Teras Kasi Archive

Thread: TKM=Worthless in PVP without a doubt...

MexicanAmerican
Sat Sep 25, 2004 11:51 pm
#1

Ok heres the situation. I have been TKM/Master rifleman for quite some time now and have come to a very simple conclusion. TKM equals no damage in pvp. Its as simple as that. Fighting people now adays with 85-90% armor with toughness etc makes them impossible to even scratch. Now dont say its because i am not well prepared becuase i always am. I take the burnout sauce, i use my 250 max powered up vibros, i use everything imaginable, and in the end to only take a micrometer off the health of my opponent. Now this is usually solved by taking out my rifle and actually doing some damage and killing them. But if it wasnt for my rifle nothing would get done. Now unless you are fighting without armor, which i might add is almost never the case, tkm is pointless unless you want to add states to them or kd them which in the end gets you nowhere since the damage output just isnt there. Some people will argue flame me for what i write, but those are the people with no tkm PVP experience. Those who dont agree are simply not fighting the elite players that exist, but rather making themselves feel better by beating a master marksman.


There is no way around it people, tkm is a dying cause in pvp.
Sovi-FFO
Sun Sep 26, 2004 3:16 am
#2

Well, if its impossible to put a dent in people with toughness etc I would imagine it is impossible for them to put a dent in you



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Hlaine
Sun Sep 26, 2004 3:22 am
#3

I wouldn't say it's the proffessions that need balancing (well, maybe CM's), it's rather the armour and buffs that are way overpowered. I usualy stick to unarmoured duels myself, and even there, you don't do much damage when intimidated / stunned, but it's WAY more balanced between the classes then your random pvp with armour.
Anach
Sun Sep 26, 2004 3:47 am
#4






Hlaine wrote:

I wouldn't say it's the proffessions that need balancing (well, maybe CM's), it's rather the armour and buffs that are way overpowered. I usualy stick to unarmoured duels myself, and even there, you don't do much damage when intimidated / stunned, but it's WAY more balanced between the classes then your random pvp with armour.






/agree


Id like to see what would happen if there was no armor and lower stat buffs for a few months, and which professions came out on top.


As soon as they fix armor and buffs the better. Id like to see some variety, mabye only able to buff certain pools at once and some armor having certain and other armor have different holes.


Making the armor+ buffing process more opponent and profession specific and a lot more luck.





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KnightHawk420
Sun Sep 26, 2004 4:32 am
#5






Anach wrote:





Hlaine wrote:

I wouldn't say it's the proffessions that need balancing (well, maybe CM's), it's rather the armour and buffs that are way overpowered. I usualy stick to unarmoured duels myself, and even there, you don't do much damage when intimidated / stunned, but it's WAY more balanced between the classes then your random pvp with armour.






/agree


Id like to see what would happen if there was no armor and lower stat buffs for a few months, and which professions came out on top.


As soon as they fix armor and buffs the better. Id like to see some variety, mabye only able to buff certain pools at once and some armor having certain and other armor have different holes.


Making the armor+ buffing process more opponent and profession specific and a lot more luck.







TKM


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BloodMonk
Sun Sep 26, 2004 6:39 am
#6

unless fighting ranged I always used my TK to set up my victim (do you even realise how important states are in PvP), then took em out with pistols....


TK rules to fight jedi too (best class with longest survival rate...but fencers can outdamage us on jedi with a 400+ gaffi and Bodyhit3)


TKM/MRM is a very good template if you know how to play it (my guildie's pvp rating is well over 1600, I got up to 1576 with TKM/M pistoleer/ M msuggler)


Btw, you rarely get any damage in the first 30-40 shots due to synth...once you see em taking more damage switch to ranged to go in for the kill


Sly



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TravonLepen
Sun Sep 26, 2004 7:12 am
#7

So instead of making yourself look like a troll, and ignorant as to how to PvP as a Teras Kasi artist, why don't you offer some legitimate solutions to our "problems?"


Let me answer that for you. The problems with PvP have nothing to do with Teras Kasi in general. Most of the real sources of why PvP is "dead" have been listed already. 90% kinetic armor, 3000 point buffs, mitigation, foods, and bad attitudes of players (no matter if they win or lose) are the real reasons PvP isn't what it used to be. All of these things are supposed to be re-evaluated, and implemented differently with the combat rebalance.


Your post could easily have a few words changed and have been resubmitted in any of the melee forums. Don't bring it here, it's not just a Teras Kasi problem, it affects all classes and professions.



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yobip
Sun Sep 26, 2004 7:37 am
#8

someone above said we need to balance the profs i woulda copied but im too lazy. but i dont think its diing. i think its still one of the most powerful profs. i too am a amster rifle and tkm and i wasnt bad when i was just tkm but then i got rifle and ive been doing alot betta cuz of the defense bonuses. i think u just gota know how to use the skill... not taht u dont know how or mayb its the people on ur server but i still do a decent amount of damage... try not to fight defense stackers that often lol



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ShakariPsy
Sun Sep 26, 2004 8:46 am
#9






BloodMonk wrote:

unless fighting ranged I always used my TK to set up my victim (do you even realise how important states are in PvP), then took em out with pistols....


TK rules to fight jedi too (best class with longest survival rate...but fencers can outdamage us on jedi with a 400+ gaffi and Bodyhit3)


TKM/MRM is a very good template if you know how to play it (my guildie's pvp rating is well over 1600, I got up to 1576 with TKM/M pistoleer/ M msuggler)


Btw, you rarely get any damage in the first 30-40 shots due to synth...once you see em taking more damage switch to ranged to go in for the kill


Sly






speed capped swordsman are as good against jedi



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BloodMonk
Sun Sep 26, 2004 9:12 am
#10

yup, but fencers are speecapped by default, and I think their thoughness is higher...


It actually freaked my out to find this out....

best special for TK vs. jedi is headhit (X2.5) or unarmed combo 1 (appr. X3 or so on health >from experience, no hard numbers)

highest TK damage mod is X4 for UH3, but it's random pool

highest fencer damage mod is X4 with bodyhit3, healthpool

highest MSW is headhit3 with X3.5


So it really depends on the weapon (fencer) or speedtapes (msw)


just so you know, on average DPS TK will do very well due to high min damage: unarmed damage mod is 250, you just add the TK stats to that...and if you take burnout sauce (appr. +35 or so) you'll also raise both min and max damage. I happen to have a VK with 87 min damage (101 with pup...but I won't use pups as the VK is too precious)


Sly



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I HATE GRINDING)

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Easy-Exanip
Sun Sep 26, 2004 10:58 am
#11

Try playing as a carbineer or a pikeman.


You tka's got it on easy street.
SpunkyKuma
Sun Sep 26, 2004 11:08 am
#12

It's the knuckleheads (joking) that run around in 85-90% base armor giving nearly every profession a hard time to deal damage, a speed capped swordsman with a damage sliced and higher ideal range Geo powerhammer and a rifleman with a Krayt T21 will probably hurt you the most but TKM is quite capable of it if you know your opponment doesn't have melee mitigation otherwise keep them stunned and intimidated and on their back and you shouldn't have it so bad plus grab a 200+ dmg VK.

I also have a Fencer/rifleman toon, fencer isn't that great in PVP anymore when dealing out good damage.



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BDragon
Sun Sep 26, 2004 11:08 am
#13






BloodMonk wrote:

yup, but fencers are speecapped by default, and I think their thoughness is higher...


It actually freaked my out to find this out....

best special for TK vs. jedi is headhit (X2.5) or unarmed combo 1 (appr. X3 or so on health >from experience, no hard numbers)

highest TK damage mod is X4 for UH3, but it's random pool

highest fencer damage mod is X4 with bodyhit3, healthpool

highest MSW is headhit3 with X3.5


So it really depends on the weapon (fencer) or speedtapes (msw)


just so you know, on average DPS TK will do very well due to high min damage: unarmed damage mod is 250, you just add the TK stats to that...and if you take burnout sauce (appr. +35 or so) you'll also raise both min and max damage. I happen to have a VK with 87 min damage (101 with pup...but I won't use pups as the VK is too precious)


Sly







ROFLMFAO...... are you serious? Both fencers and TK speed cap naturally, check your unarmed speed mod ( 100 or more = infinate cap ) and NO fencer does not have more toughness than a TKM. A TKM has the highest toughness mod out of any mele profession including Lightsaber, infact TKM+brawlers toughness is only beaten by LS+ 1 or more line of force defender.


Some of the guys here complaining about TK being worthless in PvP are obviously new to TK (and "new" could mean you've been TK for 6 months) becasue otherwise they would remeber that TK got a serious ubering because before that they REALLY were worthless.


The problem is not TK but the 90% comp which nerfs not only TK but many other professions too, however TK+another elite can be extremely good in PvP. Its a matter of understanding how to use what you have, if you expect to run some silly KD2/UH3 macro like back in october then you will get slapped around..... use the nice abilities you have with a second profession and you'll do well




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