Teras Kasi Archive

Thread: Im kinda tired of TK's complaining about 80% kin armor in pvp

Flatlinedmemory
Fri Dec 03, 2004 6:39 am
#1

We do alot of damage per second, take alot and dish out alot of damage. The 80-90% kin armor is what people use to even things out a little. Esp when we knock thier arses down and watch them flop all over the place. I think or KD/dizzy is among the best in the game.
cleekjc
Fri Dec 03, 2004 7:02 am
#2


Agree, quite your crying, TK's have Meditate, force of will and that fabled TK Kd, (not to mention pretty good defenses in general) You don’t need any other damage types or weapons unless you would like to give up that wonderful KD and Meditate/force of will and have to go to Doc/med/ent to heal wounds like EVERY OTHER combat profession. Anytime you want to about weapons/dmg type try playing a ANY ranged profession and you will instantly see how GOOD you have it...........There has to be a disadvantage to TK (just like every other profession has) and right now that is being limited to knet damage and only one weapon that allows you all those wonderful TK only perks......
CrashNgoBoom
Fri Dec 03, 2004 7:08 am
#3

Most PvPer's are playing with around 85-90% base armor anyways so kinetic is usually my lowest resistance on my comp since it's usually in the "special protection" part and doesn't get effected by slices.



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Shil
Fri Dec 03, 2004 7:08 am
#4

I don't think Kd/dizzy is a viable option when your opponent has +50 defence versus knockdown as an innate skil, and +100 defence versus knockdown in thak(food). That kind of negates it's usefulness. Also, when you consider being kited by rifleman/pistoleer(bh) with stun weapons, and lag, you don't usually come out on top.



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Gunrunner6661
Fri Dec 03, 2004 7:41 am
#5

I love high kinetic resist armor because it was a natural nerf to the TKA fotm a few months ago. TKA is the most balanced / well-rounded prof in the game.
cleekjc
Fri Dec 03, 2004 7:58 am
#6

Ever hear of “dont bring a vibro knuckle to a blaster fight"?..........Your advantage is being close to your enemy.....your disadvantage is when your enemy can keep you away......... Ever look at the defense of Fencer? its number 1 TK is prolly third. Oh yeah and that 80% knet armor you like to complain about so much about is also 80% energy............. and usually 60-80 % Heat, elect, cold, and just about everything except light saber and stun...................... TK is the best and most balanced professions in the game again if you dont think it is you are wrong just try ANY ranged profession....................Go here (http://swgcb.yogn.net/swg-cb.php) and pick each ranged profession and do a report and compare the state defenses with all the mele professions The best ranged (pistol) has defenses on par with the second worst mele defense states..........................And you also have to consider the TK perks you can heal your own wounds, and bleeds and poison and disease.(without having to have any medic or doc) you have a chance of popping right back up from incap, you have that awesome KD from which people do not get back up if it hits, you can wear the same armor you cry about that is as effective with most ranged weapons as mele and get better state defenses than all the ranged professions except pistol...........You should really try being a MCH/MCarb some time My kd (both of them) when they work lasts about 2 seconds not 2 minutes.................
Shil
Fri Dec 03, 2004 8:14 am
#7



cleekjc wrote:
Ever hear of “dont bring a vibro knuckle to a blaster fight"?..........Your advantage is being close to your enemy.....your disadvantage is when your enemy can keep you away......... Ever look at the defense of Fencer? its number 1 TK is prolly third. Oh yeah and that 80% knet armor you like to complain about so much about is also 80% energy............. and usually 60-80 % Heat, elect, cold, and just about everything except light saber and stun...................... TK is the best and most balanced professions in the game again if you dont think it is you are wrong just try ANY ranged profession....................Go here (http://swgcb.yogn.net/swg-cb.php) and pick each ranged profession and do a report and compare the state defenses with all the mele professions The best ranged (pistol) has defenses on par with the second worst mele defense states..........................And you also have to consider the TK perks you can heal your own wounds, and bleeds and poison and disease.(without having to have any medic or doc) you have a chance of popping right back up from incap, you have that awesome KD from which people do not get back up if it hits, you can wear the same armor you cry about that is as effective with most ranged weapons as mele and get better state defenses than all the ranged professions except pistol...........You should really try being a MCH/MCarb some time My kd (both of them) when they work lasts about 2 seconds not 2 minutes.................





Please, for the love of the English language, PUNCTUATE your posts.



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Flatlinedmemory
Fri Dec 03, 2004 8:52 am
#8

Why am I being geting 1 stars you all seam to be agreeing with me about some TK's comlplaining about it

Also a TK should have little chance if a MRM catches the TKM of gaurd at apporiate distance. That just seams to make sense.

Now with defenses figured in and if the TK uses appropriate tactics he/she will have better chance
Shil
Fri Dec 03, 2004 10:24 am
#9

I didn't one star you, I'll five star you if it makes you happy. I don't understand people's fascination with bloody stars though.



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b_ming
Fri Dec 03, 2004 11:37 am
#10



Flatlinedmemory wrote:
We do alot of damage per second, take alot and dish out alot of damage. The 80-90% kin armor is what people use to even things out a little. Esp when we knock thier arses down and watch them flop all over the place. I think or KD/dizzy is among the best in the game.




when i can damage people with there armour on with my 260 VK which cost a few mil then i will stop complaining. but to be honest every profesion is screwed with the armour as it is. when the only proffesions u see are rifleman(jawa&T21) fencer(stun baton) although they cand damage melee peps and pikeman and CM(dots) u have to realise there is somthing wrong with with armour and combat in general.






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Lightburn
Fri Dec 03, 2004 11:45 am
#11

A lot of people need to learn how to play their profession properly. (YES stackers are a problem buts its like that to everyone)

A lot of people need to understand good pvpers have good effective sliced armor so all the stats are brough up to 80% + Kinetic is always the special protection so its always 80 so ur garanteed to do 20% damage!


Think about it we should be:


  • Super fast and quick

  • Really good defence/dodge or toughness to compensate for damage

  • Very little damage and be given lots of speed

  • Be able to run fast and up hills due to less damage and speed goes with the quickness of damage output

  • Able to attack all pools (attack the targets weakness) to help with any other damage type (support)

  • Be able to be a Good or Very good tank because of the VERY low damage but the very high speed and good defences

  • Last of all have Martial Art abilities like medidate, power boost, and something to give us a zip of energy to stop death like a pixie or something called "a blow of life" that has a timer to save some encounters?

  • Do not overpower us make us a profession that evades/takes the damage and exploits their weaknesses and supports



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Ryutek
Fri Dec 03, 2004 12:05 pm
#12

80-90% Armor does not make it balanced. I understand your sentiment, and even agree to a point, but there are many things in this game which I would infer as unbalanced.

The portion of your statement I agree with is the part that refers to those who wine about our "inability" to participate in PvP due to high resists.

Realistically, many things are going to change to bring about balance, which is the entire point of the CU/R/B.



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TrekDude
Fri Dec 03, 2004 12:24 pm
#13






Lightburn wrote:

A lot of people need to learn how to play their profession properly. (YES stackers are a problem buts its like that to everyone)

A lot of people need to understand good pvpers have good effective sliced armor so all the stats are brough up to 80% + Kinetic is always the special protection so its always 80 so ur garanteed to do 20% damage!


Think about it we should be:


  • Super fast and quick

  • Really good defence/dodge or toughness to compensate for damage

  • Very little damage and be given lots of speed

  • Be able to run fast and up hills due to less damage and speed goes with the quickness of damage output

  • Able to attack all pools (attack the targets weakness) to help with any other damage type (support)

  • Be able to be a Good or Very good tank because of the VERY low damage but the very high speed and good defences

  • Last of all have Martial Art abilities like medidate, power boost, and something to give us a zip of energy to stop death like a pixie or something called "a blow of life" that has a timer to save some encounters?

  • Do not overpower us make us a profession that evades/takes the damage and exploits their weaknesses and supports






That is exactly how I play TK now. I use it almost purely to tank and lay down states, then I try to land a KD and pull out my rifle( all you complaining about TK being bad against armor, well you know you can pick up more than one profession...) to tear them up.


UNBUFFED I can tank 3-4 people EASILY with TK, as long as none of them have DOTs. I do practically 0 damage but I have every state in the game on every opponent so I can stay alive indefinately. TK is the best melee tanking class. If I warcry two, land a KD on one, and burst run, I whip out my rifle and can cause damage.


I'm praying that the devs don't nerf TK in any way, I want us to stay the way we are. Great damage against unarmored targets, but low damage against armor. To compensate we are the best tankers and have practically 100% accuracy and capped speed.


To those saying fencer has better defense with dodge, etc, well, with stun and intimidate applied to them, fencer's dodge is basically gone. When I stun and intimidate fencers, I'll see them dodge maybe twice the whole fight. Us, on the other hand, can dodge/counter/block AND we have the most toughness, so even when we are stunned/intimidated, we can still take the damage.


I love TK!!



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