Teras Kasi Archive

Thread: Your top 5 Teras Kasi issues Week 2

MordredSJT
Thu Jul 31, 2003 7:34 pm
#66

My top issue at the moment is this...


I just had my first duel with another TKA who is at an equal level with myself (only lacking master meditate and master precision striking). It lasted approximately two seconds, if that. We agreed not to use knockdown. He spammed unarmed combo 2 while I tried to actually link a few different styles together. I hit him once, he hit me twice, duel over. What the hell is that? So my main issue is that there is apparently no real strategy involved at all in duels between two high level TKAs. Just spam your best move and whoever hits first and faster wins. What is the point in having all these skills if using them in interesting and varied ways cannot differentiate you from someone who can just hit a button three times without even thinking?

baw
Thu Jul 31, 2003 8:59 pm
#67

Mordred I agree with your complaint, though it seems the kiting thing is the biggest issue (even NPC enemies kite me... and that really sucks)


Anyhow I think your issue is part of a bigger issue... PvP damage is too high. Player attacks are meant to be done on mobs with up to 15k health (maybe more) It is not reasonable for fighting other players, who will never ever have much more than 1k health (including armor)


Besides TK, I'm also a novice rifleman. I can 2 shot people with mindshot. A Master Rifleman with a good rifle does 4k damage on a mindshot. Even with the best armor around, its 2k damage. Unless the damage during PvP is dramatically reduced, the whole one and 2 shot PvP fights are only going to get worse.


Saw a guy doing 1400 damage with a pistol the other day. That kind of damage has no place in PvP. If we are gonna keep it that way, lets just replace PvP with a coinflip... 50/50 on who hits first/wins the fight.


PvP is broken. Clearly, it will take thema while to fix it. Class wise, I want the ranged kiting of melee to get fixed. I want the HAM costs to be reduced on VK's, or the damage increased so we aren't forced to use them. I'm sick of having to go out of my way to use specials just so I don't kill myself.





baw
(Sarcasm highly intended.)

MordredSJT
Fri Aug 01, 2003 5:05 am
#68

Well, my other issue that is part of a bigger issue is the fact that I have little to no idea what the various skill mods from different professions will actually do for me. Is there a soft cap on melee and ranged defense or isn't there? What the hell do they do in the first place? How about dodge, block, and counterattack? What in the name of Vishnu does the +5 anti-shock that I get as a racial bonus for being Zabrak do?


No one seems to be able to answer questions like these with any authority at all...and the response of the devs to such questions seems to be simply not to answer them. I am now to the point where I have to start thinking about where I want to spend the rest of my skillpoints besides Teras Kasi Master. How am I supposed to make an educated decision when I have little to no info on what these things do or how effective they are? I'm sorry, but I don't feel like putting in the immense time commitment to climb up more skill trees only to find out that I'll be just as gimped in the end as I am now...and I should have gone a completely different path, which will now take another immense time commitment in order to accomplish. I don't particularly enjoy the monotany of leveling up, nor do I plan to make this game a second career. I would just like to be able to actually make an informed decision as to where my character is going and why. I don't feel this to be unreasonable.

Anthom
Fri Aug 01, 2003 8:19 am
#69

Thunderwulf, could you *PLEASE* try to get some sort of information out of whomever in regards to our plight in PvP?


We are literally lemmings for the killing fields, an utter joke in PvP.


The more I PvP, the sicker I feel in regards to SWG.


Don't get me wrong, I enjoy this game in many ways, however, what am I to do once I have finished my training? Obvsiously PvP is not an option for those of us who melee.




_____________________________________________________________
Ulliam - Teras Kasi Master / Master Brawler - StarSider


RunemonIV
Fri Aug 01, 2003 3:32 pm
#70

Im going to be as constructive as I can be minus the bad grammer and puntuation, hehe and spelling.


It all started a week into the game, when i was a mere brawler with no direction.. I liked the cool animations you got when you were doing unarmed fighting, yes i had heard of Teras kasi from the EU most notably in the crash play station game "masters of Teras Kasi" yea... the game blew, but the storyline was really cool.


Anyway back to my errr problem:


Like i said a week into the game we got nerfed of berserk. I dont know what the problem was, obviously it hurt us to use it big time.. and remember there were no Vibro knucklers back then so that ham hit was big even without knucklers.. So we did damage big damage, but if anyone recalls how hard it was from brawler to TK student then you see my point.. we could not keep up with our friends wh were blaster lovers and we got left in the dust.


Ok i can live with that simple little nerf, so lets move on


This game takes place during the Galactic Civil War, where tales untold and deeds unrewarded were behind the scenes and where all you saw was the tragic story of one man and his fullfilling of a prophecy with a lil help from friends and family


I understand blasters were the "way to go" in the movies.. and in the books melee is rarely mentioned.. fine and good


however, this is not the movies nor is it a book and on the cover of the game box it states something about the greatest starwars saga ever told, yours..


well my starwars saga is screwed because of a few flaws with my chosen profession


first and foremost! let us attack while running.. this is the single biggest annoying flaw in the game IMO and ive seen many


and if you cannot do that.. then make unarmed lunge actually stop someone for a few seconds to allow us to get close and pop off a few hits.. it works well with npcs but players get right back up as if nothing happened


now i do have some questions..


why do we as teras kasi masters even need vibro knucklers? why are we allowed to have them.. the whole gig behind teras kasi is sorta like kung fu.. perfection of the mind and body and of the spirit, not perfection of buying someones knucklers so we can compete with the other professions


Knucklers should be a brawler thing only and by the time we hit master we should do the same damage in melee that some of these uber guns do.. all in the fairness of balance that is


Some of our hard earned skills so far have proved useless.. we only have like three that work like i feel they should and one is about to get renerfed.. whats next up to nerf bat our knockdown.. that what.. and do you know why? because the players in the majority IE: every swinging blaster that is not a tka is cryin about it..


so devs will axe that next..


i would like to know why we are getting nerfed left and right and why bounty hunters and pistoleers can run all half twisted and kite the hell out of us.. there is NOTHING we can do about it unless the player is subpar or a noob.. any player with half a brain and a gun will kill us.. why cant the devs see this?


Maybe im ranting or raving but i think we need some love here... what does stun actually do? besides make an icon beside our opponents ham bars?.. i havent seen a decrease in damage coming from them... warcry which does what its supposed to for a limited time ... doesnt even work more than half the time and oops there goes another HUGE ham hit.. same thing with berserk.. big ham cost.. barely able to get it off


I know other professions are broken more than we are.. most notably the commando but when they get fixed it will be another gunner profession that will kick out butts without thinking about it overmuch


i want to feel like i can compete in the pvp game other than cantina duels


im tired of half my specials being laughable compared to the other professions


and most of all, above all else I WANT TO BE ABLE TO RUN AND ATTACK




Day one Veteran of the game.. just a little fed up.. /tiny
rock251
Fri Aug 01, 2003 11:07 pm
#71

Here's something not said. Instead of using a bleed shot, we can start taking out body parts. What would a obunty hunter do if we stunned his hands( Of course getting to the bh would be the problem). I 'm thinking that TK's should be able to pinpoint certain body parts leaving the target at a disadvantage.


Instead of body hit, we could have a hand/arms attack. In essence, this would equate to trying to break the target's hand/arm. Upon a successful hit, the target would be at a certain disadvantage when trying to use his gun or melee weapon. Also we could tweak the leg hit. Hitting the leg attack would hinder the target's mobility. This would allow us to catch up to those marksmen who love to run in circles. A final one could be a rib attack; making the target out of breath. The rib attack would make the target's action bar steadlily decrease over a certain amount of time.


Of course these impediments would not last the enitre battle. If they did, we would have way too many people whine about us getting stronger. I'd like to see at least a 30 sec- 1min penalty; if we were to be successful upon hitting a body part attack. The ham penalty for an attack should be about medium so that a TK could not repeat these attacks one after another.


I'm not saying that this would be a perfect solution of us PvP. Really not sure if it would even work. I like the idea of a bleed attack, but it really doesn't tie in with martial arts. These body part attacks do though. Will we still get killed a lot in PvP? Of course we will, but this could make things a little fairer for us. Please feel free to laugh or support; just trying to brainstorm here.

ShinjiEva
Sat Aug 02, 2003 2:02 am
#72

I dont think it is that we cant hit while moving.. It is just that while it looks on your screen that you are right on them to the server you could be 20m away. If you are a creature handler you could probably have noticed this. You fight something send your pets on it then all the sudden your pets run off and start attacking air while you are still standing over the mob that isnt actually there and getting out of range spam. I have killed plently of low level creatures like kreetles while running with them on my tail. I am TKA not ranged if couldnt tell.. =)
plato_ii
Sat Aug 02, 2003 7:09 am
#73

I don't know what you guys are talking about... I hit while moving all the time.


also, there are varying levels of vibroknuclers, you just need a master weaponsmith to experiment with some good resources for you..


and get them sliced, that fixes any speed isues... i'm actually faster with them on then off now.



the biggest 2 issues imho is the out of range messages when you are standing right next to or on top of a rifler/pistoler during a duel, and that they can sometimes shoot you through rocks and walls.


Khalor
Sat Aug 02, 2003 8:24 am
#74

1. Some sort of bleed shot would be nice.


2. Better defense. We're Teras Kasi so we shouldn't have armor weighing us down, but we need some higher natural resists to compensate.

CypharesTKA
Sat Aug 02, 2003 12:24 pm
#75

the whole running and not being able to attack bug is if the mob and you are moving, and if the mob is fleeing from you. If you run away from the mob you can hit it and if its not moving or your not moving you can attack it. The only time you can not attack a mob is if its running away from you and you are behind it.
arcadeanu
Sat Aug 02, 2003 12:46 pm
#76

These are my top 5 issues for this week. I won't do the same ones I did last week.

1. Not being able to hit a target while moving is a big issue for me. I have to come to a complete stop to hit the target. I don't know about anyone else but I can punch and kick while running in RL it just take momentum. It's unrealistic and it's not even fair in a game.

2. Meditation really needs it's own line. Others have already valiantly stated the need for this and why so I don't see the need to go into it again. It just needs it's own exp line instead of taking from the unarmed exp line. They should focus us a bit more on our Chi. It is hardly mentioned in this game yet that is the power we use to focus our abilities.

3. I cannot hit the targets that are out of range like the Kimogila. The monster stays so far back that I am unable to touch him with my vibro knucklers (the only current viable weapon for the TKA). We should be able to hit the monster when they move in to attack. That would make it more realistic and it would fix this problem.

4. I actually think that the VKs should be taken out of the game and that we should use our true weapon - the fist (Or the claw). We are supposed to be hand-to-hand death machines but are far from it. We are supposed to be unarmed yet we are armed.

5. In addition to the previous issue I believe that hand-to-hand effectiveness should be increase by a ton. It is unused and it really should be a viable choice for people playing TKA. Instead the vibro knucklers are what everyone talks about and uses.



Accuracy in relation to range in SWG:
Rifle: max |+++--------------------------------| min
Carbine: max |----+++++++++++++----| min
Pistol: max |+++++++++++++++++++| min
Akhasha
Sun Aug 03, 2003 1:18 pm
#77

*** Some kind of /stick or something ***


We already have a method by which to do what you are requesting. That is if I understand the request. You can /follow anything in the game that moves.


Now if you are looking to autofollow a creature at Melee range just because you are attacking it. I would have to disagree with you friend. I am a Novice TKA and I feel that a change like that would "dumb" down the profession. I like the fact that TKA is one of the most challenging combat professions, it's the reason why I chosed it.


Try the /follow on creatures that tend to run. Works well for me.



Wind_Velara
Sun Aug 03, 2003 6:17 pm
#78

I've tried that earlier, it brings me into with 4-5 meters (out range with knucklers) so it doesnt work all that well



"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)
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