Teras Kasi Archive
Thread: Solution to kiting
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!
Morik wrote:
trade the stupid useless spin attack things....
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.
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.
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
"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.
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.
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.
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
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