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Vagabond

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BUG:

The red stance has some problems with hit detect. The overhead swing and death from above move are two of the most noticable. Death from above has a lingering damage effect area around it. Where even if you wait until he lands and approach from BEHIND, you still take massive damage as if he is sorounded by some kind of damage fiend, because his saber is in Front of him in the ground. Same if you approach him from the sides or front AFTER he completes the move. This attack when executed also doesnt need "precise" targetting like the book says. It just needs the enemy to be near enough where you land.

The overhead swing will damage you before the saber is even swung downward. Its like its just calculating that you Will get hit.

 

There is also no real way to trade shots with a red if you are using blue. You cant hit him from the front and fade back before he hits you. Your only option is to hit him from behind or a side.

This turns saber combat into running around spazzing instead of trading and blocking sabers which is what it should be more of.

 

ENHANCEMENT:

Movement needs to be slowed down. General movement should be at least 2/3 what it is now. And reverse movement needs to be 1/2. Running at full speed backwards is silly and just promotes silly DM play of people running backwards full speed and shooting at their chasers. Should be more tactical than this. Take some lessons from CS, a great tactical game when it wasnt infested with cheats.

 

Some of the weapons just dont belong in multiplayer. Is this quake or star wars. What the heck are rapid fire explosion weapons doing around. Star wars was always about laser battles not this quake and halflife left over junk. Just get rid of the fletchet gun, rocket launcher and the repeater's alt mode of fire. The spam needs to stop to make room for more thoughtful play. Again take a few lessons from CS about this and drop the DM "carnage."

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I have read a number of posts here about not ranting and raving if you have problems with the game. Most posts talk about enhancments and other minor bug fixes. Those that did rant did so regarding some minor issue...

 

I am suprised...

 

I am now calm...

 

I find greater solace, however, in the technical thread which is full of ranting...

 

I have to concur that this game is poorly tested and that Raven/LA is to slow in at least acknowledging the hordes of people who bought this game and can't even play. Many have had support e-mails out to LA for well over a week with no response. Problems/bugs are one thing and yes, considering the complexity of a game like this, to be expected. But for the game to simply be unplayable is pathetic...

 

I have...

 

P4 1.9Ghz

512 DDR RAM

Hercules Prophet 3D 4500 (64 MB)

SB Live

Win2K SP2

 

I am a technical guy...

 

And I can't get this game to run for more than 2 minutes without it hard locking my machine...

 

This happens regardless of the graphical settings which is BS anyway...

 

The LA/Raven response to lower the graphics settings if you have issues, which doesn't work anyway, is crap...

 

My machine is a rocket ship and this game s/b silk with everything maxed...

 

I am sure I would love this game if I could play...

 

My suggestion for a bug fix...

 

THE GAME SHOULD BE PLAYABLE!!!

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Enhancment:

 

when you challenge someone to a duel, and they accept, and no force powers are premitted, saber THROW should ALSO not be permitted. it's just too cheap. you never say luke toss a saber at darth vader, or obi-wan and Qui-gon tossing it around at darth maul.. it ends up with people just running backwards tossing their saber at you whenever you swing at them.

 

I thought it was good to have at first, for if the other person decided to run away frome the fight you could toss the saber at him to strike him down.. but, I think sacraficing that for the sake of a better duel would be worth it..

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Bug:

 

When I play the single player game I do not see any of the pre-rendered cut-scenes. This includes the three opening ones for Lucasarts, Activision and Raven. I initially attributed this to having a voodoo 5500, but I see the 3 pre-rendered opening movies in the multi-player game.

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First off, i love this game. Its totally awesome and its my new favorite game at least until they make the expansion for it :) I know alot of these comments have already been said but i figure the more posts made about the, the more raven will hear about it :)

 

BUG: if you save the game at the wrong time right after you take a deadly hit you need to replay the map again. you shouldn't be allowed to save after your dead.

 

PATCH:

1. Voice comm as in counter-strike please!

2. need alot more MP maps! that base in episode one with the field where the guys were under that giant bubble and the hanger where little anakin got in the plane would be nice maps, as well as a map with the red doors in it that changed and the pit (or they could be the same map even) but that room would be better for just duels.

3. darth maul, vader, and yodaa skins!!!

4. server-side option to disable light-dark forces!

5. i think a neat option would be the next level up from jedi master but not really... you see you woulnd't get to pick the forces, you'd just get all the SP forces from the end of the game. so you would have grip and mind trick and all the other neat stuff kyle got to face dessan with... not that any of it was worth a lick in the final battle :p

 

MOD: make objective based mods PLEASE they are much more fun than just FFA or basic CTF.

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I agree with mostly everyone here, so I'm gonna kinda repeat what I liked. I haven't read every single post, but I saw most of them. Some people said Desann was easy!? :eek: Desann is pretty hard if you ask me, but actually I think Tavion is harder :eek:. That girl kicks my ass a lot. My main issue with the game is to make it not so damn hard!! It took me over a week to complete padawan skill; the puzzles are too complicated and some of the badguys, like rockettroopers, sniping rodians, and thermal detonator using grans are too strong and accurate.

 

Also, for the love of god, Raven, please fix the freezing issue that all of us are having!! :mad:

 

More enhancements would be adding all the 3rd person camera commands to the menu, like cameradamp, distance, etc. Also, forget that dismemberment doesn't happen in the movies and make the realistic saber combat part of the game or an option instead of a cheat code.

 

A bug that was mentioned and I've also seen is the space cinematics' sound stops. ALso, another bug is the swamp level; I can't push, pull, or choke the swamptroopers who are neckdeep in the water, they seem to be invulnerable to the force.

 

I also agree that more SW skins should've been in the game, despite the timeline. Also, we should be able to see new skins despite the server not having them.

 

Also, it's too easy to get killed in the AT-ST; again this relates to the rockettroopers being too strong. Also, Admiral Fyaar is too tough; it's too tricky to kill him.

 

Another bug that only I have and nobody responded to in tech support forum was sometimes when I join a duel server, I can't change saber style. Even typing saberattackcycle doesn't work and I'm stuck in fast style.

 

An enhancement would be to make duel servers and levels so more than one fight can happen at a time. I hate spectating for 10 minutes, finally get to play, get killed, and spectate for 20 more minutes instead of getting more chances to improve my skills against people.

 

Also, someone said about forcespeed being too disorienting; I agree with that. I can't tell anything when I'm speeding, especially in a duel with Desann or someone like that.

 

A neat enhancement would be to make Kyle have his dark outfit in single player, like the one that's in the file section. It's so much cooler than his brown and beige outfit. Also, make darkkyle an official skin :D. This goes back to the category of more skins from everything Star Wars.

 

Fix some of the game puzzles, like missing the garbage thing and then getting stuck in the streets level forever. Also, Reelo's turrets are too hard to hit.

 

I'm sure I'll think of more bugs & enhancements

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FOR THE LOVE OF GOD! make the text scroll by a little slower, put players typing and people getting killed in different spots!!!!! thankee :p

 

guy above me, i have noticed that too that i get stuck in blue and then when i finally get to change i change and repeatedly jump for like 2 minutes. :p

 

oh and also YES PLeASE FIX FREEZING PROBLESM!

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Enhancment:

I know that has been exausted and posted multipul times but I would like to see a multiplayer option to enable SP style saber combat.

 

Enhancment:

Allow players to turn on and off parts of the models. If it is possible to allow surfOff and surfOn (or the like) items for multiplayer models (so we can have a vest'less Jan, ect...)

 

its really worth about penny and a half ;)

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about the model thing, divide the models up into a few sections, head clothes arms andlegs or something. then each head gets a few limbs/bodies that go with it and you can mix and match to your liking. a lot of people seem to like the idea of many character models to choose from.

 

an example of my idea

 

you go into character select and there are 3 rows,

 

head

body

limbs

 

you scroll on the head until you get kyle and his body types appear.

then you scroll on the body until you find one of your liking, dark kyle, beige kyle, light kyle, whatever.

then you scroll his limbs, gloves and boots, sneaks and gloves, no gloves and sneaks, boots and no gloves, wahtever you like.

or it could just be 2 things (head and body) this would also enable people to just remake kyles clothes or something, you can add it to your list and then wear it in game. also with this idea to work you might have to make it so all can see custom skins in games, not just with servers that host those skins. if any of the above was understandble... you should be proud of yourselves because i'm dead tired and can't thinnk for beens :p

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I thought this thread had disappeared. Apparently I was wrong. (Woo hoo!!)

 

BUGS:

 

Firstly, the COM_PushEvent Overflow error.

 

Some people were complaining about pushing tab in MP (to bring up the scores) was making them freeze momentarily. Occasionally when I do this, I get COM_PushEvent Overflow error messages. Which is the same thing that crashed me (which I elaborated on earlier in the Patch Thread). These don't cause crashes, but they do cause both lockups and lag (especially when I'm running the server).

 

Secondly, you can't do a few things for a few seconds after Challenging someone, except move around. You can't draw your saber (to defend against an attacker) or swing, or anything like that. (You might be able to taunt though... and you can chat....)

 

Finally, Mind Trick only seems to work in Multiplayer if you're facing in the general direction of someone, even at levels two and three.

 

Also, either g_motd is not working, I'm not setting it up right, or the server operator can't see his own MOTD when he starts running the server. The line I'm using in the jk2mpconfig file is:

 

seta g_motd "Blah"

 

This does not display anything remotely close to "Blah" on my server info screen as I start up. Which leads me to believe it's not working. (That, and the fact that when I put rules in there, no one knows about them till I tell them in game.)

 

Also, no matter what I try, the third level of saber throw will NOT save. My server is set up for Jedi Master level of force power, and I can max out any of the powers I have force points for, but if I max out the Saber Throw, exit, and restart, it's back down to level two, and I have to go in change it. Annoying yes. Game breaker? No.

 

Also, hitting a person running Absorb with multiple instances of Drain and/or Lightning causes serious problems such as SoundSpam and SEVERE framerate drops.

 

Finally, If you set the max ping to a certain value, and a person does not meet this value when they connect, the server is spammed by about thirty or fourty lines of text with ever increasing 'Client ## connecting at <insert increasing ping numbers here> challenge ping'.

 

The ping times end up reaching five digit (and I think even six digit) values.

 

ENHANCEMENTS:

 

Can you add an option to putting NewLine characters of some sort into the g_motd variable? It allows for easier formatting and readability. I like to put my server's rules in there.

 

SUGGESTION:

 

Come out (if possible) with a couple of small patches, rather than one large one. Fix the major bugs first (like the COM_PushEvent stuff) then go for the gameplay stuff. The game is sufficiently playable, given VERY tight admining or a set of strict rules, but those bugs always seem to get in the way.

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Fantastic game!!! Some enhancements I'd like to see :

 

1. more than one duel\challenge allowed at a time.

 

2. server option to allow/disallow individual force powers and limit their mastery level

 

3. server option to limit force powers of gunners? (Maybe reduce force masteries by 1 while holding light weapons, by 2 when holding heavy ones, reduce force refill rate etc)

 

4. more powerful weapons could make you run marginally slower. This works very nicely in RTCW.

 

5. rebalance drain/absorb force powers! Drain should suck force slower and absorb should not cost so much to use or not indicate that it's in use until it is doing work.

 

6. backpedalling should be marginally slower

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Ok, I'd just like to add my voice to those complaining about the heavy stance move. Heavy by itself is relatively ok, even on a No Force server. But I just played against a guy who had the heavy special move BOUND to a key. It was the ONLY move he would do. On a server -with- force, I could have defeated him easily (throw), however, with no force, I was forced to go up close and personal with him.

 

He would jump, swing, hit the ground, and THEN, as I was running past him (to avoid 'tripping' on the point of the saber and getting killed... another bug) he would spin in my direction. At normal speed. Which would be enough to kill me, since it would slice through my toes. Killing me. Something neither light, nor medium ever do, and a simple no-swing, 'idle' animation (recovery period) should not do as well, or otherwise ALL saber contact should kill.

 

I was also killed once while I was two feet from the tip of his saber, which was sticking out of the ground. I am running on a 10MBit Ethernet line, and my ping time to that server never went over 100. So it couldn't have been lag, unless his saber was somewhere other than what it looked like on my screen due to lag from HIM.

 

To sum it up:

 

BUG:

 

Heavy stance has too much mobility in rotational directions when swinging and/or doing the special move.

 

Damage in heavy stance is unrealistic, even when poking a guy in the toe with the tip of the saber. Location of the damage seems to not be figured into anything.

 

Please investigate possible problem in netcode leading to mistakes in locations of players and their sabers. This would also explain why sometimes my saber goes through someone's chest or head (I almost had a screenshot of someone's lightsaber sticking through my head the other day without doing me any damage... then he moved.) and I do no damage.

 

Also, a few others I'd like to mention, because I'm not sure they've been mentioned in here (but they may have been):

 

Duplicate names are possible within an MP game.

 

Spectators can not vote in a Duel map. (Yes, this is a BUG, not an enhancement. Limiting voting to only two players, one of whom is probably the reason for a vote has GOT to be a bug.)

 

I managed to get my saber stuck on the outside of a level in SP. It was one of the later swamp levels, and I threw it at a stormtrooper with his back to a sloping cliff, up to about his knees or waist in water. I threw it, the saber NEVER came back. I ducked under the water and heard a HORRIBLE clattering noise. I went NOCLIP, and moved outside of the level, and saw it bouncing against the OUTSIDE of the level, and ended up having to move my model through the saber a few times before it would return to my hand. Perhaps a timer should be placed on saber returns, so that unrealistic occurances like sabers melding into walls don't affect gameplay?

 

ENHANCEMENTS:

 

I didn't see this in previous posts, but then again I did skip about a page... Thrown sabers should be able to be knocked down. And when knocked down, it should be knocked down and AWAY (at least a certain minimum distance from the wielder) so that it takes a second or two to get back to him. If the saber exceeds a certain distance (say, from falling down a pit), then the saber should 'teleport' back to the hand (pretend that it was a force pull). The reason why it should teleport is because I once managed to get my saber STUCK on the outside of the level in SP. See above.

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Figured, I'd post this to the sticky thread as well:

 

For multiplayer a person can type in the console:

 

model kyle/fpls2

 

and be almost invisible.

 

Please fix ASAP.

 

Everything else in the game is perfect.

 

Raven rules all gameplay creation, and LucasArts did a good job keeping the game Star Wars.

 

I love JK2.

 

Please fix this tragic bug.

 

Thanks. :)

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Enhancement

 

Allow 1st person view in SP when driving the AT-ST.

In 3rd person, if your target is somewhat far away in front of you, you really can't see it because the AT-ST blocks your view.

 

(Or make the AT-ST slightly transparent in 3rd person)

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Enhancement:

 

Force Pull needs to be improved i think, currently we don't have that great of control with it. When i want to simpily take someones weapon away i can't do it without pulling the character along with it. In the original JK this was really fun, i loved pulling everyones weapons but its missing everything force pull had once.

 

Two ways i can think of how to make it better in terms of interface:

 

-When you use Force Pull on a character thats armed (except when armed with a lightsaber; or if we get classes in a patch then the gunners weapons shouldn't be pullable) it'll only take away the weapon and if the player is unarmed, it'll pull the character its self

 

-Make it not possible at all to pull characters (this is how it was determined to what was actually being pulled in JK), but pulling characters is really fun i don't want that to go away

 

 

Also, pulling items (guns, inventory, ect.) doesn't seem as useful or done as easily as it was in JK. In multiplayer, it doesn't even seem possible to do this at all.

 

Also, i think it would be nice if the cursor would change (to that blue swirly thing like in some things in single player) when aiming on something thats pullable/pushable, this included EVERYTHING guns, inventory, characters, etc and in multiplayer too.

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BUG!!!

 

At the end of the stealth level, there is a cinematic where Tavian fights Skywalker and the ship moves. Afterwards, I'm bumped back to the main menu with a message:

 

ERROR:

 

G_ParseSpawnVars: found

funa_door when expecting

{

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bug:

 

during some single player and multiplayer ctf certain combinations of events/sounds cause my game to lock up completly, while it is possible to recover in window mode without the need for a restart, the same cant be said for fullscreen. im not sure exactly what causes it, but it does happen regularly as well as with a few of my friends.

 

my system is :

amd xp 1700

128mb of ram

64 mb geforce 2 ti using detonator drivers

hercules muse xl soundcard

 

also the game does not recognise the cd when it is in my cd-burner drive

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This isn't a bug but a suggestion for others.

 

I've used the latest Nvidia drivers and they crashed and failed for me - with performance problems for games and applications.

 

I'm using a geforce 3 with Win XP Pro.

 

I highly suggest using the "27.42" drivers for both Win2K/XP and Win 9X/ME.

 

You can get them here:

 

http://www.geforcezone.com/drivers.htm

 

Be sure to uninstall your current drivers before installing the 27.42's.

 

Hope this helps.

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Enhancement:

 

An enhancement would be make the look more realistic when you get hit in the neck your head should fly off and limbs. Then the gsme would be alot more realistic and the game would be M rated also. And another realisstic feature should be added you know in the movies when you shot a stormtrooper their armor get pierced than in the game when you shoot a stormtrooper their suit should be black a sizziling.

 

These are all I got so far...Ow wait one more Enhancement I mean Bug

 

Bug:

 

In MP when a Player use the strong stance and they do the dive thing and you try to run in them to counter it you die like the saber is still in the air. This is not a huge problem because I just backflip over then and stab them in the back...now.

 

Another Bug:

 

Whenever I customize my character, controls, screen size, ect, ect and lets say I play for 1 hour when I log off and get on in 10 minutes all my data is lost.

 

These are my Bugs and Enhancement please help fix them. Thankyou for lisening.

 

 

-Snake44

 

:lsduel::duel:

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- Enhancements

- RGB Color Selection for Sabers would be wonderful.

- Please enable black text for name colors, it only works for chat text.

- Demo recording in SP would be nice ;)

- A new option for Duel mode; Team Dueling. Those who have played RA3 will understand what I'm talking about. It gives you the ability to play 2 Vs. 2 matches if there are 2 people on 2 different teams. That would be quite exciting in MP Duel.

 

- Bugs

- If you type \Model galak_mech in console during an MP game, it will crash JKII, and possibly all other clients and the server. Hopefully that can be fixed.

 

- There is a weird SP bug where if you load a game you will have 2 Kyle models, 1 you control and the second is stuck on/inside you in a still standing position. It looks crazy and messes up your aim.

 

- The lag that ensues when you look at the Scoreboard can suck, as others have pointed out, it'd nice if it could be fixed. Being on 56K, it really lags my connection when I look at the scores.

 

Anyway, just thought I'd throw in my 2 cents.

 

/me prays for Team Dueling in a mod or patch :D

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*Enhancement*

 

I know this has been discussed a million times, but here are my ideas

 

I. Tone down Force drain. As everyone who has any skill knows, you can win a fight easily by just using drain, then any number of other powers and /or saber, to kill them, as they are unable to use the Force to defend.

 

Two ideas for toning down Drain.

1) Have drain take LIFE, instead of force. This is a lot like the classic old vampiric drain stuff, and pretty logical. Absorb would counter this logically, by giving you Force power from Drain. Dark side people could counter this by just draining each other, or push :)

 

2) If drain must drain force power, have it drain much more slowly than it does now, AND have Absorb give Force power back to you when hit by Drain.

 

3) To counter this weakening of drain, force healing should also be toned down slightly, too. A good way might be to have healing heal over time, instead of instantly. This would help those who fight the red style rabbits with other styles, in being able to inflict damage, without having them instantly heal.

 

II. TONE DOWN RED STYLE. As it is, red style, at least in challenge duels, or on duel servers with force disabled, comes down to a huge sequence of bunny hopping all over, with occasional swings, keeping away from your opponent until you have the perfect position to go for the 1 hit kill. This is EXTREMELY lame, as there is really no good counter for this.

In personal duels, you can't use push / pull, heal, anything except jump. So you have no choice except to also jump around like a drunk rabbit, waiting for your 1 hit kill too, or HOPING that he misses with his, and somehow you manage to get a hit in. And if you die, saying " good fight", acknowledging that jumping around like a rabbit constitutes a fight. We sure didn't see Luke and Vader, or Obi Wan/Qui-Gonn and Maul bunny hopping all over going for a Drakan-style splitter, did we ?

 

 

There are several good ways to tone down red style. And I believe that these might be useful.

 

1) TAKE AWAY all unblockable red style moves that are 100 health attacks. I don't mean remove them, but either make them blockable, or tone the damage down. Blocking such a move can cost them some health, but as long as you arent ejected across half the map, you can still counteer on their (minor) recovery.

 

2) Change the way saber blocking works.

Basically, level 1 blocking would help block laser pistol blasts, and blue style saber attacks, but sometimes allow the blue attacks to hit cleanly, as they are the FASTEST attacks. Therefore, they should be the hardest to block.

Level 2 blocking would help block vs yellow style attacks easier, and against the more powerful weapons / guns. Blocking this style of attack should be a bit more reliable than blocking blue style, as it's slower.

 

Level 3 blocking would be required for blocking red style attacks.

 

However, blocking red style should work a bit differently.

Basically, with level 3 blocking, you should be able to block ALL red style attacks (with the exception of the splitter, but see below), with a _very_ high chance of success. However, (much the same way both Vader and Luke had limbs severed from red style attacks in the movies), you should take damage from this, not much, but enough to make the attacks worthwhile. This seems logical. (this actually already happens, sometimes, although it happens with the other style attacks too...probably just the normal "constant saber damage".

 

If you can block a red style attack successfully, but take some minor damage as penalty from blocking, then you might be able to QUICKLY counter with a fast attack, such as blue style. This would make blue style attractive as a nice counter to red style.

 

About the unblockable splitter....

There are several things that can be done about this.

 

A) Make it blockable, (so that you don't get forcibly ejected far back) but have you take a pretty decent chunk of damage from blocking it. At least, then you can still have a chance of countering on recovery, but again, requiring defense level 3.

 

B) Keep it unblockable, but have the damage on it reduced

 

C) keep it as it is, a 1 hit kill, BUT in order for this to be logical, SOMETHING must be done about the incessant bunny hopping that is done with it OR this move MUST be given greater recovery time or penalty after landing.

 

As it is now, people will often hop around, sometimes swinging, trying to avoid anything you do, if force powers are disabled or if you are in a personal duel, waiting for the position to execute their 1 hit kill. And if they miss, they just jump back, or kick you, as you have a VERY VERY small window of opportunity to hit them...

**NOTE***BUG ALERT**** BUG ALERT***

.if you even TOUCH their saber after the big red splitter, when they are already on the ground, even though the swing is finished and you just TOUCH the saber that is lying in the ground...you still take full damage....meaning....instant death (unless you have full shields or something...that just makes NO sense, since as the other poster said, in that case, all saber contact should kill immediately, and there shouldn't be any styles (instagib anyone?).

 

A few things that can be done :

1) As I just said, after they touch the ground from the splitter, running INTO their saber (instead of being under it) should NOT do ANYWHERE NEAR the 100% full damage that it does now. Instead, have it as normal saber damage (what you get for walking intoi someone's saber). This would make countering with other attacks easier.

 

2) Give this attacker recovery time so that he cannot go back into his hopping for a second or two, and also have his movement slowed down BY AT LEAST 50% after landing from the splitter (but only for a few seconds). This is similar to how recovery works for Force Rage, except you can't jump right away either. This would make it harder for you to escape from someone who had the right distance after dodging your attack, and who wants to counter with their own hit. This recovery time MUST ALSO LIMIT THEIR ABILITY TO BLOCK, so basically, reducing their blocking proficiency for a few seconds meaning that a red style attack on the splitter person during this period will most likely do clean damage, and a fast blue style attack has a good chance of getting through.

 

III: Change the way force pull and push work.

If the defenders have at least level 2 force push and push, have them be UNAFFECTED (they will counter with a free push/pull of their own) by enemy force push/pull, but ONLY WHEN THEY HAVE A SABER ready !!! This is VERY important, guys. As it is right now, you can easily wait for people to start an attack, then once they are in their swing, they are DEFENSELESS against being pushed or pulled and therefore knocked over. This is EXTREMELY cheap, and detracts from saber combat. However, iF SOMEONE THROWS THEIR SABER, then they are 100% suspectible to being pushed or pulled, and WILL trip if you are close enough. This makes push/pull a good defense vs saber throwers as well.

But--see V: because others shouldn't be able to see when you have absorb running (they can only hear the sound of it activating, much like mind trick and seeing).

 

However, have force push and pull AFFECT people who have guns, much more so than with sabers, so that if someone has a gun (carrying a weapon that is not in tune with the Force), pushing or pulling them will have a large chance of tripping them. Make the Bryar pistol (a one handed weapon) the ONLY exception to this (have to make that pistol good for SOMETHING, you know :)

 

IV: Take out bunny hopping and speed jumping. This isn't Quake. That's what force speed is for. IF the hopping isnt toned down, this might be acceptable, if, as above, that 100% damage red style attack is toned down, and blocking made more reliable. :)

 

V: Last, but not least:

If Push and pull are NOT changed in how they affect people who are using sabers, PLEASE PLEASE PLEASE, DO NOT ALLOW OTHERS to see when you have Absorb on (as well as not hear that constant absorb sound, but they can hear the activation sound) ! That way, they can't just wait for your absorb to run out, and then freely push you all over the place. This may sound cheesy, but absorb does drain your energy constantly if it's active.

 

Ok, to recant:

 

THe biggest changes are in the toning down of force drain, toning down of red style attacks, IMPROVING OF BLUE AND YELLOW STYLE, and removal of push and pull from knocking people down who have sabers in hand.

 

Once again, blue style should be the hardest attack to block, as far as your success level (meaning you can't just stop attacking forever and block vs blue), simply because speed is important--faster attacks should be harder to block. Red style should be the EASIEST to block, with defense level 3, in fact, 100% chance of blocking with level 3 defense, BUT, have the defender take damage from each swing (maybe 10-20% damage is fair, as this is how it works in another good melee game--Drakan :)

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