Weaponsmith Archive
Thread: Your Top Issues
Ok, first things first.
It's been a bit since we've had a good ol' fashioned top issues post, so I thought I'd get one going. ![]()
So let me know what your top 3 issues are so I can start crackin' that dev whip. For each point, be sure to include a blurb about exactly how it effects you, and what makes it so important. Also be sure to include any ideas you have on how to fix the situation.
Well, I'll get it started:
Before I do though, so many of the things we've had a problem with in the past will be solved or at least very very hard to notice with the upcoming combat update per Sept 19. I for one can't wait.
1) I personally don't like having VK's...we're unarmed...I chose this and any other martial artist profession/class because I don't have to run around the galaxy searching for the bigger/better weapon with the most speed/damage...my fists do my talking...the better TK I am (master) the faster and more damaging my attacks should become. That being said, I don't want to do more damage I think we're just great, other melee's need much lovin. We just got a porn-movie's worth.
2) I agree on the unarmedcombo's front there Heavy. I like their theory, but hitting multiple pools is kinda pointless. We're precision masters, I don't want to hit their leg/chest/head...I wanna hit their head/head/head over and over till their skulls are cereal bowls. I like the idea you had about unarmedcombos being almost like debuff macros. Stunning/Blinding/Dizzying them with one command would be great, but keep the sweet animations. I LOVE unarmedcombo2's animation, that sweep at the end is just too much.
3) I would absolutely eat up some profession specific socials. Many have talked about katas for us as a combat mode or something, but I just want them for the RP aspect. To be able to do 1 of 4 or so katas at a time would be absolutely wonderful! Would add a whole new aspect to roleplaying a Teras Kasi.
There's mine. Take'm or leave'm but don't ignore'm, they're got a nasty Nexxu Grin attack.
Right on...
1. Run and Attack at the same time.
The most annoying issue for TKA and other brawlers is not having the ability to attack and run at the same time. I don't know about you but its pretty easy for me to run at jump kick or punch at the same time. This will make the kite issues less severe, because as long as the gunner keeps running, unless they stop, we cannot hit them unless we out run them and they happen to run right into you. No one is that stupid though.
The problem with this is that the designers will have to design more sets of animations for jump kicks and such. But we're pay for this game each month right?
Also, it would be more realistic if there's a delay after a jump kick or a punch, just like in real life you will stop for a split second after a jump kick, maybe in a punch but for less for that.
2. Armor and Guns slows you down.
Another cause of the kite fighting style is that people that are wearing 100 pound armor and carrying a 100 pound gun can run just as fast as a TKA with a 1 pound VK and 1 pound of clothes. Fix it so that the heavier the armor/gun, the slower you run. Not much to tell about this one.
3. Fix ranges/power/HAM cost
Lets fix the ranges in all meeleee to 5/7/9/12 or something along those lines.
Make the power better using VK's. WIthout a powerup, my sliced VK can go up to (average) 500 pts per hit USING berserk. WIthout its around 170. BUT I'm NOTa master TKA. Still, that's pretty pathetic compared to Commando or BH or any of the marksman skills.
First congratulations on your new position.
Now My Top 3 issues
1/ 'Target is Out of Range' This is the biggest issue I have really. Did see somewhere that they were looking into increasing the melee range (to compensate server delay) to fix it, but never saw a definate this is getting implemented.
2/ Posture change and knockdown. I think the unarmed versions of these should have a longer time keeping them down, plusunarmed lunge should not be restricted by the 30 second timer. As a TKA these are really the only 2 moves we have for keeping a range player in melee range. Plus if they let us get that close it was their own fault to start with.
3/ Defensive state's, I think we should have higher defenses against blind, dizzy, stun etc. We are more prone to encounter these and with all our melee defenses and unarmed tougness we should not get hit by these states so often. Looking at skill tree for Instance Pistoleer has better defensive stats against knockdown, blind and dizzy than we do. Which I think is incorrect we should have the higher defenses even if it is extra protection that is added in TKM.
I know some of this has been mentioned is getting changed, but I do not know the full proposed changes and if they are actually going to be implemented. And these are also just the 3 main things I find the most annoying in TKA, apart from the high Ham costs on VK's which is not an issue unless fighting an armoured high ham target as thats the only time I use them.
I like the unarmed idea, but maybe they should have more weapons that adds bonuses as well as weaknesses. Like a Brass Knuckle compared to unarmed will be more damage but slower and easier to miss. And maybe you can't execute certain special moves with certain weapons.
Kiting -- which may be fixed with a range upgrade or possiably a /stick command.
Meditation tree -- this is also an easy fix. Make it worth it. I know they're fixing PB, but try to make more things or katas (as mentioned before)
Finally, weapons would be nice. I know we're "unarmed" but some type of handwraps that can be made to do different things (more speed, more damage, acid, heat, armor piercing etc.)
1) "target out of range" increase melee range to 15m
2) Broken styles and HAM cost. From /unarmedcombo to /unarmedlunge. Change /unarmedlunge1 as it was in beta2. Lower HAM cost on styles. Fix warcry.
3) We need bleed styles.
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=22156
Kite- I hate it! I would like to be able to tab to an opponent and hit a button and be locked onto that player. Just like the players with ranged weapons and my pets. With my pets, I engage on an opponent and call out the command kill. My pet is then locked on the opponent wheter he or she kites. (Is this what is meant as tanking?)
Nothing worse then trying to catch an Imp who runs around and keeps blasting me.
Draven-Ryu
TKA Novice, CH Novice, Master Medic
Welcome, Heavy.
I have been a TKM for about 2.5 months now, so I have some experience (not nearly as much as you) with the tribulations we face as brawlers. As an aside, I won't mention the issues that have been circulating in the forum for some time now, such as "hit while moving" and "client-to-server communication/increase range"). Here are my top issues with TK at the moment, in order of importance to me:
- No damage variance. All we deal is kinetic damage, which obviously makes sense yet hinders us against MANY mobs. I propose (as you did in your opening post) for game playability purposes that we are granted the ability to dish out different damage types such as Stun, Blast, Electricity, etc. I like your idea of varying VK damage types. Most mobs have at least some level of resistance to kinetic damage, which limits us to some extent (VERY few mobs are actually vulnerable to kinetic). I know from experience that it can severely hamper XP gains in groups when fighting medium-to-high kinetic resist mobs (and forget about Krayts and the like, hehe). All the ranged group members walk away with 3-4k XP depending on the mob, and given their abiltiy to change weapons, thusly changingdamage types, while the fledgling TKA gains a measly 300xp due to the kinetic damage limitation.
- Brain Fart. I'll have to get back to this one. Can't really think of anything else but the obvious right now.

Greetings,
1. Can't attack while moving is my #1 by far. Not only do I get kited by PC's as they move (so I have to move with them), but I get kited by NPC's and even mobs because I have given them such a beating they start to run....well I have to run ahead of them...stop...and then start pounding them...its funny...the NPC's\MOBs that are melee seem to have no problem hitting me when I am running away.
2. Out of Range.....argh! I know this is being fixed...but when I fight some of the larger sized creeps (pikets for example) whenever I get into melee range...then move back a meter or 2......so they are always out of range...as soon as i move 1m to them...they move 1m farther away (hitting me while moving mind you)
3. Useless skills - I never use unarmed combo1 or 2...or bodyhit....they just don't seem to compare to unarmedhit2 (when I need to dish out some damage the skill I get at novice out does skills i get at power2 and 4...that just doesnt seem right). This is not true with leghit.....it seems to to an avg of 800 action damage with knucklers on....while bodyhit does 350.....eww...and this is a Trandoshan with power4...just doesnt seem useful.
Since it looks like they may do a work around for out of range I will leave that alone for now.
1. Damage types - Get rid of VK's in TKAif necessary move them to unarmed 3 or 4 or get rid of them entirely. In one of the trees, meditation maybe, give us damage types that last for a fixed duration and have a timer or goes longer the more skilled you are. Do cost as a fixed percentage over other move HAM, with a minimal to start, cost instead of a number increase. EX if cost is 5% if unarmed 2 takes 100 HAM with this ability it takes 105. Take them from the chop saki movies maybeAP, heat, energy, electricity, blast. Shouldn't be acid, cold. Starts at lvl 2 and finishes at master. This way there is a consistant difference for all moves for the benefit you get.
2. Pool Specific Hits - Change these to be concentrations that last for a fixed durationwith a timer and allow us to concentrate all hits on a specific pool or goes longer the more skilled you are. Move mind to master to show the extra power of this, if it isn't already and put the others at 2 and 4. EX if cost is 5% if unarmed 2 takes 100 HAM with this ability it takes 105. If this is used with the previous damage type skillthe cost should be 110.3%. Outside the timer normal hits work as they do now or maybe even more random to make up for it. This way there is a consistant difference for all moves for the benefit you get.
3. Unarmed toughness - Make this skill "Toughness", same for all melee's and also possibly apply to ranged damage.
4. Accuracy - I don't know if it is a glitch but I never get a better than +0 on a mob. and in optimum range a "-5" I don't know if this is the way it is with other melee's but it is very annoying that I can't get into a positive range and hit the creature. A melee's entire to hit range should be considered "optimum" and they shoud get all bonuses.
Dea'll --- Flurry
My TOP concern is the "Out Of Range" messages we get even when the client shows that we are in range.
The devs made a post saying that the server could have up to 12m error in calculating the distances between two players. I'd like to see this problem resolved so that when it looks like we are within melee range we actually are. It's really frustrating when the radar shows that you're 5m away from a target and you still get the "Out Of Range" message.
Maybe they can fix the servers to correctly know the distance or maybe they can increase the melee range to make up for the server error.