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