Teras Kasi Archive

Thread: A few more tidbits for you

Jahdow
Thu Sep 11, 2003 1:16 am
#92

MrKracsthanks for your constructive and mature response, so do you have any reason why we should infringe on the ranger skill of enhanced speed and not traps ? As for traps, I do have a lot of points invested in them thank very much and find them quite useful so I see no reason why we cant have a PvP only trap. As for torpedoes up you arse, whatever floats your boat, but please don't include me in your fetish.
PerlMonk
Thu Sep 11, 2003 5:44 am
#93

Can you "manage" to "pry" a timeline? I cancelled last week after this latest patch. Patch number 1 we were nerfed/bugged, Then we were nerfed/bugged again in patch number 2. My subscription runs out the 22nd of September, I assume that means at that point I won't be able to read the forums since they are no longer available to the public. My character may remain for 3 months but that does me no good if I can't read the state of the TKA profession.


I could be wrong with the lack of access to forums but I really got tired of looking for the post due to-


Your request is currently being processed...


Your request is currently being processed...


Almost makes one wonder if that is done intentionally, ahaha




Bojat Paladin Back for more pain and frustration
MrKracs
Thu Sep 11, 2003 6:15 am
#94






Jahdow wrote:
MrKracsthanks for your constructive and mature response, so do you have any reason why we should infringe on the ranger skill of enhanced speed and not traps ? As for traps, I do have a lot of points invested in them thank very much and find them quite useful so I see no reason why we cant have a PvP only trap. As for torpedoes up you arse, whatever floats your boat, but please don't include me in your fetish.





Lol, didn't actually mean any real offense, just the post gave me a giggle for some reason... /looks around innocently. But I do think you countered your own argument though, you wanted traps so you invested in them, pretty simple. No need to step on other professions toes to ask for improvements, our profession is not meant to be the be-all-end-all jack-of-all-trades.


As for the torpedo, hmmm, think I said tornado, you got something for long hard things inser... ah, never mind (just foolin' with yah )




---------------------------------------
Kracs Knuckles - TKM / Pistoleer Master / Scout / Medic - Corbantis
"Facing an opponent armed with ranged weapons, high-level abilities
enable him or her to intercept blaster fire unerringly with their head,
bringing his or her self swiftly to the ground."
-Page 267, SOE Class Balancing Strategy
Jahdow
Thu Sep 11, 2003 7:16 am
#95

You did indeed say tornados, I miss read and I offer myhumble apologies.


One of the reason I suggested a trap was because the mechanism to implement them is already in game. You pointed out the 64m as a negative but if it were any less the range user would just kite from outside throwing distance, slightly harder for them to do but still doable.


I didn't want to suggest scout or ranger traps effect PC or NPC's (although i think they should) because a range user could then pick up those traps as well. My personal opinion is giving any melee class a speed increase changes the game for us in PvE as well as PvP which is not good as far as I can see.


I cant see it being that overpowering, range still have the advantage but if they do mess up....


You disagree and I would be interested to hear why.

atone48732
Thu Sep 11, 2003 11:07 am
#96

I swear these **edit** devs perfer the ranged classes.



Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
scilence
Thu Sep 11, 2003 2:09 pm
#97

I agree that /stick would be a great idea but i feel it is a bit much. I am currently 2 blocks from Master TK and don't feel that this would be fair to the rest of the pvp'ers. What i would suggest is making our posture change last longer and not have as long a wait to be able to reuse it. For example have it effect your target for 4-5 sec and be able to reuse it after 8-10 sec. Also i believe that we should be able to close in on our targets. Rangers have a terrain negotioantion bonus over everyone because they work for that. We should have something equal to that like a .25 or .50 speed advantage over non TK targets.We should be able to close the gap with out having to use a speed burst. I believe that this would make all TK happy and not piss everyone else off too much the idea of dodge is great, stick with that but the need for speed would help equal out pvp and pve fights. We work hard for master TKA and should have a little something extra for our efforts, like being able to catch our targets.


Highly toned fighting machines.........



I am sure i will get flamed for something i said. Feel free to do so. But this and meditation are the only things that are keeping this from being the elite profession that it deserves to be.





He who has not tasted the bitter, does not understand the sweet.
MrKracs
Thu Sep 11, 2003 5:36 pm
#98

I didn't want to suggest scout or ranger traps effect PC or NPC's (although i think they should) because a range user could then pick up those traps as well. My personal opinion is giving any melee class a speed increase changes the game for us in PvE as well as PvP which is not good as far as I can see.


I actually can't see a 10% increase in speed effecting anything in PvE. Most mobs (including nearly everything on the advanced planets) already move at higher speeds than we do (in fact allot already move at close to burstrun speeds i.e. brackasets, nightspiders etc...). The main point though is this is for melee (i.e. only when a melee weapon is equiped - like a +unarmedmovementspeed for TKAs), we're not going to be kiting mobs, we're generally going to stand toe-to-toe with them. Ranged users would also have the 10% bonus, but only while not firing. While they're firing their movement is at normal speed and normal kiting applies.


A 10% increase in speed combined with a /stick function would give as a much greater chance in PvP while still retaining the distance domination of the ranged classes. We try to run down a carbineer/pistoleer/rifleman/bh and even a commando(wielding BP orsimilarly ranged weapon)from 64 meters we should be in for a world of hurt. Even at 20 meters we're in a bit of trouble as it would take us almost 200m to close that gap (due to server latency) and be in range of a lunge. But at the closer distances the ranged opponent will have to start worrying since they'll know we can actually close on them and they can't simply kite us.


In truth, we shouldn't be blatantly running down opponents in small fights, we should be using strategy and the enviroment to close the distances.Sadly this is limited to cities and bases at the moment as the landscape and its features can literally be shot through. In bigger fights its actually allot easier for us anyways as opponents are usually distracted and can be surprised without too much difficulty.


Doesn't the ranger traps work in PvP? Hmmm, if they don't then perhaps they should at least have one effective one a lvl 4 and maybe a better one at master /shrug. I know the ranger was predominately designed for PvE but the entire end-game is the GCW for fighter classes and it'd be good for the ranger to have some input in this arena.




---------------------------------------
Kracs Knuckles - TKM / Pistoleer Master / Scout / Medic - Corbantis
"Facing an opponent armed with ranged weapons, high-level abilities
enable him or her to intercept blaster fire unerringly with their head,
bringing his or her self swiftly to the ground."
-Page 267, SOE Class Balancing Strategy
Shinjo_Kanzaki
Fri Sep 12, 2003 12:35 pm
#99

an increase in running speed to close the gap on them won't mean squat when all they have to do is run back and forth. you'll be lucky to hit them as they're running around and your to-hit modifier is stuck at -50. let's not forget the lag in this game. you try running down a person dodging in and out of alleys with a launcher pistol and let's see how much lag effects your performance.



____________________

Shinjo Kanzaki - Sentinel


It's not lag, it's bullet-time.
LirielTheDrow
Fri Sep 12, 2003 11:30 pm
#100

People need to realize we don't want the /stick command so we can instantly close with a gunner and kill them. We want a stick command so that after we've already caught them, we'll actually be able to hit them.


The problem is not being kited, that's fine, it's expected. Our problem is that when we catch them, we still can't hit them, even tho we should be able to, due to server lag misrepresenting their position to us.That is where the problem lies and that's what needs to be fixed. It's not our fault we aren't able to hit them, it's the servers fault for showing our enemy being in a place he's not. I don't want to catch my opponent faster, I can do that well enough on my own, that's where the challenge lies. I just want, when I reach him, to be able to use my specials, use my knockdowns and lunges, and to have them actually connect, rather than being told that the guy I'm standing on top of is "out of range".


Liriel Baenre


dominionalpha
Sat Sep 13, 2003 8:18 pm
#101






Ehogack wrote:

That's a tactics problem. Not a TKA game issue. You run after them, you deserve to be kited.







Use your brain before posting smack-tard.. so... if I run after them, I deserve to be kited, if I run away then they'll follow me and kite me... currently the only way to escape death by kite is to book it to some water and swim out 70m.


dominionalpha
Sat Sep 13, 2003 8:20 pm
#102

Heh..


Here's a proposal to fix it ALL.. just wipe all the melee classes... of course then you would have to make all of those former melee players master commandos.

Nakaguss
Sun Sep 14, 2003 10:17 pm
#103

wish they just add def. ohhh well guess well just have tank moves. even though pets will still be overall better to tank with due to the high hams and high resists





"Yeah, dont you know? when you die your body emits a powerful form of radiation that penetrates all containers and crates, and pretty much anything and everything on you.

But have no fear! If you insure you get radiation protection on your items. The problem with that tho is that it only protects 99% of your items integrity."
TastyRamen
Mon Sep 15, 2003 6:47 am
#104

How about a slight speed increase over none melee types but base it upon a weight factor and you would need to be completely un-armored. If ameleer is under say 20% carrying capacity and has no armor, they get a 10% bonus to run speed.



Where have I heard this before..?



Page 8 of 10