Teras Kasi Archive

Thread: Solution to kiting

Morik
Sat Dec 20, 2003 5:52 pm
#1

trade the stupid useless spin attack things for a slow movement attack. itll be like dizzy or stun or blind, a state like that. except one slows movement more than the other. and you have to succeed just like every other state mod. and you also have to lay the hit. so they can still kite but we can stop it sometimes.



Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
Shop at -3240 750 (Kintan Naboo)
If you dont find what you need, send in an Order.

Former Master Bounty Hunter
Former Master Smuggler
Former Master Doctor (Pre-Boost)

Thank God for all of you non-FOTM TKMs
Yowakdoe
Sat Dec 20, 2003 9:25 pm
#2






Morik wrote:
trade the stupid useless spin attack things....


Stupid spin attacks??? I love this attack...have you noted that this attack is an area attack? I use it all the time to get rid of the lower level animals all around while I concentrate on the higher level one. Just my 2 cents!



---------------------------------------------------------
Good hunting and die well but not often!

Oxran a.k.a "The Ox"
Rangers of Bria (RoB) Hunt Master
Dark Imperial Master Ranger
Master TKA, 1/0/0/0 Medic
baittester
Sat Dec 20, 2003 11:30 pm
#3

the spin attack is one of the best attacks we have, just hit a lair and watch any pops die as you keep on beating the lair down.

Tridaz
Sun Dec 21, 2003 3:02 am
#4

It's fun drawing the aggro of some 10-12 huurtons and spam a few spins and watch them all die...Especially when non-area attack capable friends are watching...They all go "OMG!"...



Tridaz Dragonscale
Teräs Käsi Master
Master Pistoleer
0-0-0-0 Fencer
0-4-0-0 Marksman
0-4-0-0 Medic
Eclipse

"Bounty hunters. We don't need that scum"
Thalos77
Sun Dec 21, 2003 11:01 am
#5

just make it that if you carrying a big honking gun and armor you're gonna move slower than an unarmed, unarmored guy...then we can catch the kiting pansies
Morik
Sun Dec 21, 2003 2:09 pm
#6

Doh maybe it wasnt spin.. the one that does 1 damage? That one. lol.



Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
Shop at -3240 750 (Kintan Naboo)
If you dont find what you need, send in an Order.

Former Master Bounty Hunter
Former Master Smuggler
Former Master Doctor (Pre-Boost)

Thank God for all of you non-FOTM TKMs
Metherian
Mon Dec 22, 2003 12:12 am
#7

The spin attacks are fine---and even useful on occasion. To remove them would be to remove a couple combat moves that are actually useful. If you want to replace something, replace the useless combination moves. These specials are useless in combat, unless you're purposely trying to get yourself killed by spreading your damage out among each of the HAM bars.


What might be interesting if if the combination specials could have a secondary state modifier applied to them as well--one that is random, based on the pool that is randomly hit. If health is hit, cause some sort of stun, bleed, or damage to the health secondary stats.. If action is hit, slow the target down and/or cause damage to secondary action stats. If mind is hit, cause stun, dizzy or damage to the mind's secondary stats. This might make using these moves worthwhile.

1Kylekatarn1
Mon Dec 22, 2003 1:14 pm
#8






Morik wrote:
Doh maybe it wasnt spin.. the one that does 1 damage? That one. lol.





we have an attack that does one damage? no I think you mean UA combo 1 + 2






Trino and Valance

Metherian
Tue Dec 23, 2003 12:06 am
#9

"just make it that if you carrying a big honking gun and armor you're gonna move slower than an unarmed, unarmored guy...then we can catch the kiting pansies"



All of us TKM's who have been around here since release have repeatedly asked for this (or something similar). Alas, the SWG dev team refuses to even acknowledge it as a valid request.


No, in their infinite wisdom (read: stupidity) they instead prefer to increase our HAM costs, give us defenses that don't work, and put our ONLY anti-kiting ability (unarmed lunge) on a 30 second timer. Sure, we can PvP (thanks toour damage output), but all it takes is one lucky KD from aranged professional at 50m, or a novice marksmen who's got the 'gun-and-run' routine down, to make even a Master TKA look like a chump. At a distance, we will always loose. At melee range we will loose half of the time. This places our PvP combat viability(on a one-for-one basis) at around 25% compared to other ranged professions.


Our single damage type, lack of defense, massive HAM costs and total lack of KD defense (or any defensive abilities that work, for that matter) all have a hand in pushing our combat viabilty down. Typically, the only way that we can raise our combat viability is by gaining the 'element of surprise' or operating along side a support team (composed of other ranged combat professionals players, pets, etc.) On a one-for-one basis, we still receive the short end of the stick, regardless of what the half-wits, dunces, and dullards say.


TKA's overpowered? My ass they're overpowered.


After several months of this nerfing/lack of development direction B.S., I'm more-or-less conviced that the devs dont' have a freakin' clue.


Ever wonder why most of the original TKM's aren't even around any more? I don't.

Akero
Tue Dec 23, 2003 12:54 am
#10

I rarely get kited anymore...just slap on burst run and use Unarmed Lunge 1 to slow them down for a knockdown.



Eonak - Eclipse


Pikeman - Doctor


Knocky
Tue Dec 23, 2003 5:46 am
#11






Metherian wrote:

Sure, burst run is fine ... if you're running after a PvP noob.


Every PvP enemy that I 'burst' toward is checking his radar, seeing that I'm coming in fast. As a result, they usually hit their 'burst' before I can even get into range, effectively negating any advantage I have. After a few seconds, they either run out of range, or they resume kiting after my burst runs out.


This is just another example of the subtle difference between a PvP noob (someone who is not checkin' his radar andkeeping his targets sited) and a PvP veteran, a person who is keeping an eye out for any fast, incoming unarmed targest, and modifying his approach accordingly.





When ranged Players try to kite me, I will run away from them. They ALWAYS follow me. After a few seconds I will hit burst and double back on them. Server lag will give you an extra second or two before the can even SEE you are headed for them. Then they die.
ouselyd
Tue Dec 23, 2003 5:53 am
#12






Knocky wrote:

When ranged Players try to kite me, I will run away from them. They ALWAYS follow me. After a few seconds I will hit burst and double back on them. Server lag will give you an extra second or two before the can even SEE you are headed for them. Then they die.





NIce moves, I'm a nood tka and you sir have started openenig my eyes

Riddix
Tue Dec 23, 2003 6:05 am
#13






Morik wrote:
Doh maybe it wasnt spin.. the one that does 1 damage? That one. lol.




We didn't actually only do -1 damage, that was a bug that showed that's all we did. If you read up in the TK forums, you'll catch this stuff .



~Riddix~
Doshan
Teras Kasi Master
Combat Medic
Master Medic

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