Teras Kasi Archive

Thread: Teräs Käsi in the CU Current Top Three Issues. Compiled & posted in corre forums

Kasamatsu
Thu Apr 21, 2005 12:08 pm
#40

Hey Mankind... tell the DEVs that I will let SOE motion-capture me for free (just fly me out and put me up in a hotel) in order to set right the TKA animations. I can also do some sweet "tricks" with swords and staves and the like if they want to share the love with the other brawlers.

This way we'll have nice (and short) animations;
(though I admit there are definitely people out there who are better than me.)
and we won't need the "warlock casting a spell at an evil elf" sprites that are currently in the CU.

Message Edited by Kasamatsu on 04-21-2005 12:12 AM



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
DarthMinos
Thu Apr 21, 2005 10:43 pm
#41






Mankind00 wrote:


2 - We seem to hit too slow, we could do with been made faster even if our damage per hit has to get cut, at the moment we just don't seem to flow as well as we did.

3 - lack of veriaty in moves, the old TKA used to do deffinate moves by the actions they are doing, now we are deffined by partical effects. This combined with the lack of special attacks makes us boring.

Message Edited by Mankind00 on 04-21-2005 01:03 AM




Those are dead on. I just had my first chance to test TKA in the CU. I thought my character was broken. My character just seemed to stand there, and I'd be pounding on my keys as I watched my icons slowly regen.


The character looks completely unspectacular now. I thought having the advanced combo would show some amazing attack. I couldn't have been more wrong. All my character did was throw a punch. Wow.


While I support the CU in general, TKA just became something completely different, and not very exciting. I hope this can get tweaked before release.





Rieke Mysadwy--Pre-CU Jedi (MLS, MDef, Nov Healer, 3xx2 Enh) & Professional Scoundrel, Leader of CCEF
Davaj Knyghtsyde--Bounty Hunter
Trawwl--Wookiee Commando
Grewaulk--Rodian Structures Trader

Loot and Structures Vendor at: -2634 -9, Caldara Cove on Dantooine
KeltoiGael
Fri Apr 22, 2005 12:15 am
#42

Ive been a TKM since a week after the game released. The oldest master on my server, and one of the first across all servers. When this game first showed and i read unarmed master TK, i knew this was my calling. Ive never wanted to be anything else. Why be jedi when in the books there closets rivals are tk. We dont have force, we chi. Pretty much the same thing. Yet other then power boost and meditate we get nothing that really shows for it. Have you watched Ong-Bak, Kung Fu Hustle or any good martial arts films lately? Have you seen what TK looks like in CU. Im completely shattered. We had semi cool looking moves before the CU, lots of ofense, good defense with RIS and compos, status effects, aoes and now what do we have? We have a barely advanced unarmed 4 fighter. Stunning attacks unarmed 3, ummm we dont have a stun attack anymore. TKM feared through out the galaxie for there rapid attacks. We have no more attack speed anymore. Yes a great martial artist has superb defense, but they also have an aresenal or offense. Dont give us innate armor, we look retarded running around in street clothes brawling. We are not street fighters, we are TK artist. We need a look and feel of our own. Give us TK robes or Gi's simulaer to how jedi has there robes. I love my profession, its the only reason i play SWG and not another MMO. TK is my passion and calling, now i have no desire to play anymore. Sad to say if i want to have fun and compete i have to pick up a gun. Now i have to give up my title as oldest TKM on my server and not let myself down but all the tk's i inspired and trained as well. Thanks for breaking a fans heart SOE/LA.



Keltoi Gael "The Fist of the Northstar"

Stike Hard, Strike Fast, No Mercy - Cobra Kai "Karate Kid"

NithSano
Sun Apr 24, 2005 4:38 pm
#43

I agree with the three 100% but would add this.

Actions should be held in a visible queue as now, with no limit of entries.

Leave the action queue alone, it isnt broken. Sorry if it takes more machine calculation time then the new system,that's tuff, we are paying the $$$$$, upgrade your software.



Just remember, where you are, is, where you are. ;-)
vtg
Sun Apr 24, 2005 7:34 pm
#44

I think you hit the 3 main issues right on.


"
1 - Avoidence Deffnces don't make up for lack of offencive skills at the moment.

2 - We seem to hit too slow, we could do with been made faster even if our damage per hit has to get cut, at the moment we just don't seem to flow as well as we did.

3 - lack of veriaty in moves, the old TKA used to do deffinate moves by the actions they are doing, now we are deffined by partical effects. This combined with the lack of special attacks makes us boring.

"


1. The melee and ranged def TK have are not better than anyone elses. maybe one on one there is a lsight advantage, but when you start talking dual masteries. Its quite easy to push those defenses well up over 300, with no TK in your template at all, and from a single mastery point of view you'd thing those that AVOID things would excell at it, not just be a hair better. When balanced over the new insane accuracies mods, again it seem all that defense is meaningless, since even with that 300 ranged melee/ranged defense, I fight white con's ir even a group of npc's at level 17, and I get hit and hit and hit and hit, killed one, hit hit, and ooo... one missed.., hit hit hit, maybe kill another, then i am hit some more and ..dead.


2. slow is an understatement, in fact, as master rifleman or swords i attack faster thanks to variety of moves and messed up timers. 1 per second. shoot i can swap back and forth on the rightmoves with no timer and beat any combat cap pretty easily with other classes. i attacked 14 times on average in a 10 second span with the right moves as a swordsman alone. and only7 at tkm in that same 10 seconds on average due to lack of specials in a pure tk template.


3 lack of variety... god yes.. i agree with this.particleeffects are lame.pure TKM and pikemen had some of the nicest animations in the game, all now gone and thrown out it seems. get rid of the improved and advanced nature and make those optional for people. give an icon to a move and if i work up to advanced, put something like 3 bars on the icon to indicate its the advanced move, and give me a choice to use the 2 bar'd improved version with lower action costs, or the 1 bared basic version when i am really conserving and bring back the variety.



Zissk
Mon Apr 25, 2005 1:56 am
#45






Mine would be:

1 - Avoidence Deffnces don't make up for lack of offencive skills at the moment.

2 - We seem to hit too slow, we could do with been made faster even if our damage per hit has to get cut, at the moment we just don't seem to flow as well as we did.

3 - lack of veriaty in moves, the old TKA used to do deffinate moves by the actions they are doing, now we are deffined by partical effects. This combined with the lack of special attacks makes us boring.

Message Edited by Mankind00 on 04-21-2005 01:03 AM




though i'm no longer a tk it was my first and is still my fav prof so heres my 2 cents :


1 - agree. as it stands now tk has a very wide variety of moves AND animations, to cut those by more than half broke my heart. not only that (side tracking), i hardly had the chance to watch the animations due to keeping an eye on the retarded hotkey powerup deal (pleeeease bring back combat que)


2 - very much agree - 'seem to hit too slow' is putting it lightly IMO. After playing a tkm and a master swords back to back, tkm did seem faster, but hardly enough to make up for the damage differeance vs swords


3 - my third issue would be, i know for myself and a few others, we looked forward to the possibility of blaster knucklers for a long time, and to have them come out and be the same dmg type as all the other tk weapons was a huge dissapointment for me. actually, all the tk weapons seemed to kind of just 'run together', scratch that, the whole prof seemed to kind of be blah. nothing seemed overly exceptional about it, and i know its just my opinion, but i've always felt tk should have an 'edge' on other profs. something that makes it special, and I didn't find anything of the sort during my testing time





Niryn

Is it faster to New York, or by train?
Mankind00
Mon Apr 25, 2005 4:00 am
#46

So you guys know I've recently been asked for a Top 10 issues. I've constructed this based all on what has been posted here & my own experiences with past issues. Thats why you might see that I haven't posted another request for issues where other correspondents may have.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
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Dariane_Kamutsovy
Mon Apr 25, 2005 5:36 am
#47






Spookibus wrote:

1) I can't tell that I'm avoiding any attacks, with or without CoB active. It seems I just get pounded on. While the innate armor is nice, I thought we were supposed to be difficult to hit as well.


2) I can't tell what attacks I'm doing, because there seems to be only one animation. On live, I can tell what attack is executing by the animation (spin, head hit, UH3, Combo2, Dizzy, KD, Body Hit, Leg Hit, UH2) because they're all different. We also have intimidate and warcry on live.


3) From 9 moves (some with more than one variation) to 3 moves. TKM doesn't look like a martial artist. TKM looks like the Cowardly Lion "Put 'em up! Put 'em up!"




Add missing Beserk too!

Specter2k3
Mon Apr 25, 2005 11:39 am
#48

1) No real innate armor as claimed, or so bad it make the Proffession no use along with more offenssive power, dont need to be as powerful as Swordsman but need to be powerful enough for at least some good PvE and AI.


2) HAM goes way to fast for our class and other classes should have double the penalty when they have armor and we dont

plus our attacks are not powerful enough to warrant all the HAM cost.


3) Our knuckler should not slow us down in Combat or lower our HAM.



.
NithSano
Tue Apr 26, 2005 10:01 am
#49


There, I agree, hit the nail(s) on the head! You really have to watch 'action'.It appears that on everyvery strike looks like it reduces 25 percent. I dont this it is now close to SW Cannon in any way other than name. I know, I know TKM and SW Cannon is an iffy assumption but read over the bits and peices about the fights and combat that TKM were involved in... We certainly are not up to that ideal as we were in Old SWG....It is too ballanced!!!!! Oh, well I am sworm to TKM till the shut the last server down so, game on!

Message Edited by NithSano on 04-26-2005 12:07 PM



Just remember, where you are, is, where you are. ;-)
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