Teras Kasi Archive

Thread: Knockdown/Dizzy combo not unfair... shouldn't nerf it

ZabrakWarlock
Sun Feb 29, 2004 5:19 pm
#1

So I heard that sometime soon TKAs were going to be nerfed more. Most specifically, I hear a lot of complaints from PCs about the knockdown/dizzy combo. Once you are knocked down and can't get up due to dizzy, you are as good as dead. I also heard the devs were going to change this. I say, its not that bad when compared to what some other professions can do.

Take for example the commando with his flamethrower. How much can you do when you are set on fire? Granted you can sometimes put yourself out if you are near a large body of water. But then again, I have been able to get up from the knockdown/dizzy combo while still dizzy, after only a few attempts. The TKA got some hits in on me, but I wasn't just at his mercy. If you are on fire you aretotally at thefire's mercy. Soon Doctors will be able to put fire blankets on people... but they can already cure dizzy! Also, if you manage to incap the TKA, the knockdown/dizzy thing doesn't matter anymore. Even if you kill the commando, you are still on fire, and basically will be incapped, if not die from continuously incaps.

The bounty hunter's eyeshot is also a very powerful ability. From what i understand it is a very powerful mind shot. WIth the addition of blue milk, mind is not the downright weakest bar, but then you consider that you can only drink milk so many times before your bar goes full. So damaging mind is very powerful, and it also is an "unfair" ability in battle.

Many professions have resistances to knockdown / dizzy. I've seen knockdown and dizzy resisted many times. So it is not 100% lethal. My point is, there are many professions that have some crazy abilities. That's partly what makes them so cool, and also so unique. I think that it may be unfair at times to be set on fire by a commando, but I know that he can only set me on fire if I'm really close to him. So: be smart and stay far enough for you not to be set on fire. The BH can eye shot and is lethal from afar: so, close in on him. The TKA can be lethal up close: so, be smart and don't get too close. The moral is, players have to learn how best to fight against a certain ability, and play it smart... butdon't take away the cool abilities that professions have.
thepainter
Tue Mar 02, 2004 7:22 am
#2

Well let's face it, a commando is going to go down hard when you get up to him.So his fire might get you (like it gets everyone else), but you get the DB.


As for us BH and mind shot, hehe yeah. But what aboutthe other combat classes?


I've yet to see a M.TKA guy walk up to a guy and fail toKD and kill him fairly instantly.



IMHO, What makes your combat class just a tad"too powerful"isit's range. Let's face it, 10 meters (that's 30ft for god's sake) is too far.


If the range was reduced, then you'd be good. The problem would be getting in their face, but once you do... it should be all over.


Taking away your dizzy/KD is stupid.




--Ahazi--
Edmund Burke
Former BH, going CM/Doc
Laeren
Tue Mar 02, 2004 7:26 am
#3

The range issue is a server/lage related thing and has nothing to do with 'real life feet'. Pistols/rifles and ROCKET LAUNCHERS only shoot 64m. That's a game mechanic.




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josfe
Tue Mar 02, 2004 10:20 am
#4

Lets address the range issue for the umpteenth time.But first we need to define some terms.



"Server Fudge Factor" - The server fudge factor is a minimal distance that will force an update of your position on the servers end. In this case the "fudge factor" is 7m. This means if you fail to move less than 7m fromyour last position the server most likely will not be forced to update your position on the servers side of things. Now if you figure this for a duel in PvP this makes the possible distance between Player A and Player B a total of 14m even when on your client you appear to be standing right on top of the other player.


The "Server Fudge Factor" was the main cause of the TKA's range being boosted. TKA's used to have a 5m (unarmed) and 3m(VK) range however due to the servers "fudge factor" of 7m we would often be standing right on top of NPC's as well as other players and recieve "Out of range" messages when attacking. There are 2 possible solutions to combat this issue, the first is to change the server fudge factor from 7mto 3m (due to technical issues this may or may not be possible). The other solution was to increase the TKA's range enough to compensate for the "fudge factor". Obviously the developers choose option B, which IMHO was the correct way to go about it. If they reduced the servers "fudge factor" it could've possibly caused a number of other problems and bugs in the game, this way the only profession that's effected by the change are the TKA's. If you have an alternate solution to the problem I'm more than willing to listen....until then this range modification is nessassary.


Songe
Tue Mar 02, 2004 10:31 am
#5

I still can't hit a thing when it's at 6m from me and running...



------

Novice Lekku Stomper
ReinerdOne
Tue Mar 02, 2004 11:18 am
#6

I was a BH and its not the fact that eyeshot is powerful, to a master bounty hunter its pretty weak... what makes it powerful is the master pistoleers that dabble in bh just for the spd, allowing them to shoot off eyeshots every half second...


Commando flame it a big issue, i think anyone should be able to stop/drop/and roll AFTER the fight, i've been killed several times by multiple incaps from a commando after i've won the fight...


As a TKA when you are incapped you can still force of will to get back up and continue your kd dizzy spree, since most classes have to come in close to db... only master riflemen are safe



Kd dizzy does piss off a lot of people, but if you get some kd and dizzy defense... you can get up easily in 5 seconds


But the fact of the matter is, everyone has their strengths and weaknesses, anyone can beat a tka you just have to know how to counter them... i dont believe tka should get a nerf




Reinerd
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ReinerdOne
Tue Mar 02, 2004 11:19 am
#7

but what i hate the most is getting mind poisoned and diseased at 98m from a combat medic




Reinerd
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Phhantom
Tue Mar 02, 2004 11:38 am
#8

Shoudn't be nerfed, If I am able to get close to a Riffleman or Ranged I Deserve this ability.. I personaly have issues witht he Animation Bug. If you use Unarmed hit 3 and your enemy gets up.. You enemy flees from you and gets 15m away before your attack stops. Meanwhile you are not hiting your Ranged apponent because they ran out of range.

So this intales a Chase of being kited around til our mind pool is depleted and incap.


I hope this is hear-say because tkm will be worthless in pvp. Might as well stand out there and say kite me and kill me cause I am worthless!!!!



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KnightHawk420
Tue Mar 02, 2004 6:39 pm
#9

kd/dizzy is NOT getting nerfed. Those who think it is, read into Thunderhearts post too deeply, and ignored the obvious.



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MrChow_Sai
Wed Mar 03, 2004 1:31 am
#10

omg ur a nooob (to the that posted this). okay the first thing about a commando is there a PvE ppl. they can't hit for crap. it doesn't hit me or hurt me. i kill like 3 at a time now. the flame special working in close ranger combat so we can kill them. all there heavy weapon cost a ton to get like 50kto 200k a stack.


okay now bh. they don't have def. they are the pvp classes that should kick ur butts. that why they cost soo many sp. eyeshot so what. use armor and max mind i kill bh alll the time.


i'm mad at u noob tk. were a melee class is powerboost and kool stuff. we don't own in pvp. what everyone just before is rite too.


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