Teras Kasi Archive
Thread: Some proposals for TKA
Jedah_Fisk wrote:
Also do you mean that you refuse to change knockdown. Knockdown for a martial artist is not suppose to take half you life, not even for a defensive lineman in the NFL .
No, we are still looking at knockdown. This isn't meant to be a comprehensive list of everything we evr intend to do...
Holo thank you. That gives me hope ![]()
Please with the changes keep in mind that we do want to be able to tank we dont want to depend on knockdown to do it. Thank you for hearing us and some of us are sorry people are getting so upset about issues that they misunderstood
Archon007 wrote:
"Blasters are a superior weapon at a distance" - I don't think anyone would or could argue this fact, but puting no abilty to close that DISTANCE was foolish and disturbing.
That's what lunge is supposed to be.
Increasing the mind pool cost any further is just another crippling class action and makes those of us who became master medics or doctors with another 64 plus points of wasted experience. I dont want to toe a medic around where I go, I prefer the life of a lone explorer of far off wastelands and jungles. I have already adjusted my game play to account for the already too large VK price so I can still be just as viable in combat as a ranged weapon user who gets to stay out of harms way. For the price of saving a little health you rape us in action and mind. Unacceptable. Return our class back to it former state as masters of close range toe-to-toe combat. Im still waiting to be on par with a Bruce Lee or Jackie Chan, not Bozo the Clown. If a 50 year old black belt can still catch a bullet in his teeth in real life today, why cannot a Master TKA be unstoppable within 5-10 meters in a fictional game set in a fictiional universe that advertises have fun living in Star Wars Galaxies.. What is fun about a fictional realm which follows all the same rules I live with today.
I dont expect to be able to take down ranged weapon masters outside of my 5-10 meter range that is where I must develop cunningness and daring strategies to overcome those limitations in my class. But on the same note at a master tka level, it should take a elite ranged weapon master to be able to hit me. That is the balance we seek, it can be done, and then all can have fun.
Galaxc
Novice TKA
Master Scout
Master Medic
Lowca
This reminds me of something I noticed the other day doing some PvP. Yes, lunge helps but you need to change the fact that after getting forced down, people can just hit stand and immediately stand right back up, even though they are technically still "forced down." Understand what I mean? Same goes for knockdown. The ability for your opponent to attack is hampered but they can still get up and run away...
Holocron wrote:
Archon007 wrote:
"Blasters are a superior weapon at a distance" - I don't think anyone would or could argue this fact, but puting no abilty to close that DISTANCE was foolish and disturbing.
That's what lunge is supposed to be.
I sorry Holo, I'm just not reassured. It seems to me that you are making more mistakes then you are solving. As TK's, we are in the thick of the battle, and as such we and all other meleers should have the lowest special move HAM cost. As it is now, especially with the 600 HAM cost for knockdown, we have the highest.
Also, why are you not extending the range of VK's to 8m, same as regular unarmed. That would be a much more effective fix for what all TK's see as a bug in the profession.
Holocron wrote:
That's what lunge is supposed to be.
Supposed to be?
So can I take it from that statement that lunge is not working correctly either, or not the way you intended anyway, and is being worked on so we can close distances on ranged players?
Or is it staying as is?
Holocron wrote:
Archon007 wrote:
"Blasters are a superior weapon at a distance" - I don't think anyone would or could argue this fact, but puting no abilty to close that DISTANCE was foolish and disturbing.
That's what lunge is supposed to be.
Lunge still allows a character to move away with little or no loss of distance by repeatedly hitting the "stand" option.
Lunge2 knocks down the opponent....but....the opponent can get up and run off almost immediately. He/she simply cannot attack for a few seconds is all I've noticed.
This is rather annoying when dealing with a markman trained in the use of stand spamming.
Holo,
Right on for giving us hope! Well just wanted to offer a possible suggestion to you on KD. I agree that KD was a very powerful skill and was kinda exploited, but KD should not have been nerfed to the point that it is now.
Basically I feel that KD should be a master level skill for the TKA level. If you think about it KD is pretty much the goal of successful unarmed combat. If you look at unarmed combat today you will see that 70-80 percent of all fights end up on the ground, hence the popularity of martial arts styles like jiu jitsu to defend and use take downs to control your oponent. If you've ever watched a mixed martial arts fights you will see that takedowns are one of the most important aspects of being a sucessful combatant. Which is why wrestlers and grapplers are so good mixed martial arts participants.
If you have a sword or a gun why would you think about taking someone down? Wouldn't you rather just shoot them or chop off their head? It was said that once we catch our components we should be able to kill them so KD in a sense is the best way to control your oponent.
Well I do believe that KD was a skill that was way too powerful for its location on the TKA tree but would you guyz think about giving it a minor nerf (not 600-200HAM costs) and just move it to a higher level on the TKA tree?
This is just my two cents I hope you guyz dont flame me to death
Beorn
Bria
TKA/medic/rifleman
Holocron wrote:
Archon007 wrote:"Blasters are a superior weapon at a distance" - I don't think anyone would or could argue this fact, but puting no abilty to close that DISTANCE was foolish and disturbing.
That's what lunge is supposed to be.
Yet beyond the distance of lunge, there is no way to close the distance as all players run at the same speed. This problem is multipled given the poor performce of the game servers resulting in client data that is as much as 5 seconds behind server data.
Try this out from home. Run. Stop. Immediately spam a simple action that requires your character to be stationary. The action will not perform and your screen will be spammed with, "You cannot do X while running," for 2-5 seconds after you have stopped. Ping time, unfortunately, is not indicative at all of actual game latency.
Afra_Lyon wrote:
I sorry Holo, I'm just not reassured. It seems to me that you are making more mistakes then you are solving. As TK's, we are in the thick of the battle, and as such we and all other meleers should have the lowest special move HAM cost. As it is now, especially with the 600 HAM cost for knockdown, we have the highest.
Also, why are you not extending the range of VK's to 8m, same as regular unarmed. That would be a much more effective fix for what all TK's see as a bug in the profession.
The former, because knockdown can kill anything in the game with little risk?
The latter, I have no idea. I'll have to ask.
Otherwise, I like the changes.
AU-Scorpion wrote:
Lunge still allows a character to move away with little or no loss of distance by repeatedly hitting the "stand" option.
Lunge2 knocks down the opponent....but....the opponent can get up and run off almost immediately. He/she simply cannot attack for a few seconds is all I've noticed.
This is rather annoying when dealing with a markman trained in the use of stand spamming.