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Promod 3.0 Released!


ArtifeX

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Oh, you Jeff? Do recall that I was in that game.

 

First off. The game you joined was Nar Shadda Garbage Facility. High cieling for jetpack, and whatever else. Now, in the next level, I believe FFA Death Star with me, Lazarous, and PowerBroker I believe, you were utterly annihilated at every turn by me (Tabris Angelus), as I sliced you and PowerBroker apart in the last three quarters. I was I think five to seven points behind Lazarous. Let's face it, in the match you so bragged about, you had a major field advantage. And you abused the Level 4 Golan. Don't even give me such bull.

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Well I'm back from the trenches again, having experienced my first extended meeting with a REAL gunner (TK_Nutrtitious). And oh man, I was schooled. We are all schooled, even Lazarous, whose precise aim and bunny hopping is almost amateurish compared to this guy. Laz definitely made a fight of it for first place, but I haven't felt like such a n00b in months! I thought I had a decent understanding of how to catch up with and kill gunners regularly in Promod, but I've been humbled.

 

Depite the fact that Nutritious (and his l33t CTF friend... can't quite remember his name right now) haven't played on FFA maps in ages and were initially at a great disadvantage, they quickly adapted and kicked unholy Jedi buttox.

 

I've never been more certain that Jedi are at a disadvantage against gunners, even with promod's adjustments. It was a sense I had before, when I saw players who used to ONLY fight with sabers take up the jetpack and do extremely well in the scores, but that doesn't compare to a truly powerful gunner/CTF master in the house... ouch. Granted, Nutritious is probably one of the most talented fighters out there so the skill differential was significant, but still. His perfect bunny-hopping speeds ruined my reliance on mind trick because I couldn't catch up to him without making a LOT of noise (speeding, or hopping myself), and he'd immediately hear it and annihilate my invisible self with flechette balls. And on the few instances that I DID get in range with my saber, or trip him, or anything, he'd jetpack to safety so fast it was like a cartoon. And his aim is basically perfect no matter how fast you're moving, whether you're airborne or not, so speed and jumping doesn't help, and protection only delays your death. As a Jedi I can't think of anything that would've saved me from all this.

 

I learned a few other things too, like how gunners have yet another way of detecting mind trick: using the rocket launcher's alt-fire to home on invisible Jedi... Nutritious's deadly comrade showed me this one... ow, ow.

 

Also, Detritic was right about one thing: a gunner CANNOT survive a well-placed medium swing even at 100/200. There's a hit detector functioning for medium and heavy swings that allows you to do double or triple damage with a perfect swing. So shields are only really helpful to gunners when fighting other gunners, or for surviving saber swings that didn't connect properly in the first place. But I'll tell ya... I'd HATE to fight Nutritious again and have him survive the few swings I can actually land on him. For all intents and purposes he'd be invulnerable, I think.

 

Unfortunatley, this hit-multiplier doesn't work with blue stance, which is why the stance is so ineffective. I learned this while watching Lazarous practice an anti-guner combo involving grip and blue lunge. Sadly the combo didn't work out and he gave up. I think this proves that blue stance needs a buff. It's supposed to counter yellow, but it can't compete with yellow's hit detector, so it really doesn't counter anything.

 

P.S. If you wanna see what Nutritious is all about, download his CTF video from fileplanet.com (Action/First Person/Jedi Knight Series/Skills Exhibition 1). I had to wait 40 minutes for it to start downloading but boy was it worth it. I was laughing maniacally for 3 minutes, and still have no idea how he made some of those shots and wall-scales... I didn't know that kind of stuff was possible. And the video really shows you how insanely fast-paced and fun Vanilla CTF can be.

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I got to play against Nutritious and his friend last night (I forgot his name too) and I have to agree, they are very talented gunners. I struggled mightly just to get third place against Nut (and Laz was tough once he give up the blue lnge and tried), he's incredibly quick and his aim is dead on. While he definatly had the lionshare of kills, I was able to kill him quite a few times by carefully planing my attacks. If I could get relatively close to him without him really noticeing me I was able kill him before he could jetpack away or if I got a grip on him I could throw him down and chop him up.

 

On the yellow stance killing gunners in one chop, I actually think it HAS to be this way. If only the red stance could do this I would NEVER be able to kill a gunner before they simply jetpacked away, the swing is just way too slow. If a direct hit by yellow didnt kill them in one shot even an noob gunner would be able to slip away almost every single time with his jetpack. As somebody who has been playing Promod since version 1 I know for a fact that this is how Art intended Saber damage to work. I actually beleive that the blue stance should kill in one chop against an unarmed person too but if it doesn't in favor of balance it's all good :)

 

It's just my opinion, but Promod 3.0 is the single most exciteing part of JO, better than SP, 100x better than vanilla MP, and superior to any mod that's been released thus far. I understand how some people want to do it all, have a lightsaber, max force powers and guns, but I feel that's much more like a Quake mod than a Star Wars game.

 

In the movies you have Jedi, Sith, and Soildiers/Bounty Hunters. Vader, Maul, or Dooku never picked up a Repeater (or something similar) and blasted away Luke, and Mace, Obi-Wan and Yoda never grabbed a Bowcaster and went after Boba/Jango or Vader. Perhaps they should have in hindsight, but that's not what the movies were about. While I don't want to just play the movies over again I beleive it should stick to that general formula. Jedi = Saber and Defensive Force, Sith= Saber and Offensive Force, and finally Bounty Hunter= Guns and Gadgets. A Hybrid class is a cool idea too, but you can't make a Hybred class be great at everything, for Balance issues, and to stay true to the movies. They should be Average at everything, but Master of nothing

 

My 2 cents, hope it wasn't TOO much to read ;)

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Toonces speaks truth. He made me barf on myself 3 times while whatchin him fight (cuz of all the camera movement), but wise he be. While not as powerful as in vanilla, gunners do stand a better chance, especially the well developed, unyielding, experienced gunners like Nut, though the Jedi does usually get in his occasional satisfying throat slashing (I've seen Laz make a habit out of aimin for the neck!!!). The homing thing w/ rockets, while a pain in the ass, does seem correct, as it has been stated by Art and sombody else that machines can't be tricked and therfor a partial advantage to BEING a gunner. And actually, red stance can kill a gunner before mind trick wears off or you get blown to smitherines, though quite risky: forward-left+attack is the fastest of red's slices, and I could be wrong, but it seemed also the shortest, maybe even as short as blue's swings. Toonc is right that you never saw any of the true Jedi pick up a gun (Luke could be defined as a hybrid). Speaking of hybrids, they should not be at an advantage, nor disadvantage, they should be able to take on both and have an equal chance at winning. Jedi, yes, should have defensive force, however should have enough power so as to not be stuck with the task of waiting for the opponent, and Sith should be able to move their damned asses incase then get in trouble (right, like you aint gonna tell me Dooku wasn't even slightly scared while fighting Yoda). And gunners should be able to fight with a Jedi/Sith at medium range without the worry of cheap tactics on both sides. I realize this is probably impossible, but if anybody can do it, it's Artifex.

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Whoa Nelly, this mod is a blast to play!

 

I managed to kill Nutritious while playing as a jedi in around a 1/3 of our enounters and I'm very new to the saber. I think part of the problem is that a lot of jedi haven't adjusted their playing style to promod yet. If a jedi openly engages an armed gunner in a large/open area, they are at a huge disadvantage. Hehe, having said all this, I was one of the twits chasing Nutritious around the deathstar hanger with a saber as he hopped around and picked us off with the briar ... doh!

 

If you are finding that a gunner just jetpacks away after being pulled down, try jumping and attacking. I've used this a few times on low/medium ceiling areas to good effect.

 

As a jedi, I find that I should avoid fighting other jedi unless I can finish it quickly, I have the element of suprise, or it's in a remote location. Fighting other jedi with the saber usually takes just enought time for a gunner to come by and frag us both. To get around this, I've started playing as a saber-force2/weapon2 hybrid. Level 2 weapons usually allow me to take out a group of dueling saberists in a few shots if I'm careful. If your weapon is pulled, you always have your saber as backup and mind trick/speed if necessary. I can still mind trick other gunners in order to get close and slice 'em etc. Anyway, I'm not sure how viable hybrids are yet but they are certainly interesting to play and a great challenge.

 

In regards to gunners dominating, level4 gunners might need have force level 1 jump stripped from 'em or their jetpack fuel not regenerate quite so quickly. If level4 gunners did lose level1 force jump, it might make the force1/weapon3 hybrids look a little more attractive.

 

And lastly, I'd like to say that the last thing that promod needs is faster gunners as per a few of the requests I've seen on these forums. If you want speed, there are 3 class options available with access to speed/rage ... use 'em! The faster that players move, the more useless the lightsaber becomes which would further throw off balancing imo.

 

Thanks for the fantastic mod Art ... it's dragged me back into a game that I originally thought wasn't worth my time.

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The gunner does hold the advantage, but having gone another few rounds against Nutritious today, I think the advantage is still very slight. I can usually put up a good fight against him, and occasionally I can finish him off, but most of the time I'm dogmeat.

 

I'm starting to think hopping and jetpacking gives too great a defense bonus. I've found most of my swings miss because it's almost impossible to cut a gunner while they're airborne, and the good players are airborne 99% of the time. Maybe tweaking the defense bonus by a tiny bit is all that's required to balance the scales.

 

What I DON'T want is the problem to be blown out of proportion, to the point that the next balance patch makes Jedi 3 times as dominant as the gunners are now. The adjustment has to be very, very small, as the balance is almost perfect currently.

 

Btw, I'll practice those jump-swings. So far they haven't really worked for me against good jetpack dodgers, but perhaps I just need to work on it. Thanks for the suggestion.

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Originally posted by Jeff 42

Exactly. People who use no weapons other than the lightsaber in all-weapons FFA are imposing unnecessary limitations on themselves. They're unbalancing the game by giving people who use all their resources an advantage when they don't need to.

 

You may be right about that. The only time JO is 'UN-balanced' is when people limit themselves to one weapon -or more specifically the lightsaber. So everyone having everything would -of course- make the game balanced. That makes sense.

 

Here is our problem, however. JO is supposed to be a Star Wars game. As such, it has certain expectations placed upon it. It's not enough that it just be Star Wars 'themed'. It HAS to FEEL like Star Wars -and in some ways it does. But Multi-Player just doesn't observe 'Star Wars' conventions.

 

We know that "Only Jedi's carry laser-swords", Episode I tells us that. We know that to a Jedi, the Lightsaber "is your life", -Episode II. Okay, so the Jedi regard the Saber, like a Samuri regards a katana. The Jedi limit themselves to one very special weapon. The same can be said for the Force. It is the religion of the Jedi. They are different from other people because of their Midichlorian count. They have learned to use the Force through their life long training and devotion.

 

The 'gunners' in Star Wars ALWAYS have numbers and firepower on their side. Yet the Jedi -with nothing but the Force and their Lightsaber- remain effective despite seemingly impossible odds.

 

Now compare this to JO. Does JO respect the Star Wars conventions? Hell no! It gives the rare power of the force to anyone who wants it, and it actually favors non-Jedi with point allocations. Those who choose to be a Jedi or a Sith are at an immediate disadvantage, because they are LIMITING themselves to things which make up only a fraction of what everyone else has. Yes, it's a losing proposition from the start.

 

So, is JO a good first person shooter? Well, that answer is up to those love FPS games to decide.

Is JO a good 'Star Wars' game? No, not really. And not at all in multi-player. It LOOKS a lot like Star Wars, but that is all. To those who expect that JO will 'behave' like Star Wars it is horribly UN-balanced because the Sith and the Jedi are not exceptional or uniquely gifted in any way, and completely unviable as an option.

 

This is WHY ProMod is SO important to this game, and WHY we say that it is the way JO should have been from the start. Because JO is finally starting to behave like a Star Wars game.

 

I don't know the demographic make up of our community, but I'm guessing that most of the people who bought JO did so because they are Star Wars fans who enjoy computer games. But FPS games also have a large and devoted fan base, and many of them may like Star Wars but were attracted to JO more as an FPS than as a 'Jedi Simulator'. For them, I'm glad that JO makes a fun FPS. But for fans of Star Wars, ProMod should never have been necessary because JO SHOULD have been a STAR WARS game first, and a FPS second.

 

Hopefully the ProMod fan base can grow large enough to make a fun, long-lasting, community that can keep itself entertained while the FPS crowd are doing their thing -and both groups will just stay out of each others hair.

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Umm, what's up with Artefax's server? It was changing maps from ffa_ns_streets to ffa_deathstar and then I became jacked. I reconnected and it was suddenly ffa_ns_streets in duel mode? Was this meant to happen? I ask as well because it was stuck on ffa_deathstar overnight (I musta played it 10 times). Are these intentional changes or is someone screwing with it?

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Originally posted by griff38

I just can't find any servers running it yet.

 

 

I am counting about ten servers right now, and at this hour on a friday I would think they would be humming with activity -which they are not...

 

I'll make this anouncement in bold so everyone can take notice.

 

 

IF YOU ARE LOOKING FOR PROMOD SERVERS, YOU SHOULD USE Q TRACKER!!!!! YES, THAT'S RIGHT I SAID Q... TRACKER...

 

Let me repeat that, as some of you weren't listening... :mad:

 

 

IF YOU ARE LOOKING FOR PROMOD SERVERS, YOU SHOULD USE Q TRACKER!!!!! YES, THAT'S RIGHT I SAID Q... TRACKER...

 

QTracker is a Free program that seeks out game servers, and works much better than the one that is in JO.

 

You can get it at http://www.qtracker.com

 

Get it! Use it! Find true happiness...

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I have to say I'm quite disappointed in this mod considering all that it was hyped up to be. I was under the impression that it was supposed to bring back skill to sabering. In my opinon it doesn't.

 

First, I just got off Artifex's server. While I was impressed with some of the ease of killing a gunner with one swing of the saber, what I encountered against other saberists made me gag. I was under the impression that aim and combo's and moves would be the way to go. I approach a fight thinking about when and how to pull off combo's of moves, etc. I found those playing against me getting way more kills abandoning this all together. The guy that won the map just did red heavy downswing the whole time. He'd put speed on and run around just down hacking everyone. To me this isn't improving the saber combat aspects of the game. To me it's making it more noob. It's also a bit wierd to get the hang of, the chaining of red slashes both ways instead of to the same way you start initially. I think it's less skillful now. Great damage is amped for a wide open shot, but some evasion techniques leave you wide open, what am I supposed to just back up the whole time a lightside puts on speed and absorb and comes hurtling towards me with a downward hack and pray I block it? And while normal swings are amped on open shots, I hit a guy with two unlbocked backstabs and he didn't die. Come on, it's harder to hit a backstab in 1.04 as it is and with this system i think two full backswings should kill, but nope, I come back around and the guy's red hammer drops down on my head, dead.

 

Second, darkside is useless unless you rage around with speed like the previously mentioned lightsider. That technique would own but grip is next to useless. Grip kick? Forget about it. Front kicks don't knock the player down, only sidekicks do sometime, so it's now easy to get out of the grip kick move no matter what force side you are. You have to have level 3 drain and lighting if you want to use them, level 2's distance is seriously hindered. In fact I was the only darksider of 5 Jedi on the server. Guess they've realised darkside is useless in it.

 

Pull-Kick. Forget about it. Can't knock anyone down, though supposedly it does damage. I dunno, no one kicked me. I was told front kick does damage but won't knock you down while sidekick does no damage and will knock you down but you can get right back up. Why not just take out kick? The whole point in the use of kick is to knock the player down. It's the only way it can be done now that pull and push are the way they are since 1.03. What people think that no one should ever be put on the ground? The whole match should be standing up right? The thought of this mod was to bring back realism and skill. I feel it's done niether.

 

I don't know why the gunners bitched when they reviewed this mod on the TWL forums. To me it seems it'd pay to be a gunner. While I killed the one gunner that was on the server a couple times, he also nailed me once with disruptor and twice with rockets from behind.

 

In my opinion this falls short of bringing skill to jk2. Granted it's ok for a change of pace, but with all the hype, I'll still frequent basejk servers more.

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Originally posted by FK|FallenOne

...First, I just got off Artifex's server. While I was impressed with some of the ease of killing a gunner with one swing of the saber, what I encountered against other saberists made me gag. I was under the impression that aim and combo's and moves would be the way to go. I approach a fight thinking about when and how to pull off combo's of moves, etc. I found those playing against me getting way more kills abandoning this all together. The guy that won the map just did red heavy downswing the whole time. He'd put speed on and run around just down hacking everyone. To me this isn't improving the saber combat aspects of the game. To me it's making it more noob. It's also a bit wierd to get the hang of, the chaining of red slashes both ways instead of to the same way you start initially. I think it's less skillful now. Great damage is amped for a wide open shot, but some evasion techniques leave you wide open, what am I supposed to just back up the whole time a lightside puts on speed and absorb and comes hurtling towards me with a downward hack and pray I block it? And while normal swings are amped on open shots, I hit a guy with two unlbocked backstabs and he didn't die. Come on, it's harder to hit a backstab in 1.04 as it is and with this system i think two full backswings should kill, but nope, I come back around and the guy's red hammer drops down on my head, dead.

I think once you find yourself matched against a skilled Promod saberist, you'll see that things are very different, and that they require a great deal more skill and tactical thinking that you realize.

 

To deal with your Red overhander: switch to Yellow stance (which trumps Red), and block that first hit while moving to one side. You'll either deflect or knockaway his saber, leaving him wide open to your counterattacks while he recovers.

Second, darkside is useless unless you rage around with speed like the previously mentioned lightsider. That technique would own but grip is next to useless. Grip kick? Forget about it. Front kicks don't knock the player down, only sidekicks do sometime, so it's now easy to get out of the grip kick move no matter what force side you are. You have to have level 3 drain and lighting if you want to use them, level 2's distance is seriously hindered. In fact I was the only darksider of 5 Jedi on the server. Guess they've realised darkside is useless in it.

Level 3 grip has had its minimum force cost lowered to 40 from 60. this means you can use it twice with a full pool and still have some points left over. Try using it to stun your opponent and lift them into the air for a quick back-slice.

Pull-Kick. Forget about it. Can't knock anyone down, though supposedly it does damage. I dunno, no one kicked me. I was told front kick does damage but won't knock you down while sidekick does no damage and will knock you down but you can get right back up. Why not just take out kick? The whole point in the use of kick is to knock the player down. It's the only way it can be done now that pull and push are the way they are since 1.03. What people think that no one should ever be put on the ground? The whole match should be standing up right? The thought of this mod was to bring back realism and skill. I feel it's done niether.

Front kicks do damage, side kicks will knock you back and will knock you down if your sideways aim is good enough. Try Pull-sidekicking to knock someone down, though this will take some practice.

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Actually, players like Mithrandir-OMNIJK (don't quite remember his clan name) have really mastered red stance forward chop. His aim is usually better and faster than yours, and he's always getting the attack bonus for running forward in red. It isn't nearly as easy to block as some of you may think.

 

I'm able to beat Mith half the time by varying my tactics in yellow -- a few kicks here, and few hit-and-run slashes there -- but other times he just owns me using that one move over and over. I don't think he'll ever be a master saberist when he's that predictable, but you can't underestimate him either. The guy's a regular on Art's server and usually in first place by a fair bit.

 

There are a couple of other red wood-choppers I've seen. Funny thing is Mith actually thinks yellow should be nerfed. And I can barely beat him with it even though it's supposed to trump his stance. :)

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Yeah, I know him. He's a real pain in the but and his ability to get past the trump system really ticks me off... And even worse is the fact that I just got done playing vs bots (and like always the bots favor the red stance and on occasion using the others, but I digress) and one of the bots used back-left+attack with red and I had yellow (going forward and attacking) and since yellow is faster I thought it would go through and kill him.. maybe it did and just wasn't enough, but in either case it shows how much I really suck with sabers. As for him wanting the yellow system nerfed? That's ****in' ridiculous!!!! At the moment, the saber system is pretty good (backstab is actually useful! :)) though I would like the blue stance a little stronger.. atleast vs gunners. Btw Art, I know those tactics weren't for me per say, but thanks for them anyways, since I may be able to use them myself.

 

I don't know why the gunners bitched when they reviewed this mod on the TWL forums. To me it seems it'd pay to be a gunner. While I killed the one gunner that was on the server a couple times, he also nailed me once with disruptor and twice with rockets from behind

 

Alot of people think the gunners are at disadvantage due to being stripped of all force but lvl1 jump and cuz they can't protect vs force since they aint that good. And then some people say Jedi are at the disadvantage because gunners can jet away and they can always blow you away from a distance. The least amount of complaint I've heard of is of the hybrids, and people have gotten in such a heated arguement over Jedi VS Gunner to the point where they don't even care about the Sith no more (though I can't for the life of me figure out why!!!). It's all a matter of opinion, and a wise man once said "Opinions are like @$$holes: Everybodies got one and they all stink".

 

Level 3 grip has had its minimum force cost lowered to 40 from 60. this means you can use it twice with a full pool and still have some points left over. Try using it to stun your opponent and lift them into the air for a quick back-slice.

 

Or backstab, however chances are that there would be alot of name calling, should someone grip another person, lift him up and drop him, then backing up to him inorder to perform backstab... unless it was a bot, and I know this for a fact... *shifts eyes and readies saber, preparing to light up saber and slash anybody's throat should somthing along the lines of 'OMFG!! ****in' n00b!!!' show up*

 

Second, darkside is useless.

 

I gotta agree with the dude there, which is why I suggested lightning destroy guns or explosives here

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I beleive I've played against that guy once or twice and I didn't have very much trouble with him. I just waited till he commited to his momentum and stepped back and to his side a bit and chopped him with a yellow slash or two. I may be wrong on exactly who you're talking about, I usually remember the names of the people who wipe the floor with me. If I see him again I'll make a point to watch him closely.

 

On the Dark Side being weak, I'm still not sure I see it alough I admit that I'm perhaps the only person I've seen use force lightning. I tend to be able to get Gunners as they jetpack away sometime with my lightning, also I use grip quite frequently to stun Gunners and Jedi for just a split second so I can place an aimed shot across their midsection. I don't use Rage or Drain, and I find myself having to strictly ration my force pool, but I've been doing pretty well

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Well, maybe Mith only beats me half the time because I underestimate him. Red wood-choppers are usually quite laughable. But his aim's good, and he can get alot of kills quickly with that one move, assuming the whole server isn't better than him.

 

Then again, maybe Break_DF is right. Maybe I can't even kill bots I suxx0r so bad. ;)

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Terror used lightning on me alot in ffa_ns_hideout... but somehow I lost control of it, even with him having red and me yellow and absorb and heal and mind trick... *sigh*

 

I wish there were more duel servers or saber only servers.... there are endless duel servers for vanilla, but none for ProMod, which sucks cuz an FF, NG duel with ProMod can be pretty wild with bots.. Strangely it even looked like the movies... even though I kinda sorta doubt Kit Fisto, Exar Kun, Dark Kyle (my skin), Qui-Gon Jinn, some punk Sith, and an evil Anakin would end up fighting in the movies, lol.

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moradivh, that's the guy that was doing it. All he would do was hit speed, absorb and run around red downward hacking and got mad kills.
Yeah, I figured it was him you fought. Haven't encountered anyone else who spams that one attack to such good effect. Though I gotta be fair to him: sometimes he goes gunner and kicks ass that way, which is more than I can say for myself.

 

I usually use yellow stance combos with the occasional red for variety, but my moves still suffer from some repetition. A truly clever saberist can figure out my routine pretty easily and counter it. Nevertheless, I can still take out Mith a good portion of the time and regularly compete with him in scores. And I promise you that expert saberists like Lazarous can usually rip him to shreds in a number of different ways.

 

So anyway Fallenone, keep practicing and/or stay away from Mithrandir until you develop ways to counter him. It can be done, he's far from unbeatable.

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