bonus of being out of range of the melee mob(or player).
Of course, I'm a martial arts instructor irl, but I'm also an avid shooter and you won't catch me playing ranged classes for a while...
Ranged attacks, irl, will kill the master of any Martial Art at 50 yards, before he or she knows what hit them. Having said that, if someone gets near enough for me to touch, I don't care if they have a gun, a knife, or a bible, I can kill them where they stand. What we need is:
A skill to remove the weapon of a close attacker
A skill to stay within the range of our hands/knucks without trying to maneuver around some twitching adversary. (certainly not my original idea, but one I'm happy to re-mention)
A skill to _get_ into close range with our adversary. /closedistance would be great if an attacker shot at you (and you lived); you instantly burstrun towards them, and you were a bit harder to hit on the way there. Yes, rushing someone with a gun is a good way to get dead, but it's preferable to standing at optimum range and trading insults.
Now I know you probably won't get many 'weaken us' threads here, but I'd be all for the use of what they called 'damage scales' in the RPG... meaning that I can do a pretty mean job on a person with my bare hands, maybe even a large creature, but when assaulting a mechanized vehicle like a hovertank or an AT-AT, I should pretty much become the laughingstock of everyone smart enough to remain at a discreet distance and snicker. Of course, so should anyone without heavy weaponry (I mean e-webs, mounted cannon, or a turbolaser battery).
One other thing, if a weapon-wielder tries to pistol-whip anyone with any real training, they end up breakfast. That's not too hard to figure out. If I were designing the game, I might even go so far as to say that disarming and coutner-melee attacks could only be performed with the open hands though; no vk's, as they'd impeded the grab.
Off Topic
-I'm on Scylla and I'm considering getting the cash together to try to make a dojo, where TKA's could come and train. Any suggestions on place/type of building/viability?
K'ah D'argo
Just wanted to let whoever said do ranged users lose ham when target can't be seen, and the answer is actually yes they do.
I am a tka and pistoleer and i can tell you its so annoying when i get target can't be seen and it takes ham for the special move.
this game is so buggy i cán't believe i pay so much per month and bought the special addition just because i'm a star wars junky... And i think that is the real problem they know most of us will just keep playing because we are star wars junkies.
Partial Solution to mostproblems (if you would care to suggest this to the devs.)
1) Extend range on all melee attacks. (Right now it's pretty weak, and the netcode doesn't help and would require a much larger fix so it'd be easier just to extend the range of our attacks.)
2) Allow us tohave positive 'to hit' modifiers.
All good idea's Zenandyen, mediation xp should only be giving when mediating is being used to heal damage or wounds etc. I think a fair thing would be maybe 5-15 xp points awarded per point of damage/wound healed and Intermediate - master meditation might be like this: Inter (10K), Adv (20K), Expert (40K), Master (60K)
Maybe instead of nerfin the ranged classes add a meter or 3 to maximum range as our max rng is only 3meters
which isnt that far, as I cant hit bantha's or fanning rawls on Naboo, I get 3m in then move back two, rinse lather repeat
Lower HAM costs, look a vibro knuckler then at a ranged weapon. A BH or something took me out with one hit to my action pool (1400 value) barely using 50 HAM points.
Im not that far in, but I'd say dizzy is probably a useless special, and unarmed lunge 1 because it takes too long for you to be able to use another move the posture change is useless and I believe the range bonus is about the same; runs out before you can make use of it.
I forget who suggested it, but the Steel Hands idea was good, ranged defense or something of the like, I liked it. Um you could make a TKA only kind of armor thats only useable in duels that ups protection from energy and/or adds ranged defense.