Teras Kasi Archive
Thread: Idea for TKA Weapons
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KruddMan
Tue Jun 29, 2004 5:46 am
#1
I don't know any of the mysticism blah blah from TKA or what they're really capable of, but I was just thinking of a neat idea to give TKA some new dmg types/special effects.
Instead of giving them a weapon to hold, which makes it no longer an unarmed skill, the TKA could meditate and concentrate their body or whatever into doing a specific type of damage. They would need to do this before a fight in the meditative stance, and it could last for a certain amount of time. Probably a long amount of time so you don't have to meditate every 5 minutes.
Maybe just heat, blast and energy.
Another idea is maybe the TKA could meditate to give themselves higher armor piercing values (while unarmed), however it would put negative modifiers on their stats.
You wouldn't be able to have any weapons equipped during these states.
Dragonian
Tue Jun 29, 2004 6:13 am
#2
I'm not sure how one could RP the heat or energy types but I could almost see the blast damage type as a kinetic shock wave. I mean how does a power hammer do it? But as an AP0 attack the damage would be fairly balanced.
Remember with a +250 unarmed damage modifier, we'd be doing massive amounts of damage with other damage types at AP1. So AP1 Blast damage would way overdone. But AP0 Blast might not be. Especially if it was like powerboost with warm-up/cool-down timers. Though it seems to me like something that should be used sparingly, so I'd guess that no more than a 10min 'active' timer.
Remember with a +250 unarmed damage modifier, we'd be doing massive amounts of damage with other damage types at AP1. So AP1 Blast damage would way overdone. But AP0 Blast might not be. Especially if it was like powerboost with warm-up/cool-down timers. Though it seems to me like something that should be used sparingly, so I'd guess that no more than a 10min 'active' timer.
NithSano
Tue Jun 29, 2004 7:36 am
#3
The application of the heat item could be done by a very quick 'power up' type of move. The toon would grab the foe and hold a fist against them (it), heat would build up quickly with some graphic indicator then be transfered to the foe via the fist or palm. This could be done quickly and enhanced by a red or blue flurry similar to the red we have now.Heat via the hands is listed as something TK Masters could do in recent documentation listed in this forum
I am not sure about blast damage...
I am not sure about blast damage...
Aerinheart
Tue Jun 29, 2004 11:01 am
#5
This exact idea was posted about a month ago.
The problem is, it's asking every other proff to cry "nerf" at the top of their lungs. And the devs seem to listen.
Really, they're paranoid about us getting even *one* new damage type (heat, from the razor VK). Imagine if we got blast damage? And moreover, didn't have to pay weaponsmiths to get it?
Realmswalker
Tue Jun 29, 2004 5:10 pm
#6
I think that we should have weapons that do diferent types of damage. I mean in a world full of laser guns and lightsabers, ud think theyd have away to jam a heater into a vibro knuckler for heat damage or little electric sparkersfor electric damage. And about the nerf thing...we already have a range of what? 3meters? Other mele profs ahev alot of differnt damage weapons and no ones cried NERF on those. How can a stun baton stun soem oneanymore then a fist? or powerhammer thwack some one any harder than a vibro knuckler? I think its only fair that we get some kind of elemental knuckler, isnt it planned to give fencers 2 swords/stun batons at one time? I myself would gladly allow other proffesions to have heat swords or what not if i could have a heat vibro knuckler. It'd just add to the overall quality of the game. That explains why the devs dont wanna do it...
PeeyoNiba
Tue Jun 29, 2004 7:06 pm
#7
I think it would be cool if there were varations of... say, gauntlets or grieves or gloves or whatever you prefer to call them that give you that extra bonus. You know, heat damage gloves, sonic damage gloves, acid gloves... maybe they could also have gloves solely for damage (as in they do a lot of damage, not very good speed) or perhaps gloves that are enitrely for speed.
Sure, it will never happen in our lifetime, but its fun to pretend.
Baretta
Wed Jun 30, 2004 8:41 am
#8
i have a similar thread and my suggestion was vk's with bio engineer made charges.be it acid,poison or whatever but that the use of these would have a major condition cost on the weapon, orperhaps electrical charges made by a droid engineer? who knows
EnzoPanig
Wed Jun 30, 2004 8:54 am
#9
They didn't cry nerf for them because they cannot do over 900 damage to an unarmored/not-melee When they are stunned and KD, imagine what type of damage you could do when it is stun or electiricty, or heat. The reason they'll nerf you is because you're already powerful enough at is, and you can get a good template because TK is an elite, not a hybrid. Giving you more SP to use by yourself, I am a Master Fencer/TKM, i also have brawler and some medic, i still have 20 SP, i could get rid of medic and get some swordsman, now that would be a deadly template. If you used TK with that template you would have over 150 melee defense. If the dodge carries over from fencer (Not sure if it does) Then you're a dodging, counter-attacking, super fast stun TK with composite armor. Pretty impossible. And seeing as how many TK there are it's even more the reason to not give you any stun or electric.
Etieg
Wed Jun 30, 2004 8:55 am
#10
The only thing I think that would stop this from happening is that from what I have read; TKM's don't use armor or weapons.
So, if this is the case, you could potentially revamp the TKA tree, and involve some trials etc, a bit like the Jedi stuff. If you accepted that you couldn't wear armor, but had a TK robe or similar, and that you had more powerful attacks then it might be reasonable, otherwise all of the other profs would find this unfair.
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