Teras Kasi Archive
Thread: Your top 5 Teras Kasi issues Week 2
Akhasha wrote:
*** 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.
/stick is different than /follow. It puts your character right smack up to the mob, much closer than /follow. This was used widely in combat in DAoC. /follow was reserved for afk zerging.
My biggun's are (as many others it seems
)
1) We need a way to chase down kiting enemies, players or NPC's. Someone surgested a run speed increase when the TKA was in 'attack mode', that sounds like a really good idea to me. Other possibilities could be to tie a short burst run effect to fx. a lunge attack, allowing you a short sprint to catch up briefly and a chance to stop the enemy and thus keeping them within fighting range.
2) The out of range issues. especially with the big / long mobs (snakes fx.) Perhaps a range increase untill a more complex solution can be made.. but we need to be able to fight back against something thats inches from our faces
Out of all that, however, Pistol Whip needs to be looked at, and probably nixed entirely. The fact that a ranged profession gets a melee knockdown is wrong. The fact that it's superior to that of a profession shows a complete lack of foresight on the part of the devs.
You're not landing normal attacks when moving. Trust me. Do a test. Start a duel with a trusted friend, but don't attack right then. Tell him to start walking in a direction so your toon is also moving. Tell him to continue walking and hit attack. Your character might run up 2m, stop and get an attack in, but as soon as you start continually moving with him you will not be attacking.
I actually didn't even realize this until I read it on this forum. When a Fambaa takes a step back I lose about three rounds walking up to him until i stop again.
spacefish wrote:
Akhasha wrote:
*** 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.
/stick is different than /follow. It puts your character right smack up to the mob, much closer than /follow. This was used widely in combat in DAoC. /follow was reserved for afk zerging.
Again, follow works great for running mobs. 4 to 5m way from the mob is absolutely close enough to attack it. I routinely fight at 4m when in group with other TKAs. Let them get the proximity aggro =)
If you are fighting alone, from4 - 5m you can still attack the mob. Once it stops running, it will turn and fight =) Again, if you are looking for EASY, AUTOCHASE and ATTACK, interactive games are not for you =)
Personally, I think guns should not autofire and should have a finite payload that needs to be replenished. This would create a new perpetual market for weaponship (bullets)
I think the top TKA concerns should be.
A) Quit screwin us over. You nerfed us out of the game.
B) Make some darn content for your empty as* game. Once you've killed the yard trash for a month, did the terribly unfulling Hutt quests and realized PVP is a joke for gun and melee characters there's no reason to continue paying $14 a month.
Hello,
I am a 2H/CH/scout.
I love the idea of a special xp for meditate line so with 20pts I could beneficiate (as polearm or fence followers) of this feature.We all are melee and should get a meditate line.
For those who could say that only TKA should beneficiate of it because they have those Mitrochlorite in their blood i say that in this case BH must be the better in PvP as he is the only one able to kill a Jedi.
Or we play the original SW or we play a balanced mmorpg.
I would like to be sure, not you ?
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Akhasha wrote:
Again, follow works great for running mobs. 4 to 5m way from the mob is absolutely close enough to attack it. I routinely fight at 4m when in group with other TKAs. Let them get the proximity aggro =)
If you are fighting alone, from4 - 5m you can still attack the mob. Once it stops running, it will turn and fight =) Again, if you are looking for EASY, AUTOCHASE and ATTACK, interactive games are not for you =)
Personally, I think guns should not autofire and should have a finite payload that needs to be replenished. This would create a new perpetual market for weaponship (bullets)
3 meters is ideal range and4 meters is maximum range for vibro knucklers. /follow tends to put you at around4-6 meters from a target, so most of your hits do not connect (cause you're wavering between"max range" and "out of range"). However, if you are a little faster than the target, then you can turn off /follow and just run on top of the mob yourself, and you'll hit itevery time.
It's unfair tounarmed fghters that we have to manuever manually, while a polearmed fighter with slightlylonger rangecan use /follow with no problems, and can thus concentrate on attack sequences and healing, rather than manuevering. Was /follow designed as a long distance travel convenience, or was it designed as a combat aid to melee fighters? If it was meant only for convenient group traveling, then it should not work when you're in attack mode at all, because it's broken currently. If it was in fact intended for melee combat chasing, then fix it, because as it is the/follow range between you and the mob is just enough to put you out of reach most of the time.
I think the best solution would be to make a command such as "/follow [target] [n]" where n is the maximum range in meters that you want to keepwithin your target. Just like it currently does, /follow would never back you away from the target, it would simply cause you to move closer whenever you were outside of the maximum range.
Would that be a workable solution?
On of the biggest issues I have is that Unarmed toughness or any toughness for melee classes does not work for ranged attacks. Why is this? If I can take a Lightsaber hit with less damage I sure should be able to take a blaster hit with less damage.
Nate
Krul (Master TKA)
Collision detectionproblems when fighting large mobs with TKA
I am trying to fightTortur Bulls, but when I follow and attack them (with or without berserk), many times, I just stand there in attack modeand do nothing while I am getting beat down.
I even try movingcloser and spamming attack, but this does not work. 3/4 of the time, I cannot make contact with the larger mobs.
Akhasha wrote:
spacefish wrote:
Akhasha wrote:
*** 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.
/stick is different than /follow. It puts your character right smack up to the mob, much closer than /follow. This was used widely in combat in DAoC. /follow was reserved for afk zerging.
Again, follow works great for running mobs. 4 to 5m way from the mob is absolutely close enough to attack it. I routinely fight at 4m when in group with other TKAs. Let them get the proximity aggro =)
If you are fighting alone, from4 - 5m you can still attack the mob. Once it stops running, it will turn and fight =) Again, if you are looking for EASY, AUTOCHASE and ATTACK, interactive games are not for you =)
Personally, I think guns should not autofire and should have a finite payload that needs to be replenished. This would create a new perpetual market for weaponship (bullets)
Actually, I use /follow all the time so I know how often I hit vs. running, walking, and retreating mobs. I generally have to spam lunge to get the creature to stop and it's not all that effective.My point was that /stick is a completely different code than /follow.
Why shouldn't defenses stack?
If you're a fencer, you learn different avoidance/defensive techniques than if you're a TKA, so why couldn't a Master Fencer who's also a Master TKA figure out how to benefit from fencing footwork while fighting unarmed?
Specials aren't pants, they work pretty well, especially TKA vs. humanoids. Try lunge1 then stun1; does plenty of damage.
Ham costs are a little high, but i guess fist fighting hurts your fists more than pulling a trigger on a gun. Still, it sucks to have high ham costs plus to have to tank most of the damage, and then not get any exp because 6 riflemen were shooting from a safe distance. Perhaps the percentage of the hits/damage youreceived should factor into combat XP along with the amountof damage you deal.