Teras Kasi Archive

Thread: Some proposals for TKA

Glzmo
Mon Oct 13, 2003 2:28 am
#469

I think we should be able to hit our targets while moving. Just watch the kung-fu movies, the guys are always running like mad, jumping kicking, punching, all in full motion. With Teras Kaesi it seems we can only run, stop, hit, run, stop, hit instead of running and hitting while we still move. That should be fixed, as it is highly annoying if an opponent runs away from you and you keep up with him but can't really hit while he shoots you as he's running.



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LujanFernandez
Tue Oct 14, 2003 7:41 am
#470

Just like yesterday.. I was challenged to a duel by a commando.. he kept running.. and as you know commandos have crappy aim ... even more crappy when moving.. he didnt hit me once.. but he atleast let me get some hits by stopping every now and then... I dont want to only be able to win a fight if they let me... thats a load of horse ____.
SunshineBadass
Wed Oct 15, 2003 3:35 pm
#471

The REAL weakness with TKA, as I do not believe KD costs anything insanefor me, is that ranged weapon users can run forever, and can shoot forever... So yes, DO give some ranged penalties to movement and armor. If a character is holding a T21 and wearing Full Composite Armor... WHY SHOULD THEY BE ABLE TO RUN FASTERthanI canwhile wearing no armor? That just... confuses me. In other words: "Target is out of range. You are now shafted."


One more thing: Unarmed Hit 3 has too long of an animation to play out. I know I get my rear shot down as I sit and spin around eighty-bajillion times over a dead corpse. In combat, I need to be able to move fast, and waiting three seconds to stop spinning is terrible.

-Ada-
Thu Oct 16, 2003 5:18 am
#472

Sorry to say this .. but this thread is dead ... its been 2 months since a dev posted on this thread. I still enjoy the comments by my fellow TKA's though. Hopefully we may get a response soon about the current and future state of TKA''s.



Adai Swift-Stryke -MC-
Master Tera Kasi Artist
Naritus Server
It is the will of Mortis that all such persons and creatures of the empire fully and completely declare themselves at all times. Whether it be for the Truth, Order and Might of the Empire or the misguided, ill-advised fumblings of the rebellion. To not do so is to say to the universe, "I have no scrotum, and I like prison sex." - Ego Croaker
DKVoltar
Sun Oct 19, 2003 3:27 pm
#473

nah, before, specials (no vk) floated a 25 over my head, now there's a 65. with vk, it's a 190. i'm a carbineer too and it's a lot lighter there.


keep the ham and increase our running speed. np with kiting there.




Vellata Rar (TKM / Master Rifleman)Voltar (Dark Jedi Fisherman)
...but beware the darkside, it has a rediculously higher force cost and will lead to being ganked by exploiters...
(oh and little Catone's my boy too...the doctor buffbot that runs around playing swordsman)

-oh why bother...
roxTEHsox
Wed Oct 22, 2003 9:14 am
#474

I would like to start off by saying thanks Holo, I'm a long time eq player (EQ CS is horrible) and I appreciate your involvment on the SWG boards (This goes for Q3PO as well).

All the changes look great but I would consider lessening the mind costs on all melee abilities. As a melee we take the most damage therefore we need to be tough as nails... keep the mind/action the way it is, it's healable... but if we get inked in 1 eyeshot because we're drained from VK's then it makes TKA one thing: great battle fodder.

JaxLee
(Master Battle Fodder)





Jaxhammer
mmanubis
Wed Oct 29, 2003 6:41 am
#475

I have 2 hands I should also be able to equip 2 VKs. I want some cool combat gloves, but not bulky boxing gloves cause they would be dumb. but our class is the only one I know of that gives you one option VK or no VK. "Hmm lets see if this weaponsmith has and VKs" can be "Hmm what kind of fistikuffs can i find today" lol. Oh and other star wars universe items have neural implant to increase tuffness or speed where are ours?





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mmanubis
Wed Oct 29, 2003 6:42 am
#476

Oh sorry I didnt mean this to seem like i didnt like the changes, they are great



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Phrank
Mon Nov 03, 2003 4:45 pm
#477

Wow! Thats a ton of replies! I didn't have time to go through them all, so I'll just point out problems I've noticed.


Overall, I think TK is a mostly balanced profession when it comes to melee fighing, but ranged still owns us! I understand the reasoning behind letting ranged still be able to hit us even when moving, because if you didn't then all ranged fighters would get some TKA skills so they could also dodge, but its some serious crap when I noob with a scout blaster can stay just 2 meters out of my reach and kill me no problem! Its very frustrating.


Also, I have a gripe with my body hit skill. I only have the first boxes of each branch, so I know I'm not very powerful, but when I use a precision hit like that, I expect the target to take more damage from the attack than what I take from the HAM cost. Thanks for listening to our input. Its a (mostly) great game!




_________________________________________________________
Haden/Jedi Hater
I AM NOT GAME CONTENT FOR JEDI!!!!
It's like the Jedi are Morris Day and we're Jerome........
The jedi are getting their butts wiped for them after they make poopie. I make poopie too! Where's my CSR/wiper?
Xiro
Tue Nov 04, 2003 3:44 am
#478

The thread is far to long for me to read at work I have just started TKA as a novice but got 0-1-0-2 at least already. What I am confused a little about is the high action cost and also mind. I am a Trandoshan, I have bonus to unarmed plus high bonus on health. I thought this should be a good race for melee action. And in the beginning it was fine. Now as a TKA I start to regret. I feel it was a terible mistake to take a Trandoshan! I can't move my quickness and stamina higher then 450 and 500 respectivly.

You gave the Brawler a very high health as a start. What is that for, if in the end you need more action then health?

Holocron can you tell me, was the Trandoshan not ment to be used as a unarmed specialist? What is the bonuses for then? Hey, I have claws... I can't wear gloves and shoes, but get into trouble for action cost? Can you please explain the reason for that inbalance? At least put some sidenote on the description of the Trandoshan, warning people that it is not a good choice for unarmed?

Now I am stuck. I can continue using Medic, but feel this is not a good RP way!

A TKA should be very quick... but I never saw a Kong Fu Master treating his health while fighting. He should evate and such... we do a little... but then kill our selfs for HAM cost?!

Don't see the point here. Please explain!

Please take a deep thought what a TKA should be. I think it should be much like a Kong Fu master. The later is incredible fast, evates nearly everything, if hit will not suffer that much, but of cause can never deal as much damage as a commando.

One other thing. One tactic of a Kong Fu Master if attacked by a large mob is, to knock the opponents down, dealing less damage, but being free to contiue with the next. Then they turn over and over until the fight is over, which of cause takes some time. Since the knockdown nerft, this is totaly impossible. Why? Ok I shouldn't be able to keep something permanently on the ground, no risc no fun, but 30sec?
Cmdrstupid
Fri Nov 07, 2003 3:50 pm
#479

I just became a TKA, and the biggest problem I've been having is with those stupid kiters. How about increasing our speed while in combat? I think it's a pretty easy solution to the problem.
HomersDonut
Fri Nov 07, 2003 5:23 pm
#480

In combat with any other unarmed/TKA mob or pc a counterfor knockdownsshould result in knocking down your enemy who attempted that manuver.
mmanubis
Thu Nov 13, 2003 6:52 am
#481

Ok so Im about to go to sleep and it hits me... I know what I want to see with TKA. Different stances. Ok it can be implemented much like the Dancers have different styles and their flurries. The programming shouldnt be too hard since you can base it off the dancer and musician. The Stance changes, the moves change, but the moves take the same amount of HAM and do the same damage. Imagine the fun we can have with a simple thing like a change of moves( even though technically the same move). Many of us who play as a TKA als study the Arts in real life. We know the thrill of being able to mimic Bruce Lee's Jeet Kune Do "dancing" style, or the fluid motions of Tai Chi... so please DEVs let us know you care. Reply to our posts, say its under consideration, or tell us "nice idea but its to complicated". We just want a bit of feedback so we dont feel our ideas are just brushed aside.



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