Teras Kasi Archive

Thread: Teräs Käsi Discussion: Issues / Bugs

Mankind00
Wed Aug 18, 2004 5:09 pm
#27






Atama wrote:



"I think the same goes for all other proffesions as well but TK, Fencer & BH are the ones which are most dabbled in at the moment from what I have seen."




I think the worst is medic. A novice medic can use Stim Bs, which make for some decent healing.





Ok you got me on that one, probably just one you take for granted I guess, same goes for scout. You get the idea on what I meen though.



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Atama
Wed Aug 18, 2004 5:19 pm
#28

Yeah.

Oh... Let's not forget that if you take master brawler, you get +100 unarmed speed at Power 4. Meaning that you can actually cap unarmed speed without taking TKM. (Even without master brawler, at Power 4 you have +95 speed which will probably cap even the slowest VK.)

I wouldn't go so far as to say there's no reason for TKM. TKM=offense. You get UAH3 at TKM, which is the most damaging TK special, and you also get +70 damage (that's a LOT of damage).

Here's a question... Do you think there's any chance we can take away the +20 unarmed speed from TKM and replace it with something else? If you take away that speed bonus, the slowest TKM will still have +95 (which still pretty much caps our speed). Master brawlers and/or trandoshans will hit the real cap.

So what else other than +20 unarmed speed? Well, how about some of those state defenses people have complained about?



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JEAUX_ZUF
Wed Aug 18, 2004 6:08 pm
#29

FoW timer needs to be reduced. Big time.


Unarmedcombo2 should be a posture change (sweep at the end?) not unlike Heavy Swordsman's sweep attack


Powerboost dosen't appear on the buff timer




Jeauxzuf
TKO - Sensei GAT Quarterspondant
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Atama
Wed Aug 18, 2004 6:08 pm
#30


"Maybe for state bonuses we could get some of the states that are generaly lower like deffense vs Intim or vs Stun."


That would be my pick, since my template is light on Stun and very light on Intimidate, but that's selfishness on my part...



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Krayt Dragonfist, Trandoshan
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Corbantis Server

If you claim to "own" me, I want to see the receipt.
JediCravens
Wed Aug 18, 2004 6:16 pm
#31

You might wanna throw this Idea at them...We know the RazorKnucklers were pulled due to being overpowered weapons However I think the reason why some of these weapons were "overpowered" was due to one of the ingredients in Making them Nightsister Vibro Units some of these that drop are really really strong and in my opinion Not everyone will have an RK because of the rarity of the motors certainly alot of your veteran players will but not your everyday TK's: Solution give us 2 new Knucklers one being the RK and another that will be less hard to put together for everyday TK's out there that do not have the means to accquire RK's. On a second not RK's should be studied further whether to change or not because it seems with the Overpowered pairs there were on TC they were made with Extremely rare High DMG NS Vibro motors which not everyone will obtain. Lastly I think they should leave the RK's the way they are IMO they are on par with stun batons that are enhanced with Uber acklay bones.


Just A Thought



NIKANA
Ryutek
Mon Aug 23, 2004 6:38 am
#32


"Change Vibroknuckler min damage. We want more min damage like fencer like swordsman like OTHER Classes"


You do realize we are the only profession who has a Damage multiplier that determines our base damage and that the VKs are added to that base damage, right? No. The minimum damage on the VKs needs to stay where it is to maintain any type of balance.



"All other classes getting our meditate boxes!!! Change it."


Dabbling is not a problem, but their should be an additional bonus for mastery.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Xeranx
Mon Aug 23, 2004 7:30 am
#33






Ryutek wrote:


  • Bug (Old Iss) - Double Knockdown Makes Target Immediately Stand - Is this working as intended?
    Possible Solution:Code fix so that hitting a KD'd Opponent does not make them stand.

    Just want to state that this happens with any profession that can apply a KD just so it doesn't look like it's a TKA only thing as people will complain about it.


  • Gameplay - Ranged Penalty on VKs - This does not make sense, as our use of VKs is no different than fighting unarmed. Our range should not change, nor our accuracy.
    Possible Solution:The range penalty should be removed.

    I really don't know how to make this acceptable. Staff users are reduced to a 4m range and they have weapons that are about the length of their height. We have a range of 10m without vks and I'd really hate to see us get a 10m range with our vks when other professions can't do the same with the weapon they have to use. We don't have to use vks to use our full capabilities, but the other melee professions don't have that luxury.









Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
eeowan
Mon Aug 23, 2004 12:45 pm
#34


  • we want 115 DA like fencer,pikeman,swordsman...................!!!!!!!

  • we want more intimidate def. if we are offensive char!!!

  • we want nightsister vibroknuckler but axkva min %100 kinetic resist and 24 hour spawn time. But acklay WEAK and 2 hour spawn time!!!!

  • ChangeVibroknuckler min damage. We want more min damage like fencer like swordsman like OTHER Classes

  • All other classes getting our meditate boxes!!! Change it.

Powerboost -->Master Medi. Tech.


Force of Will-->Master TKA




Eeowan, Son of Eeomer
BORED

Atama
Mon Aug 23, 2004 3:37 pm
#35


"Just want to state that this happens with any profession that can apply a KD just so it doesn't look like it's a TKA only thing as people will complain about it."


I'm also a fencer and when I use One Handed Lunge 2 this happens to me.


"I really don't know how to make this acceptable. Staff users are reduced to a 4m range and they have weapons that are about the length of their height. We have a range of 10m without vks and I'd really hate to see us get a 10m range with our vks when other professions can't do the same with the weapon they have to use. We don't have to use vks to use our full capabilities, but the other melee professions don't have that luxury."


Simple. Our range without VKs should be reduced. 10m with bare hands doesn't seem right.



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Xeranx
Mon Aug 23, 2004 4:00 pm
#36






Atama wrote:

Simple. Our range without VKs should be reduced. 10m with bare hands doesn't seem right.





Our range was increased because of the out of range bug. At the very least all melee professions should have the same range.


In reducing our range it makes it seem like we're saying: "Other melee professions are upset because we have a longer reach unarmed than they have with their weapons. Let's reduce our range that way they can't complain. Makes sense right? We don't want others to have the abilities we do."


Not only does that make us ineffective, but it hinders the others who aren't up to our level as they should be. Instead of getting rid of our range we should have other melee professions be able to match it.





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Atama
Mon Aug 23, 2004 4:08 pm
#37


"Our range was increased because of the out of range bug.

...

Not only does that make us ineffective, but it hinders the others who aren't up to our level as they should be."



I use a VK all the time, which has a 3m(?) range and never get "out of range" issues. Whatever bug that 10m range was meant to address is gone.



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Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
Xeranx
Mon Aug 23, 2004 4:55 pm
#38

It happened a lot in the past. We'd be 5m away from our target and we'd get a message on screen that would say "Your target is out of range" or something to that effect so our range was increased from 5m to 10m to combat this. This always happened when fighting torturs because they would move out beyond our five meter reach and we'd have to chase them and they keep backing up to get to their ideal range.







Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Atama
Mon Aug 23, 2004 6:16 pm
#39

Yeah I remember that bug. That was fixed quite a while ago. It was irritating when it happened, I used to have a problem with giant snakes because they were so long the center of their body stayed far away from me.



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Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
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