Teras Kasi Archive

Thread: Updates from the developers on our top 5

Stealthshadow
Fri Dec 26, 2003 11:22 pm
#40

Ranged Kiter types already have another bonus in their arsenal. It's called ranged for a reason, you can not only hit melee very well while they are running up to you, but you out hit them (in damage terms) waaaay over proportion to what they can hit you for. You get a melee defense bonus and as in the case of say a TKA we dont get ranged defense bonuses. Kiting your opponent while still be able to hit them very well & for high damage rates seems to be a real sissified way to play a game.....and they talk about TKA's as being overpowered....sheesh..... so cry a river over losing the kiting ability from the game...
grifta
Sat Dec 27, 2003 5:33 am
#41

From what it seems TK's should only have kinetic damage. I mean we can still do atleast 100+ damage a second while taking only 50 or so. Restraint is out of the question since I believe that is the defense against force powers(not 100% sure on that). If we should get any other type of damage I suggest something basic such as energy. Energy based VK's do not seem far fetched. Blast/electricity/stun are used up for the other melee professions. So just give us a VK with energy or kinetic choice. that is if they even consider it. We as TK are still by far the best tank in the game even against a 60% kinetic protected creature. I just don't like the fact that if I remember the Mokk RockShaper had 100% kinetic I spent 30 minutes beating it up(powerboost, doctor buffs, stim e's*was a doctor at the time*)and yes we all know 0 points of damage done. That means we cannot kill something on our own.



Kiurcher
Sat Dec 27, 2003 5:55 am
#42

PvP Kiting. Some of us still feel helpless trying to chase down a kiter. We'd like some chance of catching up. It doesn't have to be easy, just possible.

  1. We agree. This problem will be addressed in the upcoming PvP Balance. I will keep you updated.
  2. Note - Pardon me while I WOOT.

I just wanted to PROMOTE the idea that kiters that use weapons or armor should have a significant weight in-balance. Generally TK's don't wear armor and those who do limit the amount they wear which in essence should give us the advantage of speed.


An EXAMPLE such as your first levels of unarmed are poor quality hits & misses and slowness but as you begin to Master Teras Kasi or have Mastered Teras Kasi you are quick and agile. The only time I notice that weight becomes a factor in this game is when your wearing a full suit of armor and the Encumberance lays an effect on your speed in which you hit a target but generally has no effect on walking or running. ***WE ALL KNOW IT DOESN'T***


Currently this game has no script that I can tell that effects the way we walk and run when we are holding weapons or wearing armor. This is a TRUE in-balance of the game. ***KEEP IN MIND THIS IS A BETA*** Also keep in mind Encumberance only effects the wearer's combat ability.


The Excuse - Server Latancy.


The Conclusion - Install balance in weapons and armor when holding weapons and wearing armor. That is the reality of life and that is how it should be in the game. I would also add a weight balance to those who wear backpacks. Instead of weighing down every item have a weight decreasment for wearing backpacks.


A Thought - Since playing this game I have seen some things that have made me cussed so much I know I'm not going to the pearly golden gates of Heaven. For those who understand my pains of being a TK you will understand or have been there with me when a kiter would distance himself, shoot you and contiune to shoot you as you chase him from one end of the city to the other. With no reluctance. All of a sudden your dead and your pondering to yourself how a man with a full set of compository armor and a Rifle as big as my leg can run half torqued pointing his Rifle at me with one hand with complete accuracy and shoots me dead and I can't catch up to the **edit**. That blows my mind andNO I shouldn't have to pick up a Marksman skill to have a gun battle with him. I didn't become a Master Teras Kasi to throw rocks at him I became Teras Kasi to snap his neck and stomp on him deadcorpsewhen I'm finished.


So hopefully this will get ot who ever is running the show on this Forum because I'd like to see more information on weight Balancing in this game.




Motto: To Strive to Equal or Excel... for that is Kiurcher's Law

Starting Profession: Brawler
------------------------
Mastered: TKA, CH (Holo1), Dancer (Holo2), Artisan (Holo3), ID (Holo4), Entertainer, Medic, Scout, Marksman, Brawler, Re-Scout, Ranger, Re-Medic, Doctor, Jedi.
Kiurcher
Sat Dec 27, 2003 6:12 am
#43

I've got nothing nice to say about Buckey_knight for 64Bit. Idiots.


Weight in-balance is the problem in this game and that is the only reason why kiters get away with what they do. Understand the Marksman. Rifle skills are for Distance, Carbine skills are for the medium range like the M-16 United States Issued gun. The Pistol skill is close ranged combat. Out of the 3 skills you cover 3 angles... not to mention the Ranged skill tree which gives you more range and better accuracy.


This issue here is what you train in. If your a Marksman chances are you don't move alot. A TK's life is based on physical training. I'm not going to disbute the fact that you can't shoot someone dead I will however disbute the fact that he's probably and most likely faster then you.


As I was saying the game has no balance as far an Encumbrance when walking or running... Kiters as they are should be effected when wearing armor and handling weapons. I don't know a man yet that can hold a rifle one handed, zig zag while running with his torso half torqued in my direction and aim and actually shoot someone with complete accuracy. You have to be out of your mind if you actually think that is fair in the game or if anything.. believable.


Nothing needs to be changed on either ends the weight balancing needs to be put into play.




Motto: To Strive to Equal or Excel... for that is Kiurcher's Law

Starting Profession: Brawler
------------------------
Mastered: TKA, CH (Holo1), Dancer (Holo2), Artisan (Holo3), ID (Holo4), Entertainer, Medic, Scout, Marksman, Brawler, Re-Scout, Ranger, Re-Medic, Doctor, Jedi.
Thalimon
Sat Dec 27, 2003 7:10 am
#44






Weight in-balance is the problem in this game and that is the only reason why kiters get away with what they do.

....Nothing needs to be changed on either ends the weight balancing needs to be put into play.






Agreed. I believe that armor should not just encumber secondary statistics...it should also have an effect upon movement. You might find composite armor becoming less common as other armor types, such as chitin or bone, gain in popularity because they don't slow the wearer down as much....



Altaan Z'Draalic, Elder n00b
Buckey_Knight
Sat Dec 27, 2003 7:26 am
#45

I don't appreciate the name calling Kiurcher. We allrespect each others opinions on here, so you better find a way to do the same, pal.


And just to let you know--while you're in here whining about how helpless you are at chasing down the kiters...I'm in the gamekickin their asses as a Teras Kasi Master / Master Brawler. So don't throw names around when it's clear as day that the person is right. I say let the ranged fighters keep their sissy advantage...I never give them the chance to use it--by the time they realize they need to run, it's already too late.

Spasmolytic
Sun Dec 28, 2003 7:07 am
#46


Mister_Heavy wrote:

  • FoW timer is too long: Internal QA will investigate whether or not decreasing the timer on this skill would be possible. We feel that this is a very powerful skill, and that any adjustments must be carefully considered.

  • PvP Kiting. Some of us still feel helpless trying to chase down a kiter. We'd like some chance of catching up. It doesn't have to be easy, just possible.
    1. We agree. This problem will be addressed in the upcoming PvP Balance. I will keep you updated.
    2. Note - Pardon me while I WOOT.




    Hi Mister_Heavy,

    Just a couple of small points regarding the two issues I quoted above:

    Force of Will: It seems logical to me that since they have enforced a 1 hour timer on it, that our chances of success should be 100% with it -- is that in fact the case? I seem to recall a couple times recently in which I was still lost in my own consciousness. On the flipside of that, before the timer, our chances of success seemed at best 50%, and it was a risky move to take, especially in a PVP battle. Oftentimes you would get back up with very little health only to get incapacitated again. Personally, I felt it was balanced. Perhaps it needs a timer, but not as lengthy a timer?

    Kiting: This seems to be a big gripe with the people in this forum, but let me share my own most recent personal experience with it:

      Mos Entha, Tatooine. I am overt, in the Star Port loading area waiting on the next shuttle to Theed. I am the only overt there, surrounded by covert Imperials. On my radar, red blips appear. I target the closest, and prepare to inform them that if they don't want to fight because they want to travel, that I'm cool with that.

      Mid-sentence, I start getting attacked. Keep in mind that I am in the middle of the large landing area in a star port. I respond by immediately equipping my flamethrower and running backwards -- that's when I notice the 4 other Rebel overts behind him, all coming for me. One is holding a flamethrower, one an LLC, one's a Rifleman, and 2 are Pistoleers.

      As I incapacitate each one of them, I do a drive-by deathblow and move to the next to prevent them from healing each other. Once all 5 are corpses, I meditate to remove the bleed they placed on me, and gather my thoughts.

      Was I wearing armor? No. But the Ranged Mitigation 3 from Master Commando and the +30 to both ranged and melee defense from it helped -- without armor I have +77 ranged defense and +108 melee defense. I wear a fully bio-engineered outfit, custom-made for defenses, including skill tapes thrown in for protection versus dizzy, stun, knockdown, intimidate, etc.

      While meditating, I see them come back in range on my radar, this time plus one more -- a Doctor. So I quickly powerboost, pop a Muon Gold and equip my Composite armor. You see, this time, I'm planning on catching them inside the star port, where they can't kite me.

      So, I run inside, lunge the first one, KD2 him, unarmed hit 3 until incapacitated, deathblow, and move on to the next, on to the next, and so on. Only one of them ran outside, but he wasn't far enough away to avoid a lunge -- he stopped, kneeled, and that's when I did unarmed knockdown 2 and finished him off. That was the Bounty Hunter with his LLC. The Wookiee with the flamethrower attempted to do KD2, but was unsuccessful; I brought him down and finished him off.

      You see, with my armor on, my melee defense is upped to +123. Ranged defense stays the same, at +77. I didn't even think to use CoB that time, it all happened too fast.

    So I guess the question is, how did I avoid being kited? Well, I chose my battle -- fought on my own terms. When they fought me in a ranged, wide-open arena, I utilized my Master Commando skills. Afterwards, when I saw them coming and was slightly more prepared, I forced them to fight on the terms that I find far more fun -- terms that allow me to use my TKM skills.

    Ranged Mitigation 3 saved my butt, as did Melee Mitigation 3. My defense mods also saved me, and fighting smart saved me. I was not buffed, and had only just barely powerboosted before the second fight. There was no one else participating in the fight with me, and it was all over quite quickly.

    If the developers make it so that ranged classes can't kite us, then they should make it so that we can't keep them down when we catch them.

    Do you truly want everyone to be so upset at how powerful we are that we feel the crushing weight of the nerf bat? Because I'll tell you right now, it'll happen that way.

    Don't bring fists to a flamethrower fight expecting to win, unless you don't give them a chance to use it. If you don't want to be kited, do what the ranged classes that don't want to be beaten down do -- get a complimentary profession. From personal experience, I can tell you that Commando works wonderfully with TKA.

    I rarely ever see ranged classes complaining about how quickly they get killed when they get within fists' reach of a TKM. It's common sense; if you let us hit you, you're going down, and you're probably already dead. Our advantage is close-range combat, our hand-to-hand abilities. Why is it that TKAs choose a non-ranged profession, and then complain about ranged professions using their only advantage?

    Teras Kasi Masters should not be Gods, end of story. There is no reason why ranged classes should not be able to kite us. If you don't have the skills to take them on, get more skills, or utilize tactics. Lunge2/Warcry2 have a 20m range, which is more than enough. Heck, branch out a bit and try a ranged profession -- go get Smuggler Pistols IV and KD them from 64m! You've already got 1/2 of the prerequisites, since it only requires Unarmed IV and Pistols IV.

    Or, when you see them coming for you, try running away from them instead of towards them like some mindless Chuba or Gnort. Lead them to a building! Burst run! Don't just run at them with a big target painted on your chest.

    I'm sorry if my opinion differs from the majority of you, or if it stings to hear it, but making TKA the end-all-be-all of PVP is not the answer. Think outside the box! When I was just a Commando, I knew my weak-spot was melee combat -- and even though I think it's ridiculous, what with the Unarmed IV requirements, not once did it cross my mind that they need to "fix" Commando. Instead, I just got Teras Kasi Master!

    In other words, if you lack the skills to protect you from kiting, don't ask that the skills be granted to you like some sort of Deus Ex Machina -- go get the skills from another profession!

    Who knows, you may end up liking it.



    - Spasmolytic FED
    "I am a cipher, wrapped in an enigma, smothered in secret sauce."
    "Here are the cliff notes so far: Bang head into wall. Repeat. Repeat. Repeat. That aching you feel is the cliff notes." -- Grodd

    Buckey_Knight
    Sun Dec 28, 2003 9:16 am
    #47

    Thank you, Nipple


    I'm glad there's someone else in here who can use their brain during PvPand appreciates "Thinking Outside The Box"


    To the rest of you...stop your bickering and do the same!

    Chiiredrrl
    Sun Dec 28, 2003 4:57 pm
    #48

    As a new TKA (followng the path of th holocron) I would say that the limitation to one specific damage type, while not crippling, is a detrement. I would like to see either a stun type damage weapon added or even better some type of bleed implemented. It is crazy to think that we hit as hard as we do and don't cause any bleeding or internal injuries?
    Slive
    Sun Dec 28, 2003 9:55 pm
    #49

    A thing i would like is give special moves better names i mean come on unarmed 1, 2, 3. How bout back hand or jab. And as KD2 it could be called thrust kick. That would make things a lil less linear. We do need a a speed bonus while just regular running. Comandos should be a lil slower since they have to wield such large weapons. A TKA's body is a fine tuned machine. In RL i am a amateur wrestler(TKA) through my training i have become faster and better winded they other similar sports(combat professions). This would help with the kiting situation emensely and still be fair to the ranged professions by giving them a chance to RUN AWAY!!!!!



    Who's yer -DAD-dy?!?
    Travlin
    Tue Dec 30, 2003 12:19 am
    #50

    actually, as a non TK, I would agree with stun more than many different types. I greatly disagreed with the restraint suggestion, as it would be instantly nerfed, as hardly any creature has any restraint resistance worth mentioning. Stun however does seem to be in line with hand to hand abilities, and there is a good mix of vulnerable and resistant mobs out there.
    Arrachi
    Wed Dec 31, 2003 2:06 am
    #51

    I have to admit I am a bit biased (big time martial artist).


    When I first loaded SWG on my box 3 weeks after release I knew exactly what I wanted to be. I started out on Talus and didn't know that Vibro Knuckles could be used. I made it up to Unarmed III before I dumbly released the skills. Thankfully, they hadn't made vibro knuckles strictly for Teras Kasi yet. Needless to say, I finally made it to TKM in mid November and I have been quite happy ever since. That being said I do feel that some issues need to be addressed.


    1. Teras Kasi is a way of life. Elaborate more on this way of life. Is it just running around punching and kicking everything? In my humble opinion, I picture a person that doesn't need a whole lot. Perhaps they tithe a portion of their income every week. Perhaps they recieve penalties for having a large house. Flesh out what it means to be a Teras Kasi and put in some roleplaying guidlines.


    2. Make the rank of master mean more. Again my martial arts bias comes into play. Most people can tell the difference between a grand master and just a regular master or a beginner. Make that come into play in the game. I'm not saying add super abilities for a grand master, but perhaps give them a +1 to all unarmed stats. How does one achieve grand master status? Perhaps make it time sensitive. Aperson that grinds TKA in a day isn't the real deal. He is still rough around the edges and his performance should reflect that maybe -5 to all the stats. A person that has been playing as a TKA for 3 months is about even with the perceptions of most masters. A guy that has been playing TKA for 6+ months should enter the realm of grand master. I feel that this distinction will make the class more fun to play and give people an incentive to play this class. MASTER SHOULD MEAN SOMETHING FOR ALL OF THE CLASSES.


    3. People are going to flame me for this one, but TKA should have an instant kill. It shouldn't work all the time. Again a guy that grinds TKM ina day will have very little chance of succeeding and a guy that has been TKM for 6+ months might get a 1% bonus. I know TKA is powerful. As a wookie I solo almost everything except for Krayts and Rancors. I can take most force guys and I can't even wear armor. I feel that this is a legitimate skill though. I think pistoleer/carbine/and rifle masters should have a similar ability. In my opinion, it adds a bit of reality. This is perhaps my most absurd suggestion though. Can feel the flames coming.


    4. Two handed capability. This should have been there from the start. If need be weaken vibro knuckles, but it needs to be in the game.


    5. There should be some sort of honor system or something. Teras Kasi can do missions for this. A very honorable (rebel or imperial) should recieve different responses from NPC's and perhaps in some cases (profession specific) recieve discounts. On the flip side a dishonorable TKA recieve penalties unless he is in the seedy side of town. Who you roleplay as and what you do should follow you. The faction system is interesting and could work, but just having people aggro you isnt' enough. Especially with the /conv option.


    6. Make profession specific missions. Either give out a badge or a cool little item to wear or put in a house. I feel that this would add a lot of content. Also make some of the profession specific missions run by CSRs so not everyone can get the same badge or ever have the option to get a badge. I think there isn't enough distinction between people. Anyone can get the master profession badges if they spend the time to master the profession. Anyone can get the explorer badges. Most people can get at least two of the theme park badges. Even everyone can get the quest and warren badges. Make it worthwhile to stick with a profession on top of just the grand master status. I would love to have a unique badge or profession itemthat only a handful of others have. I can just hear the questions people would ask. I suspect there will be flames on this one. This game should not encourage uniformity. Each TKA or other profession should have things that define them other than appearance.


    I think I have put all my thoughts and ideas up there for the time being. It would really be cool to see some of this stuff implemented. Please excuse the spelling errors if there are any.

    finum
    Wed Dec 31, 2003 8:36 am
    #52






    Arrachi wrote:

    Aperson that grinds TKA in a day isn't the real deal. He is still rough around the edges and his performance should reflect that maybe -5 to all the stats. A person that has been playing as a TKA for 3 months is about even with the perceptions of most masters. A guy that has been playing TKA for 6+ months should enter the realm of grand master. I feel that this distinction will make the class more fun to play and give people an incentive to play this class. MASTER SHOULD MEAN SOMETHING FOR ALL OF THE CLASSES.






    I do not agree with this. If I am resourceful enough and smart enough to find quick efficient ways to gain XP I would resent being hobbled by time restrictions. I have leveled TKM twice because I wanted to play the class not because a holocron told me to.


    What does "about even with the perceptions ofmost masters" mean anyway? Frankly, the current XP and character leveling system we have in place is pretty good.





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