Teras Kasi Archive
Thread: Public CU Information Links & Discussion. Last updated: 30/3
What I am thoroughly against is this implementation of prerequisite changes, which makes absolutely no sense in any way. It should either be a fifth generic melee line or a dynamic prereq that you choose, not one that is chosen for you.
2 Elite Melee Novice - 3 Brawler lines
3+ Elite Melee Novice - 4 Brawler lines
You are looking at one of the most important nerfs in this game making a strong showing. Combat medics have had it coming for almost a year now. All melee and ranged professions rejoice when thinking about the /target aspect of the game. Unless you were fighting a respectable person you had to do everything in your power to keep that little blue bar from ticking away. Well I have a good feeling that those days are coming to a close. Though commando will probably take that role over once again, its a damn sight better than any CM.
The HAM changes are decent if you consider that if you look at where buffs are now, in the end you aren't losing much of anything. Especially since TKM gets powerboost (unless it gets nerfed). That will give you another 500 points to your health. Now in PvP the removal of the other ham bars takes away a bit of the strategy I liked to employ when dealing with people that didn't wear pants or arms/bracers, but thats something I'll have to live with.
This CU really does excite some of the people who are looking for a new challenge in SWG. Too much of the original content has become monotonous. Its all a re-occuring theme that is Star Wars yes, but when a good portion of the people do is camp spawns for "lewt" to sell on the trade forums, you get this mess we have today.
I'd like to take just a moment to wish everyone goodluck in the coming months, though the CU is not set in stone yet, I'm sure the face of SWG is going to change for good once it is.-Branamar Boh TK4Life
RitterAdelskapsAlt wrote:
Just wanted to add a bit more of my opinion:
Combat Medics -- I would like to see combat medics have a better role in combat than a doctor. Doctors live in hospitals, not on the battle field.
As an Ex-doctor I really really disagree with the comment I've bolded I believe both proffesions belong in the fight. The direction that the two proffesions will be going though has not yet been made public so I can't go in to which opinion is thought by the Devs.
Windup/Cooldown -- We already have those. They are called "/aim" and weapon speed. There is no need to add a windup to the windup, or tack on another cooldown for using a special (most have a 2-3x delay modifier already). Also, I dislike the idea of interrupts, especially due to moving. I can shoot a gun while moving. I can aim while moving. It is not as effective, but it does not stop me from doing it.
The actual duraction of these wind ups & cool downs are yet to be announced either publicly or elsewhere, personly this is something I think will add a bit of realism to the game, personly I see the windups as been you taking your aim, charging your blaster for certain shots, or adjusting your grip / stance for the hit. Cooldowns I'm not as sure on, but I think they are needed to stop the repetitiveness of combat.
As for the types of interupts they areputing in, I think it is something that will be best looked in to while testing as opposed to how it sound on paper.
There, now you have two more cents from me.
-Ritter Adelskap / TheBlacKnight15 (Will be posting under TheBlacKnight15 on tuesday when temp. ban lifts.)
LordBranamar wrote:
Taking into consideration what we all asked for at one time or another, I feel like this combat revamp might touch at least ONE point that people feel so strongly over. When you let the initial emotion pass from knowing that eventually you are going to have to adapt and survive you'll see that ManKind, Ryu, and others that are advocates of some of the changes are right.
You are looking at one of the most important nerfs in this game making a strong showing. Combat medics have had it coming for almost a year now. All melee and ranged professions rejoice when thinking about the /target aspect of the game. Unless you were fighting a respectable person you had to do everything in your power to keep that little blue bar from ticking away. Well I have a good feeling that those days are coming to a close. Though commando will probably take that role over once again, its a damn sight better than any CM.
The HAM changes are decent if you consider that if you look at where buffs are now, in the end you aren't losing much of anything. Especially since TKM gets powerboost (unless it gets nerfed). That will give you another 500 points to your health. Now in PvP the removal of the other ham bars takes away a bit of the strategy I liked to employ when dealing with people that didn't wear pants or arms/bracers, but thats something I'll have to live with.
This CU really does excite some of the people who are looking for a new challenge in SWG. Too much of the original content has become monotonous. Its all a re-occuring theme that is Star Wars yes, but when a good portion of the people do is camp spawns for "lewt" to sell on the trade forums, you get this mess we have today.
I'd like to take just a moment to wish everyone goodluck in the coming months, though the CU is not set in stone yet, I'm sure the face of SWG is going to change for good once it is.-Branamar Boh TK4Life
Mankind00 wrote:
RitterAdelskapsAlt wrote:
Just wanted to add a bit more of my opinion:
Combat Medics -- I would like to see combat medics have a better role in combat than a doctor. Doctors live in hospitals, not on the battle field.
As an Ex-doctor I really really disagree with the comment I've bolded I believe both proffesions belong in the fight. The direction that the two proffesions will be going though has not yet been made public so I can't go in to which opinion is thought by the Devs.
Windup/Cooldown -- We already have those. They are called "/aim" and weapon speed. There is no need to add a windup to the windup, or tack on another cooldown for using a special (most have a 2-3x delay modifier already). Also, I dislike the idea of interrupts, especially due to moving. I can shoot a gun while moving. I can aim while moving. It is not as effective, but it does not stop me from doing it.
The actual duraction of these wind ups & cool downs are yet to be announced either publicly or elsewhere, personly this is something I think will add a bit of realism to the game, personly I see the windups as been you taking your aim, charging your blaster for certain shots, or adjusting your grip / stance for the hit. Cooldowns I'm not as sure on, but I think they are needed to stop the repetitiveness of combat.
As for the types of interupts they areputing in, I think it is something that will be best looked in to while testing as opposed to how it sound on paper.
There, now you have two more cents from me.
-Ritter Adelskap / TheBlacKnight15 (Will be posting under TheBlacKnight15 on tuesday when temp. ban lifts.)
By the way I'm trying to reply to alot of the stuff, I'm not trying to argue so don't take it that way, just trying to add another line of thought to it.
another good thing is the 3 button spam combos are coming to a halt almost for got about that
GraySeven wrote:
It looks to me that this revamp is going to push everyone into one combat profession. Right now, I am a Rifleman/TK because I need abilities from both to be able to successfully combat some higher level MOBs and so that I am competitive in PvP. These new changes appear to be an effort to move people to focus.
That being said, my big concern comes from Hybrids. If the Advanced combat professions are being modified to prevent template stacking, what is being done to balance out the Hybrids?
Will we see every Pistoleer taking Smuggler or BH? Or Carbineer's taking BH? Will Commando's also take TK? Will my Master Rifle damage be equal to the Master Commando or BH?
If the Advanced combat professions get nerfed hard so that you don't see triple master combat templates, will everyone move to the Hybrids as a compliment to their chosen combat profession?
Will melee fighters still have an advantage over ranged, in that all creatures do melee damage, and melee mitigation belongs to the melee branches, or will damage mitigation be removed alltogether or lumped into one damage mitigation category?
Unfortunately, the information the Dev's gave us just raises more questions for me, questions I hope to hell the Dev's have already asked themselves and fixed...
If the DEVs are wanting to change it so that dabblers are no more, make the skill blocks take more skill points. I also agree with the comments on a generic melee line, instead.
Like you said, Mankind00, I have no desire to be forced into a profession that I do not want.
Message Edited by Dark_Jedi88 on 03-22-2005 01:31 PM
TK/Fencer - 42
TK/Swordsman - 42
TK/Pikeman - 42
Fencer/Swordsman - 42
Fencer/Pikeman - 42
Swordsman/Pikeman - 56