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 Combat Upgrade 
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Warrant Officer
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Post Combat Upgrade
Mkay, so I know a lot of people hated the CU, but my one question is: why did YOU hate the CU? Just give your general opinions. I'm gonna play devil's advocate here and list things I LIKED about the CU, and a few things I didn't.

LIKED IT BECAUSE:
-Lots more diversity in PvP
-Diversity in Armor
-fights were faster. Not so much "who can put the most dots" "war of attrition"
-you could fight unbuffed. You still had a disadvantage over someone who was buffed in PvP, and you couldn't do the really high end stuff in PvE solo, but that you could do it at all was significant
-functional, craftable faction armors.
-colorful buttons :p
-health bar was the only bar that could incap you (seriously, for any of you who havent played as carbineers or pikemen, you just do not know how fantastic that was). running out of the other two bars was still bad (as it meant you couldn't do specials, which meant death as a result) but at least you weren't totally boned.
-Stims were useable by anyone (yessssssss)
-no -real- FOTMs (will address this again below)

DISLIKED IT BECAUSE:
-you had to be a certain profession to be able to capably use different armors (somewhat hurt the diversity)
-Jedi-BH over-focused to the neglect of the other professions.
-Levels. and level-based items. A person with a combat profession and a non-combat profession should not be considered "half-templated". If you have a combat profession, that should be enough, and you should be able to at least contend in pvp/pve (re: pre-CU when an entertainer/TKM would go on hunts and stuff and be not only fine, but a valued addition)
-Crafting, especially in combat/healing professions, was severely diminished. Should have still been required to craft buffs, debuffs, poisons, etc.
-Lootable weapons were better than craftable ones (more a product of RotW than CU, but they were released near-simultaneously so phoo). These should have been limited schematic drops, not looted items.
-entertainers got a raw deal in buffs. something better than "exp bonus omg yay" should have been available, such as "mind regen bonus" or "battle fatigue resistance bonus" etc. Though the ability to pick what you applied was nice.
-while the armor changes were in general good (esp for diversity, as mentioned) there were too many relics from the pre-CU left in. Should have been simplified, instead of leaving in a bunch of random crapola that no longer really made sense (will make a separate thread on how I think this should all be dealt with, cuz i can)


Sat Dec 19, 2009 11:46 pm
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Post Re: Combat Upgrade
Only the begining was bad. I may get shot for this, but at the end of the CU, I think that may have been the best version of swg. The profs were getting fixed and pvp was fun again


Sun Dec 20, 2009 3:09 am
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Post Re: Combat Upgrade
I agree that there was too much of a WIP feel for much of the CU.


Sun Dec 20, 2009 2:17 pm
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Master Corporal
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Post Re: Combat Upgrade
I agree with a lot of things that have been said above about the combat upgrade. I think the biggest change from preCU to postCU was that preCU you could do a lot by yourself with a buff that lasted 2 1/2 hours and post CU you had to work with a group. You were definitely weaker as an individual post CU but there were some good reasons for that.


Sun Dec 20, 2009 5:19 pm
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Post Re: Combat Upgrade
I agree with most of the points here.

Although a lot of people didn't like the whole real removal of the being able to dabble in combat and non-combat thing, I thought it was kind of appropriate. If you think about it, a TKM/Entertainer would always get beaten in PvP from a character whom specialized in just combat, in PvE they couldn't take as high of mobs anyway as easy as say a stacker could.


To be quite frank I loved the CU combat system. I didn't really like the whole 'level' aspect at first but when you think about it, it was mostly just in appearance, the player's template and skill with it still mostly affected how a fight would go. True, a portion of the 'sandbox' feel in SWG was gone but in return you got a somewhat more polished and balanced game.

I liked the recovery options, especially knockdown recovery. I felt that in Pre-CU combat if you were dizzy/KD'd you were done, and this pretty much enforced the ruling of jedi's heal states and standing. In the CU combat seemed a bit more balanced to make it more fun, rather than in the NGE everything is equal which isn't fun at all.

I really didn't like the items being better loot than they were crafted, but this is mostly a biproduct of the expansions rather than the CU itself.

Overall I think it would be cool if a patch before the NGE emulator was made, and some changes were made to it, since it seems to me that it would be more difficult to add many things that were positive from the CU than just take away the few things that weren't good in the CU.

But then again everyone's different and that's just my opinion on things.

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Sun Dec 20, 2009 11:03 pm
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Sergeant
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Post Re: Combat Upgrade
Lots of good points.

I actually didn't like what they did to armor, mostly because it didn't make any sense. I would have done it differently by dividing it into two categories: light and medium armor. Light armor would have a 25% damage reduction against all weapons that don't have at least light armor penetration. Heavy armor would have a 50% reduction against weapons without any armor penetration, and a 25% reduction against weapons that have only light armor penetration. Heavy armor would be like vehicles (e.g. AT-ST) and would have damage reductions of 75%, 50%, and 25% for no, light, and medium armor penetration, respectively.

Beyond the basic damage reductions, some armors would have bonus damage reductions against certain types of damage. For example, Composite armor may have an extra 15% damage reduction against kinetic because of impact plating. A PSG would have no armor rating, but have slight resists to heat and energy (say, 15% and 25%, respectively, for the PSG I with minor increases to the II and III). This would cause differentiation between armors without one being automatically the best, since for all but one-two damage types, the different armors within a category would be identical.

However, to compensate for the more powerful protection provided by light and medium armors versus no armor, both categories would incorporate some form of penalty for encumbrance. Penalties could range from reductions in the regeneration rate of your pools, reduction in movement rate or the inability to burst run, to even taking up the backpack slot for certain armors, and would balance out against the protection that they provide.

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"Man, if I had a lightsaber, then I could go 'voom, voom, snik, snik, snik, waaah, Jedi!' slice up tubby here, then we could crawl inside him to stay warm for the night." - Jay, from Clerks the Animated Series.


Mon Dec 21, 2009 5:21 am
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