Teras Kasi Archive

Thread: Knockdown Fix!!!

Cobok2002
Sat Sep 06, 2003 1:23 am
#1

add snare effect to /unarmedlunge1 ?
LirielTheDrow
Sat Sep 06, 2003 2:42 am
#2

If lunge is going to have a 30 second timer on it I say...why not?


The only way that melee will ever be feasible in pvp again is if that first attack we get upon finally reaching melee range slows down or stops the enemy kiter. I mean, if you were a melee sick of being kited wouldn't breaking a gunners legs be the first thing you attempted to do?


Liriel Baenre


CorwinLordOfBria
Sat Sep 06, 2003 2:43 am
#3

How about charley horse 1 and 2. We can cramp them up.



Corwin (Retired Master CH,Master TKA)
I turned then, for the long walk back to Chaos.
PlatypusLord
Sat Sep 06, 2003 12:28 pm
#4

I figured out the only way to make our knockdown work that the developers might actually consider. Just remove knockdown 1 and 2 and give us a move that works. Maybe a legbreak, a move that makes the enemy walk slower. Legbreak 2 could stop the enemy almost entirely and give the enemy a negative to hit.


I believe this is our best bet since i don't think they will ever let knockdown be a decent mover ever again. This solution would prevent kiting once we got a hit in. It would open up a new world of pvp without making us to powerful. ( I think the knockdown nerf was needed just they used a wrecking ball for a tweezer job. )

atone48732
Sat Sep 06, 2003 2:53 pm
#5

I agree some kind of hit that injures there leg.That would be cool.



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
KoozPhoenix
Sat Sep 06, 2003 4:49 pm
#6

Excellent idea, this is a great solution to keeping kiters down, if we get this move off. Kind of like...knockdown, but anywase...


How would taking away kd effect pve?? i personally think it would be devistating in that i dont even use knockdown in pvp unless my enemy has a strong doctor buff. (becuase if they dont, they are dead in one hit)





Koozyo Phoenix - Phoenix Mercenaries Commander
Teras Kasi Master // Master Creature Handler // Carbineer // Medic
KoozPhoenix
Sat Sep 06, 2003 4:52 pm
#7

finishing what i was saying....


i use it all the time in pve becuase my enemies have lots and lots of hp, and then some


leveling would be truely hard without kd.


Maybe a better solution would be a different timer in pvp and in pve...back to 10 in pve and leave it at 5 in pvp.


I dont know, but its an idea. (i want leg break, and throat chop to keep my enemy from screaming "rebels are coming!! pull out the giant chicken walkers!!!" i want it to be more like /shout "the re *WHACK* cough, spat oaiasvoi!! aosdinaeoingune!! *heavy breathing*


now this would be cool, chop the throat, snap the leg fight over




Koozyo Phoenix - Phoenix Mercenaries Commander
Teras Kasi Master // Master Creature Handler // Carbineer // Medic
JavaHulk
Sun Sep 07, 2003 1:26 am
#8

HERES an idea! Bust there legs, so theyr forced to kneel, not KD, just prone. So we'd have the extra dmg, and they could still shoot us, I agree, if I was a TKA, Id be busting legs left and right =). Its not that hard, one good shot to the kneecap would do it hehehe. Give legbreak 1 as a skill, then at master legbreak 2, witch deals 100pts worth of action wounds as well.



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ORIGINALNOICH
Sun Sep 07, 2003 6:11 am
#9

Why not just add the posture change to /unarmedleghit1. And while we are at it there should be an effect with /unarmedheadhit1 and /unarmedbodyhit1 like some kind of secondary thing ...... feedback please?


Noich Bong TKM ---Chilastra server

Glibly
Sun Sep 07, 2003 8:02 am
#10

No. The original poster had the right of it. What we need is an attack that will not hamper the oponents attack in any way, but would instead prevent them from fleeing us (if the move works of course).


Something like:


Crippling Blow - Prevents traget from running for 5 seconds, does normal damage. (they can still walk, just no running or burst running)


As long as we keep using this attack every few hits (IE: as long as we concentrate on preventing our opponent for fleeing) we can stay in melee with them.




"Skepticism is the chastity of the intellect, and it is shameful to surrender it too soon or to the first comer" -- George Santayana
PlatypusLord
Mon Sep 08, 2003 10:25 pm
#11

I was thinking it should last 10-15 seconds. I was fighting torturs today and this is what I saw.


"target is out of range"


"target is out of range"


"target is out of range"


So I had to chase them while hitting which reduces the chances of hitting by about 50% the whole time. This makes them twice as hard to fight. I used to spam knockdown just so I could keep hitting them and when I missed or failed to knockdown I would chase them with knockdown till i got a hit.


PvP is another story. Since this would not stop them from attacking it can't be called an exploit like knockdown. You can spam this move all you want and it will not do anything but tear up your HAM from using so many specials. I don't think the ranged professions would be the slightest upset if we got that move.

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