Weaponsmith Archive
Thread: SeaRaptor...
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RWC
Wed Apr 20, 2005 5:15 pm
#14
I think Lotok said it best in the first post so I wont try to add anything.
This has my full support and I will do whatever I can to help.
This has my full support and I will do whatever I can to help.
Lotok
Thu Apr 21, 2005 12:55 am
#15
Virragowrote:
Because the old system never trully worked as we intended it too.
Someone asked why they are changing the whole system and not tweaking current one. They actually got a response....short, and their post was then locked, but its a response
OdaOna
Thu Apr 21, 2005 7:25 am
#16
hope we don't have another Coro quit
But would like to get some sense of his opinions on things.
StarNick
Thu Apr 21, 2005 10:09 am
#18
Although last ditch doesn't do that much damage (I believe its directly related to the opponent's ham...so if your target has maybe 400/3000 health, you'll hit for a nice amount of damage)
Anyways, it seems that the last touch of uniqueness for professions are their specials (or weapons for commandos), and even thoses are the same pretty much in speed...damage, etc. Having caps restricts this, period. (where ironically, I see the seperated speed/damage experimentation lines as unrestrictive and more flexible....theres so much like that in the CU, but at the same time so much is losing its uniqueness or flexibility due to BAD restrictions, such as dominance of CL and damage modifiers)
Although commandos are probably the most unique CU profession out there, because of our AoE (which is broken currently, we're hitting for grossly unimpressed damage to secondary targets) and DoTs (which also are broken) and innate state effects (works!), we're still shortchanged. Maybe its because our AoE/DoTs aren't working...but we strangely have the same damage as professions that are lower than a "Very Strong (5)" level rating. Why? Our HW power-ups specials in AoE/state, but not damage...so we pretty much have the same damage as a carbineer, but can combine 1-2 state effects or a very damaging state effect (where previously it wasn't damaging). This is a big plus, but is really only open to commandoes as all master level weapons are essentially the same in speed and damage as we're the only profession that gets built-in abilities. Now if all professions got that (and we got specials)...that would be another story.
But we dont, so is it because of caps imposed on us during crafting (I own a MWS on Valcyn fyi, and have been looking at this...) or is it the system period? I think its both, but having both restrictive is like half bad, and half bad is all bad. The same rings true in combat with damage modifiers and CL dominance, if one is opened up...the CU would be great. If both, then even better. But with both restrictive and heavily enforced, the CU undoes what its here to do -- make the game fun, more flexible, and dynamic. Same thing applies with crafting.
Anyways, it seems that the last touch of uniqueness for professions are their specials (or weapons for commandos), and even thoses are the same pretty much in speed...damage, etc. Having caps restricts this, period. (where ironically, I see the seperated speed/damage experimentation lines as unrestrictive and more flexible....theres so much like that in the CU, but at the same time so much is losing its uniqueness or flexibility due to BAD restrictions, such as dominance of CL and damage modifiers)
Although commandos are probably the most unique CU profession out there, because of our AoE (which is broken currently, we're hitting for grossly unimpressed damage to secondary targets) and DoTs (which also are broken) and innate state effects (works!), we're still shortchanged. Maybe its because our AoE/DoTs aren't working...but we strangely have the same damage as professions that are lower than a "Very Strong (5)" level rating. Why? Our HW power-ups specials in AoE/state, but not damage...so we pretty much have the same damage as a carbineer, but can combine 1-2 state effects or a very damaging state effect (where previously it wasn't damaging). This is a big plus, but is really only open to commandoes as all master level weapons are essentially the same in speed and damage as we're the only profession that gets built-in abilities. Now if all professions got that (and we got specials)...that would be another story.
But we dont, so is it because of caps imposed on us during crafting (I own a MWS on Valcyn fyi, and have been looking at this...) or is it the system period? I think its both, but having both restrictive is like half bad, and half bad is all bad. The same rings true in combat with damage modifiers and CL dominance, if one is opened up...the CU would be great. If both, then even better. But with both restrictive and heavily enforced, the CU undoes what its here to do -- make the game fun, more flexible, and dynamic. Same thing applies with crafting.
EEMAN
Thu Apr 21, 2005 10:57 am
#19
about last ditch...
I think ive figured it out. It definitely needs to be renamed to 'quick trip to a cloner' for sure. Basically it drains your health down to 1. The more health you have the LESS damge you do. It is inversely proportional. I managed to get one of these off when I was in a duel and had a very very low health of around 50 or so. I cant remember exactly because the new system shows percentages not numbers when you mouse over the health bar (hate that). When I fired off last ditch having just a sliver of health left I did manage to hit for 3200 points of damage which 50% got absorbed by the armor. Obviously I got incapped since the next attack does it in for me.
my theory is that the special 'last ditch' really is that.. you fire it off when you KNOW your goose is cooked and hopefully another ally can finish the guy off. I suppose if he was already low enough the 3200 would have done him in but I would still be a sitting duck for the next guy if he hits me before I am able to use a stimpack D again.
I think ive figured it out. It definitely needs to be renamed to 'quick trip to a cloner' for sure. Basically it drains your health down to 1. The more health you have the LESS damge you do. It is inversely proportional. I managed to get one of these off when I was in a duel and had a very very low health of around 50 or so. I cant remember exactly because the new system shows percentages not numbers when you mouse over the health bar (hate that). When I fired off last ditch having just a sliver of health left I did manage to hit for 3200 points of damage which 50% got absorbed by the armor. Obviously I got incapped since the next attack does it in for me.
my theory is that the special 'last ditch' really is that.. you fire it off when you KNOW your goose is cooked and hopefully another ally can finish the guy off. I suppose if he was already low enough the 3200 would have done him in but I would still be a sitting duck for the next guy if he hits me before I am able to use a stimpack D again.
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