Teras Kasi Archive
Thread: The Main TKA Problem Overlooked
This nonsense about nerfing all ranged to help TKAs out is crazy.
Let's review the facts.
The main issue with the TKA is not that they are owned at 60m, this SHOULD be the case.
The problem is that they are being owned by Pistoleers with the Pistol Whip Special, a melee attack, and after 2 knockdown nerf the problem has gotten only worse. Increasing the HAM cost of this special does nothing to the Pistoleer. They still can spam knockdowns all day with sliced Scout Blasters, making them overly powerful in melee.
Restore the HAM cost of the knockdowns to pre-nerf, and make the TKA invulnerable to positional change attacks, except those dealt by other TKA. It's that simple.
The TKA is supposed to be trained in how to defend themselves against all attacks in the realm of melee combat, yet hand a Scout Blaster to a Pistoleer and they are faster, and more efficient delivering this attack than any TKA can counter. The nature of the TKA suggests that as they progress to master, they should become better and better at choosing which position to fight from. Forcing them to change position in a fight should only be in the repertoire of another TKA.
Now. For Pistol Whip, since it uses a full motion of physical movement, should have a timer. Not be negatively effected by overly large HAM costs to perform the move. Explain how beating somebody over the head with a pistol damages the pistol wielder and NOT the guy with the knot on his head?
Let's add some realism here, instead of the quick fixes which seem to have no other effect but to tick off the community. I'd much prefer a finely tuned product, but how do you do this when we are daily being deliberately broken?
The balance here is to SEPARATE the professions, not make them equal.
Now to PvP in general. The reduction of damage and specials in PvP was a great step forward in my opinion, but I'm not sure it is enough. The more TIME a TKA, or a Squad Leader for that matter, has to make decisions and take appropriate action, the more fun these professions will have.
I disagree with the idea of reducing all ranged players to accomodate them though. ALL profession in PvP only should be reduced in combat effectiveness further. As long as the players have that time to counter, as well as use their tactical abilities, the more FUN is there. Yes, by further reducing damage and effectiveness of special attacks in PvP HELPS these professions, while still making ranged professionals just as effective, relatively speaking, in PvP.
Back to TKAs----
1 - Make them invulnerable to positional change attacks, unless those attacks come from another TKA. They are masters at choosing which position to fight from, and this should be non-negotiable.
2 - Increase the time it takes to damage opponents in PvP and duels. It's important to allow more time for the TKA to close on his or her target to offer SOME kind of resistance.
3- Add a Dodge vs Ranged defense mod to the TKA, which improves when advancing to mastery of the profession. The TKA first learns how not to be there when the attack comes. Their situational awareness then should be better than any other profession.
These three things is where the TKA balance arrives.
Now don't flame if you realize I'm NOT a TKA.
In the past I refrained from offering my opinion on the profession for this reason, but lately I've noticed a highly negative movement on the point of DEV, which serves only to take more and more fun from the game for the majority of players.
Hopefully, these solutions would serve to restore some of that for YOU.
If there is anything to add, please do so constructively. It can only help your profession.
Hey, support from outside!
Some good ideas in here, among others I like:
"Restore the HAM cost of the knockdowns to pre-nerf, and make the TKA invulnerable to positional change attacks, except those dealt by other TKA. It's that simple."
This is coming from a pistoleerI assume, some great ideas. Take note DEVS. I bet others in different classes feel this way too. They don't want their game ruined to balance with us.
Thanks for the support Wepps.
Aurilius.Starsider.mTKA
Actually I'm a Bounty Hunter, who inhis spare time waiting for fixes, started a Droid Engineer.
Dropping the soap several times as the case may be.... ![]()
Yes, I do agree it doesn't make sense how a guy without any hand to hand combat training can pistol whip some martial artist. I understand if it's a sneaky, from the back attack if martial artist didn't know the present of the guy with the gun. But, we get hit head on knowing they are there and still we drop on the ground like we are some defenseless kid.
They are all using "dont' bring a knife to a gun fight" for excuse. Have they seem any of the jet li, jackie chan, steven siegal movies? They whoop people with guns bare handed in close range. Yeah, go ahead and tell me that is only in the movie. What do they think Star War is??? a reality show?? I think if we are in the range of our reach, we should win the fight no matter what against someone who can shoot but no hand to hand combat training. They already have the advantage of not letting us get in our range, we should at least have the ability to defend ourself in close range.
Wepps that was a big mistake to start a Droid Engineer just a really big mistake, as for the TKA I just recently got power 4, and i have to say i don't see much of an improvement in my damage. And this whole thing with KD and VK's is so stupid hey ican doa KD with knucklers on and nearly kill myself...stupid and they said TKA's are overpowered my ass....KD did need a little bit of nerfing but nothing like this, and whats really funny is that CH's get most of their problems fixed within a week if someone broke it, but all the other classes wait for 3 weeks to a month....
Vdidar Starcrusher
Master Droid Engineer, Expert TKA
Bria
They've already begun changes on this issue(melee vs. ranged and KD). I really must say I like the changes that deal with kiting, or the ones that have been proposed at least.
As far as being immune to KD, that would be extremely unbalancing. Our damage output is simply too high to allow us to traverse distances completely without restriction. Melee Vs. Range is unbalanced, but a fix of that extreme would only serve to exaggerate the problem, except shifting it in another direction.
This will go along way to fixing the TKA in PvP. Good ideas.
I still think that aimed shots to the head from fleeing ranged classes wildly shooting over thier sholder running for thier lives needs to have a SEVEREadjustment to the accuracy or better yet, not allowed at all while moving.
Aimed shots should only beallowed (aimed shot includes health/action/mind shots) IMO if the attacker is kneeling or prone, but not while fleeing/kiting.
Hopefully, the dodge vs ranged idea would correct the fleeing over the shoulder shot issue.
Although a Master Pistoleer SHOULD have much better accuracy while firing on the run, the TKA should also be able to be aware of this possibility and defend themselves accordingly.
You know what? Forget I said anything.
I have been offering creative feedback to them forever it seems, but they don't understand the concepts of 'progress' and 'fun'. And they certainly haven't been reasonable.
As far as I'm concerned, they are going to do whatever the **edit** they please, even if it means destroying this game permanently, so I'm done with giving them **edit**ing feedback.
Truthfully, I don't think development is concerned with anything else outside their own oversized egos, so let's just stop talking to them. It's not worth wasting your time.
I agree with all of your points and would love to see them implemented..... with the exception of #2
[i]2 - Increase the time it takes to damage opponents in PvP and duels. It's important to allow more time for the TKA to close on his or her target to offer SOME kind of resistance.[/i]
I HATE increased battle times in pvp. I dont do the faction thing, but to me its just prolonging the inevitable.