Teras Kasi Archive

Thread: Your top 5 Teras Kasi issues Week 2

Thunderwulf
Thu Jul 31, 2003 12:39 am
#53

As you can all see, the Dev's have given us the ability to float threads at the top of the forum. So it should all be easier for you to see the "focus" threads.

Also, we received word that we shouldn't send in another report until the last one has been responded too. Therefore, until I hear something, lets just keep gathering ideas.

I have a feeling the responses we receive will dictate our next report, so its all good.

As soon as I have new info for everyone, I'll share ASAP.



Thanks,



Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
ManceRayder
Thu Jul 31, 2003 2:12 am
#54

I second the "range issue", where especially larger mobs/flying mobs and snakes automatically reposition themselves out of your range each round.


This is most evident when wielding VK's, but unequipping those is not a viable option at this time.


http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=3122


I've made a lengthy post about this on the TKA boards here, but I'd like to make sure this is taken along as a top issue.





Gana
____________________________________
Master Teras Kasi Artist / Master Ranger
Eclipse
Metherian
Thu Jul 31, 2003 3:59 am
#55

One thing that really 'irks' me is that ranged fighters get a disarm attack, but TKA's don't. Does this make sense to anyone? A guy with a pistol can shoot a weapon out of a target's hand at 40m, but a TKA master, standing next to a guy with a rifle, can't do the same?


Dookz
Thu Jul 31, 2003 5:18 am
#56

As a TKM, Im always at a disadvantage against kiters. The only tiiny chance I have is Unarmedlunge2. I found Unarmedlunge2 to not work properly 97% of the time. During duels, as I get closer to my target (about 14 meters) I hit follow/unarmedlunge2 and he is knockeddown. Then I am 2 meters away (it says so on the target bar next to their name)from him and he is about to get up but I am unable to do default attacks as well as other special moves. It kept saying that "The target is out of range" or something like that. I will post again. Anyway,only lunge2 works at this instance (very close range). On some occasion their body as they are knockdown...moves some meters away! On other times while they are knocked down, I have to guess the spot where they were really knockeddown, sometimes 6 meters away from the body that appears on my screen and at 6 meters or so I could do special moves as well as default attacks which requires to be at very close range.



Pls pls, I have this get to the devs. I took master brawler for Unarmlunge2 to have a chance to knockdown those kiters

Dookz
Thu Jul 31, 2003 7:14 am
#57

There should be something done to TKs or rangedprofessions or both. I am a master TK. Ichallenged a rifleman holding a dlt20a or was it t21in a duel. Our starting position had a gap of 2 meters. And yes I got owned by a rifleman in melee range!!In less than a second at the startof the duel, I died instantly of1k dmgfrom anExpert headshot. I kept tappingmy default attack key as fast as I could even before the duel started and I never done any damage before him, I dropped dead right away. Its a terrible thing to see. and he wasnt even moving

Wagadodo
Thu Jul 31, 2003 8:19 am
#58

Actually I think maybe one ranged attack that allowed us to lower the monster running speed or immoblize them for a moment or two for catch up. Something like a throwing star that we could hit their legs with to slow them down or stun them for a moment or two would help greatly.


I am like every one else. I think we could take out VK's and just ramp up our damage or even increase some since we will not have as great as chance to cause wounds.


Also what is up with the Negative to hit modifer with unarmed combat? When a pistol user gets a plus 15 on things with in the same range as us, and they are able to use posture changes to raise up the numbers. Do we get a larger to hit bonus than other classes?




Eynawyht - On the path of enlightment.. He hopes.
Doki Jedu - The Flirty Musician
Anthom
Thu Jul 31, 2003 8:30 am
#59

1) Melee in PvP - We are without a doubt seriously disadvantaged.


Last night I did it all right and lost without get'n a single hit in other then the useless lunge.


I was in a Starport, was attacked, followed him and spammed /unarmedLunge1; /unarmedKnockdown1 the whole time, while I was able to lunge him to his knee, he was up and running before I could connect with KD. So I saw lunge for 3 points damage, target out of range .. spammed. This was indoors in the long Starport hall. I was dead before we got to the end. (I didn't have my VKs on at all btw)


I did everything right, still didn't have a chance. I would have been somewhat happy if I could have at least hit him once. As it stands now, melee is the laughing stock of PvP.




_____________________________________________________________
Ulliam - Teras Kasi Master / Master Brawler - StarSider


MadcowwithSARS
Thu Jul 31, 2003 9:46 am
#60

i like the idea of bleeds to our accuracy tree,i also would like to see like what the riflemen have.they have mind shot for a chance to instantly incap a target,why dont we have a knockout punch to do the same.i dont care if your 300lbs of trandoshan meat a punch to the throat and your gonna drop.


i also think we should move faster then guys running with rifles.how can you run with a rifle and fire it over your shoulder?or make it so if we cant attack while running nobody should.


why dont we have some kind of grappling move?like a choke hold or an armlock to break there weapon arm?i would enjoy putting a pistolier into an armbar and listening to his wrist break.


i also second the disarm ability,if a guy standing at range can knock my vibro knucklers off my hand,i should be able if i cant him to remove his weapon.crap thats one of the first things they teach in martial arts,is the neutralizing an apponents weapon.this is upposed to be some almighty unarmed style of fighting but its no more then some summer karate class 6yr olds take.




"No botha de' Jabba"


- Cant Wait till Grumpy People Quit I Like NGE

Carp-L Tunnel (Former MWS/MM/MA now Master gimp)
Bothell
Thu Jul 31, 2003 10:34 am
#61

don't martial artists use Bolas? You know, the three weighted balls tied to three strings. You spin them like a slingshot and throw them at people's feet as the run away and it wraps them up? Why couldn't we have a chance at using these? That seems it could be tweaked a bit to work.



Sufu ~ Tarquinas
Wind_Velara
Thu Jul 31, 2003 2:36 pm
#62

Bothell that is an amazing idea, it stays in continuity because the gungans used a variation in Episode 1



from 2nd page, I agree with MotherMGA, ranged attackers are too accurate. On ahazi as an expert rifle spec I could hit something like 40 meters away with a headshot multiple times and maybe miss once in 5 times.



The environment should be able to break LOS, ie ranged attackers shouldnt be able to shoot me through a freaking sand dune! I've only gotten the scenery to break LoS once on endor against an ewok by using like 5 trees.



seriously add range to VK's, we really need it. and btw I can hit things sometimes that're chasing me like a kreetle but thats the only thing I've managed to hit while moving




feign death is good, we're like the Monk's the SWG but without the uber skills that WORK and are possible to execute a few of them without getting wasted.



I like PvE too, its good except for ranged penalties and things hitting on the run nearly completely broken. with the ranged disadvantages its impossible to be an overt TKA unless you have ranged abilities to augment your melee ones.



I think thats it... I'll shut up for awhile...




"Teras Kasi are lethal, nearly impossible to knock down or unbalance. Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

-Page 267, SWG Strategy Guide (now obsolete since last patch)
Velatyr
Thu Jul 31, 2003 3:41 pm
#63

Speaking of Gungan toys...


What about those blaster deflecting hand-held shields they had in ep1?

Baccadinio
Thu Jul 31, 2003 5:01 pm
#64

vel they HAVE personal shield generators in the game already I own two of them


two because the first one i bought got destoried in one fight with some low lvl mob and had to buy another.


they dont regenerate and i havent been able to get anyone to repair them


but i digress


as for the TKA issuses i have...well they ALL been mentiond here so far. VKs (personally I like them but they shouldnt be "required" for UNARMED combat) Target Out Of Range ("but it SAYS im standing on its HEAD") and people shooting me while running away at full speed on the other side of a hill and through the dense undergrowth of forest.


I like alot of the other ideas (like bolas, hell make scout traps useable on none animals)


Baccadinio

Velatyr
Thu Jul 31, 2003 7:21 pm
#65

Yeah, but why not have a hand held shield? While using it you are very resistant to most ranged weapons (say not to rocket launchers, acid rifles, light lightning cannons, and maybe a few other acid based weapons), but at the same time you are unable to execute attacks until you put it away.


A simple device that would allow a melee person a chance to close, and force a range user to keep some different weapons to deal with the threat.

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