Teras Kasi Archive
Thread: Oct/Nov TKA Unofficial report of issues
hmm... I am only 0-0-1-0 in TK, but I have noticed some things.
1) The out of range thing is annoying but if I set myself to autofollow while fighting they rarely get away. Maybe a solution would be to give us a tackle ability at Novice that would allow us to do no dmg but do a KD that leaves a player/enemy dizzy and they can get up sooner than a normal KD.
2) The lack of weapon selection is most unfortunate, and the HAM costs are ridiculous. How about throwing stars, knives or something Star Wars-y that maybe only have a short range. I don't like the idea of throwing stars or knives accurately at 64, but maybe only have a range of 16-32m.
3) Maybe it's me, but I haven't been able to see anything useful while meditating at novice.
4) Shouldnt there be a chance to do a critical hit, something that could kill an opponent in one hit if they are hit right? Most martial arts teach vulnerable spots to take advantage of known weaknesses. Granted, this should probably only be a master skill, and should probably be difficult and random, and maybe only happen 1/1000 times, but how sweet would it be when you hit? Maybe you could even step it up. 1/1000000 for novice, skill box 1: 1/100000 2: 1/10000 3: 1/1000 4: 1/100 master: 1/10. This way it's a possibility, but not something to expect... and it would probably fit best in the combat points skill tree (forgot what it's called).
5) I *LOVE* the idea of fighting styles... MAKE THIS HAPPEN for after Master TKA!
-JP
I totally agree with the unarmed combo points ... both one and two are useless as they are now .
unarmed hit3 should be much shorter ... it looks like u can only do one every 4 seconds.
katas and such things would be nice but i think the devs should focus on the real problems of other classes instead of adding new features to a nearly working tka.
how to add a version of warcry for tka's which should sound really like a martial artist not doing anything else than the bralwes warcry .. come on its just one wave file .)
moving wound healing to master is necessary because of dabblers and if u do so put desease and poison healing to meditation stage 3 and 4 .
force of will should be fixed .
out of range
not a knock down attack but a snare move
say knee shot which reduces movement by 40%
for range defense would rather see a dodge skill say scaled up to 100 skill at master but provides 50% chance to dodge a ranged attack.
impliment a second skill block with the same idea only you block the ranged attack.
as for cool moves er doesnt sony run EQ you think they could atleast take a look at what they use there nice moves eagle strike, flying kick ect
add range attack in the form of jumping side kick or flying kick. perhaps throwing stars, knifes, rocks, bomerangs????
you know, if we can find more documentation on the TKA in the extended universe we could use that to help our cause. Weapons they used, if any. Special attacks, moves etc etc. All my searches have ended up fruitless, anyone know what books they appeared in?
Issue I:
Out of Range: Enough said. There is nothing more annoying that being 1-2m from a person/NPC and getting the Out of Range message. I don't care if it is a server bug. Fix it. Thats what your gettingthe amount of $15 per month for from all of us.
Issue 2:
Vibroknucklers Range/HAM: The HAM is too high on them. We do NOT pull off enough damage to equal the HAM cost. The Range is only3-4m depending on the time of day or something lol. Make it 5m.
Issue 3:
Unarmed Combos: They are worthless. Put in a different set of attacks here. Maybe add in something that does more damage than Unarmed Hit 2, since thats what TKM's use until they get TKM...Thats just sad.
Issue 4:
Speed Cap: We should have a faster speed. Move it down to .5 seconds along with Pistols. We can move our hands faster than most people can fire a gun. I hate being showed up by a Carbine user because he can get his Carbine to go at our cap.
Issue 5:
Need a Weapon: Sure. We ARE unarmed fighters, but we could use something new. Please put in a new weapon.
Isnt the fastest punch with a knockout .12s ? Not that SWG should be based on the incredible Frank W.Dux, but if he can punch that fast, then a reasonable speed for a punch has to be .5 at least.
-Yisa