Teras Kasi Archive
Thread: I dunno, but you guys asked for it...
This is nota flame, I don't like the 30 seconds timer thing also.
But really, many of you guys asked for this when they put this +600 HAM knockdown cost.
And now you guys are biatchin' about it.
If I had to choose between +600 HAM knockdown cost and 30 seconds timer, I rather choose the HAM cost option because if I deserve to die if I keep spammin' on the knockdown move. But 30 seconds timer? Why??
I agree with you guys.
Sure a timer on knockdown, but where did this timer on ALL position changing moves come from?
In PvE against kiting Ranged fighters (RSF, Factioned NPCs, etc.) the only way to fight them is to:
1)/unarmedlunge1
2)hit them for a couple seconds
3)/unarmedlunge1 them again before they get up and try to kite again
With a 30 second timer between position changing moves, I will now have to run after these kiters for 25 seconds before I can stop them again and get a hit in?
I don't like the sounds of that one bit. ![]()
Ok, I went over to test center and checked out the timer on /unarmedlunge1
It is currently set to 10 seconds. That is satisfactory to me.
"I never asked for a timer, and I told anyone I saw ask for one that it was a horrible idea."
- Then what was your suggestion for fixing knockdown? The increased cost obviously didn't fly, so they are trying another approach.
- I'm sure they are open to other suggestions as well. ![]()
"It is currently set to 10 seconds."
Dang, spoke to soon. I'd didn't account for actually missing with /unarmedlunge1 while I was fighting. The timer is indeed around 30 seconds. ![]()
Sigh, yeah I feel like I am being shut down or somethin'.... I am okay with a special which would kill me if I overuse it; but a special move which limits to a 30 seconds delay....
Makes no sense to me whatsoever.
NRaas wrote:Then what was your suggestion for fixing knockdown? The increased cost obviously didn't fly, so they are trying another approach.
- I'm sure they are open to other suggestions as well.
First, we apply some real world physics. Laser beams don't have mass and thus cannot have momentum or kinetic energy, therefore they cannot knock someone down. Sure, your reaction to that kind of damage *may* be to fall down, but that would be characteristic of the person being injured and not the attacker. It would also be common to all damage and not laser beams specifically. As for pistol whips, there is no more reason for a pistol to knock someone down than there is for a carbine, a rifle, or a clarinet. So there are three choices on dealing with pistol whip. Remove it, realizing that a pistol is *not* a melee weapon and someone who focuses all of their energy in pistol marksmanship would not have the physical ability to knock down a trained fighter, or give it to *all* blunt instruments in the game. My vote goes towards the former. Ranged combatants could be granted a leg attack that may cause a running opponent to momentarily stumble, but legs are small quickly moving objects and hitting them directly would be difficult at best.
Knocking down, as we have previously eluded to, requires the use of specific implements. Something of significant mass. It also requires something of significant surface area. The only melee weapons capable of this are, to my knocledge, polearms, power hammers, and our own bodies. Blades don't operate on those principles. They concentrate maximum force onto the smallest possible area, thus the cutting or piercing effect.
So now we have logically removed knockdowns where they shouldn't be, from blasters. What now? Well, there are knockdown resistance modifiers in the game, but they obviously don't do anything noticable. I don't know how the combat equations work but I think a sensible approach would be something like [resist modifier x 3 + base resist = % chance to resist]. As Teras Kasi are supposed to be "nearly impossible to knock down," they should have, by far, the highest resist (20 x 3 + 20 = 80% chance). Other brawling professions should have less resistance, and it should not stack across professions, it should be calculated based on the weapon currently wielded. Ranged and non combat professions should have 0 beyond a base resist of 20.
The combat delay when recovering from a knockdown should not stack. That is obviously either a bug or a very, very stupid design decision. Furthermore, the combat delay upon recovering from the knockdown should be calculated based on the victim's knockdown resistance. For instance [((static delay in seconds x 10) - % chance to resist) / 10. For a TKM, this would work out as [((10 x 10) - 80) / 10 = 2] second recovery. A non elite brawler with a base 20 resist would have an 8 second recovery, which I believe is less than the static delay is now.
Knocking someone down is either a defensive move, or a move to assist other attacks. The act of falling on your back will cause relatively no damage compared to being punched in the face with a bladed knuckler, so we reduce damage from knockdown moves to 25 or less.
Let's go over the results of our sensible changes again in a concise fashion this time.
1. Blasters no longer knock down opponents, but cause them to momentarily stumble in the unlikely event that they strike the opponents legs.
2. Only polearms, power hammers, and unarmed strikes knock down opponents.
3. Knockdown resistances exist only where they belong and function as they should.
3. The stackable nature of the combat delay is removed and the delay calculated in a logical fashion.
4. Damage from knockdown is reduced to nearly nothing.
Let's go over the results of our sensible changes again in a concise fashion this time.
1. Blasters no longer knock down opponents, but cause them to momentarily stumble in the unlikely event that they strike the opponents legs.
2. Only polearms, power hammers, and unarmed strikes knock down opponents.
3. Knockdown resistances exist only where they belong and function as they should.
3. The stackable nature of the combat delay is removed and the delay calculated in a logical fashion.
4. Damage from knockdown is reduced to nearly nothing.
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Sweet. ![]()