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why are you making imperials unbeatable?


rinorebel_4

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This is rediculous. The bleeding shot is meant for wounds on living creatures, not machinery. It's retarded to have it affect a machine like that. Yes we all know it has coolant and I suppose somebody could eventually shoot through the plates of armor to make a hose burst or something, but that's way too technical and far fetched.

 

The only way I'd be satisfied is if the DEVs added an anti-movement trap for the Rebs that would hinder the AT-STs movement which in turn lowered the AT's accuracy for a short period. Then maybe ppl could move in to do damage for a short period with a random chance that it will hit somebody for full damage.

 

 

Anyway I just started playing a month ago and I think it's unrealistic to see THAT many AT-STs. I think only a high ranked officer in the Imperial Empire should be allowed to use one and even then for a short period. Seeing 6 running around Bestine is bad enough. Seeing a CH with 3 plus 3 rancoor is just rediculous!

 

And I kinda like the Rebels only being Jedi idea except that I want to be a Jedi and that would kind of suck, lol. Anyway I think that would balance the sides a little more. At least the AT-ST whores would have to think before they just walzed into Anchorhead and wiped everybody out. Perhaps make only a few IMPs sith and a slighly larger fraction of the REBs jedi, the last of the jedi council.

 

If we're going for realism the Empire was strong but not totally unstoppable. There would have been no need for the deathstar if the Rebels were crushed that thouroughly by only a few lance corporals, right?

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The only way I'd be satisfied is if the DEVs added an anti-movement trap for the Rebs that would hinder the AT-STs movement which in turn lowered the AT's accuracy for a short period. Then maybe ppl could move in to do damage for a short period with a random chance that it will hit somebody for full damage.

 

That is a good idea! Or maybe something along the lines of anti-armor mines or rockets.

 

I don't see that big of an issue with the ATSTs. Only 2 things I see as problems: Any PC Imperial should only be allowed 1 ATST and this one is most important:

 

ATSTs or creatures should not be allowed in buildings!

 

If you attack with a creature or an ATST and your quarry runs into a structure, you should have to go in yourself and finish them off or flush em out. Someone walking into a cantina and shooting up opposite faction overts is one thing, popping an ATST in a building is nonsense, you can only see it feet! Same thing goes for creatures.

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Man I wish the Rebels would stop their whining. I am a rebel and I have been spanked by ATST's.

So what? Big deal, they are the Tanks of StarWars. You are Infantry. You will get killed with doin minimal damage in return.

 

I guess an Iraqi forums they say the same thing, "It's not fair, Americans have Tanks, and guns and stuffs. Nerf them Alah"

 

LOL

 

Seriously though, message to all Rebels relax. Take the hits from the Imps and laugh about it. When the space expansion comes out who do think will OWN space? Anyone who has played X-wing Alliance, XvsTF or any other SW space sim should know an X-wing I can take a whole squadron of dinky no shielded Tie-Fighters

And a B-wing will make fodder out of their Star Destroyers.

The the imps will be like "Hey Nerf the rebel ships, their too strong!!!"

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Originally posted by rinorebel_4

how can a medic heal an at-st if its a machine???

 

if its too far of a stretch to "bleed" one then how the hell can a medic heal one with a stim pack?

 

I agree tat med packs shouldn't work on it. It should be droid repair parts or have t serviced by a droid Engineer, but yeah medpacks don't make sence.

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Originally posted by Roneth

Man I wish the Rebels would stop their whining. I am a rebel and I have been spanked by ATST's.

So what? Big deal, they are the Tanks of StarWars. You are Infantry. You will get killed with doin minimal damage in return.

 

I guess an Iraqi forums they say the same thing, "It's not fair, Americans have Tanks, and guns and stuffs. Nerf them Alah"

 

LOL

 

Seriously though, message to all Rebels relax. Take the hits from the Imps and laugh about it. When the space expansion comes out who do think will OWN space? Anyone who has played X-wing Alliance, XvsTF or any other SW space sim should know an X-wing I can take a whole squadron of dinky no shielded Tie-Fighters

And a B-wing will make fodder out of their Star Destroyers.

The the imps will be like "Hey Nerf the rebel ships, their too strong!!!"

 

just wait for the AT-AT's man, us rebels wont stop crying :o

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Reading this their are a lot of good point's that I would like to point out. One an AT-ST should only be one per person and should only go to the high ranking people. I am talking up at the highest rank's, but of course i think it is dumb for a private to be running around with one troop let alone three. I think you should not even start to get troop's until you get higher rank. I mean maybe get your first one as SGT.

 

On the groud imp's was stronger and in the air reb is stronger. As long as on the expansion I can get a land speeder where i can trip up their leg's as the rebal's did on hoth, i will be happy.

 

Now some added red anti-armor weapon's would be a nice touch. But I also think being able to hurt an AT-ST with just a regular pistol is stupid.

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First their should be only one AT-ST per low level imperial. You buy you man that vehicle. The player and a NPC. The AT-ST is two person vehicle. not a pet.

 

Next a LT. can control 2 AT-ST because he can hire two crews thru FP. He can man 1 and reduce the cost of two crews. Or just control two. Same principal with AT-AT when they appear.

 

The rebel problem First their is no way you could solo a combat vehicle. So team work is the answer and is the reason to group. you can group witha commando, BH,squad leader. They can use a rocket launcher, or flamethrower. No one shot kill but 1st Hit with rocket 15% damage 2-4 10%. Flame 10% per shot. squadleader masses group fire on target to destroy but only after commando or bh penetrates armor with rocket or flame. Chance to hit critical area 10%.

 

just my two credits

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Well maybe for the simple fact that it could get though the armor, but what I am getting at is let's get real for a sec. If put 20 people up against a tank with just rifle's and pistol's then the tank is just going to set their and laugh at them. Every shot is just going to bounce off the armor. So yes they should be Hard to kill. Well to be honest sending some pet's in to bite at it ( yes I am a CH ), should not do any dmg. to it. Laser weapon's I can see cutting small amount's of armor off, but rifle's that do not fire bullet's no.You do need a commando, and a BH atleast with you if you are planning on doing any raid's

 

That is why I think two thing's should happen. One you can not get an AT-ST unless you are atleast a captain. Two Reb's should have some kind of ant-armor that they can get with their fp, or one of them grapling thing's that Luke had in ESB when he by him selt took at that AT-AT

 

Yes the reb's outsmarted the empire in the moves, but i do not see where you can go and tie two tree's up and set a trip wire so when the AT-ST steep on it the log's swing down and smash it's head as they did in ROTJ.

 

One more thing. AT-ST get's killed well big deal then because they can just repair it and bring it back out. What is that all about. When A troop die's, he is dead. No more for him. It should be the same for the AT-ST. You blow up an AT-ST thier is going to be nothen much left except alot of burnt metal

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Breetai and the rest of the posts. My question is why AT-ST are used the same as pets. They are vehicles that have a crews. So if an imperial buys one he should have to man the vehicle like for speeders . The rank maybe should be CPT or higher to control 2 or 3 AT-STs. And then by hiring the crews for the vehicles increases their performance. Rookie crew,Trained crew, Combat crew,elite crew. Basic AT-ST each crew increases speed,accuracy and armor, and maint. No repairs with med packs but develop maint. packages developed by engineers. Also as the vehicle is damaged the overall performance degrades as well. And to the Officer commanding the vehicles if they are destroyed has a talk with Darth about failure. To be reduced in rank or choked to incapatataion(sp). With 250 loss of FP. Now the problem seems to be a private can control more than one and takes little penalty for its loss. Makes an Imperial private as tough as a rebel major or higher. doesn't make good sense or game play. Now if that rebel private buys the AT-ST mans it and gets combat vehicle xp then has the ability to fight that vehicle gains skills and xp for fighting in it and surviving great. But if it is destroyed and he is forced to evac the vehicle than he takes physical and faction damage at the same time.

:fett:

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You talk about them like they are unbeatable and indestructible. I've seen first hand how fast they can go down. To have all the penalties that you are mentioning come along with it. It wouldn't even be worth getting one. What you're proposing might make sense story wise....but makes absolutely no sense for gameplay. They collapse too easily. ESPECIALLY if you have a commando around. My friend's dropped real quick on one raid we did...and there wasn't even a commando. A BH or two maybe....but even then that's about how many were there. One or two BH's. What took that AT-ST down was those BH"s and like 2 CH's. Ridiculous if you ask me. They should have been smashed. Which...they were by us...but they took out the AT-ST ridiculously fast. They aren't have as tough as people make them out to be. It just seems like everyone's mad because that scout blaster they're packin won't take it down....

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sorry just commenting on what has been posted. Haven't fought a AT-ST yet. But the idea of an St following a player doesn't make sense gamewise either. Sorry some posts seemed to make them invincible. But as i said in my first post the combo of cammando, bounty hunter, should be able to take them down with team work. I don't know about a CH but some larger pets may be able to knock down a AT-ST but couldn't destroy it except by crushing it. I don't think it should allowed for a low level imperial to control more than one at a time. What about the idea of making it a skill for characters to operate the AT-STs and later the other vehicles coming into game

Justsome ideas to make game play more realistic. How about the Maint. packs to repair damage. And hiring crews at different skill levels to improve the vehicle performance. Just like the different levels of storm troopers. The crews could be compatable to all 2-crews and later4-man crews for othervehicles and space craft.:atat::fett:

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While we would all like to think that a beta test period is about game balance and all that jazz... It's not. They want to get the game relativly stable, and work on netorking code and *MOST* basic features and functions. As a vet of several mmo's of various sorts all I can say is that balance will eventually be sorted. They want your money first, to keep the lights on, then they will work on the stuff that makes you kick your dog. It's not that fun for us, the players, but it is the way these games have always worked in my experiences. I have only been playing a few days, but the complaints are the same no matter what the game. I see both sides of this arguement. Imperials should be mighty, AT-STs should not be able to be healed by medical means... They should be able to be defeated with a good combo of people with heavy firepower. One thing I disagree with is this. Sure it's a tank. But a tank almost always has some support. You dont see a bomber flying by itself, it needs fighter escort. The AT-ST's should have to have some ground support to be really effective. Just a couple of thoughts.

 

Spatula Mastardo

Starsider

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I think you guys are all giving those AT-ST's more credit then their due. I have one and I've seen it get beat pretty bad really quick.

 

Sure on a one on one situation I'm going to win, hands down. But when I have my AT-ST out and there are 10 rebels around and no imps I'm sorry but a) I'm going down b) my AT takes a crap load of damage quick. When everyone focuses their fire power on it they can seriously damage it. You set them on fire they're in trouble. Last night in Bestine (Lowca server) the rebels did manage to take down an AT-ST. It was laying on the ground near the bank and the rebels were having a party around it.

 

Most rebels are crying that we're not balanced but I think it's the way it's supposed to be. I'm with the Empire, we have money, we have equipment, bottom line. The Rebels don't have that and therefore they are weaker, that's the way it's supposed to be. But Rebels are EXTREMLY effective when they get together and work together. I've seen it.

 

Now my thoughts on healing the AT-ST, I agree it's lame the way they do it now. If I was a dev I'd make it so droid engineers were the only ones that could repair the AT-ST. This would make DE's extremly valuable to the game as they're pretty nerfed right now.

 

But you rebels can take AT's down, I've seen it. Just focus your fire power in the right spot and work together, there's no other way.

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It doesn't even take 10 rebels. I've seen 3 rebs do a world of damage. If the master of the AT is lower in level. He'll probably be easier to take down. This means he can't give commands to his AT. The AT will attack whatever target has been designated by the owner. After that, his attacks will be purely a counterattack of whomever is attacking it. I've seen 3 High lvl CH's take down an AT-ST in no time. It was a sad display if you ask me. According to their performance in the actual story. They aren't nearly as powerful as they should be. I'm not saying amp them up or anything. They are fine they way they are now. However, if you want to get down to it, the dev's could have made them as powerful as they are portrayed in the actual storyline. One thing would be for sure....it'd take a helluva lot more than 3 CH's to bump one.

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I doubt the people who work with this game cares about 'The empire has more technology', i think they care about the FUN of the game and MONEY? yeah, i think so, so if half of the people are getting mad over something, they will probably fix it because they don't want to loose any money, if you know what im talking about.... my 2 cents.

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Well yes it is a game but letting everyone have an at-st just isnt cool. It should be difficult, I mean At-st's are a prime unit and very noticeable, I think in the future they will be not as common. Imperials should be stronger in my oppinion, the games basis is to emerge you into star wars universe shortly after the death star was blown up. Walking on tantooine I doubt there at-sts all over the place.

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Originally posted by EsahC

Well yes it is a game but letting everyone have an at-st just isnt cool. It should be difficult, I mean At-st's are a prime unit and very noticeable, I think in the future they will be not as common. Imperials should be stronger in my oppinion, the games basis is to emerge you into star wars universe shortly after the death star was blown up. Walking on tantooine I doubt there at-sts all over the place.

 

Lets see you save up 9600 faction points and still say it's not difficult.

 

Actually I agree, they should make them more expensive. I don't think it's right that a full suit of Stormtrooper armor costs more then an AT-ST. It's easier for me to get a second AT then a full set.

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Originally posted by Roo'edi

Lets see you save up 9600 faction points and still say it's not difficult.

 

Actually I agree, they should make them more expensive. I don't think it's right that a full suit of Stormtrooper armor costs more then an AT-ST. It's easier for me to get a second AT then a full set.

 

 

Try 18900, lol.

 

 

This could be easily solved if the DEVs wanted to, but it's probably not on the list of priorities or they just don't care.

 

 

What I'd like to see (just some brain storming)

 

1) Only a high ranking officer should be allowed an AT-ST. I think squad leader should be one of the requirements because it ties into commanding imperial soldiers, etc...

 

2) One AT-ST per person, 2 stormies per ranked officer (the higher the rank the better the troopers). As you increase in rank it should allow you to command better troops and more of them. First rank is the most basic soldier.

 

3) creatures or anything over 6 feet should not be allowed in buildings. It's cheap when a covert imp runs into a tavern and uses his AT-ST when the other side can't return fire.

 

4) Creature handlers should be allowed one powerful creature at master level. For Master it should be one powerful and two strong like a groul and some dewbacks. A person should not be allowed to run around with three AT-STs, three Rancoors, and a probot. That's rediculous! It should be based on your level of CH.

 

5) There should be three types of skill points; combat, artistic, and basic. I would like to see a balance where you could choose so much in combat and have a lot more to do creative things on the side like music or engineering. Let's face it, most skilled bounty hunters know more than just basic medicine (it should include engineering to make complex traps and grenades).

 

6) I'd like to see much more done with the faction rank system. A higher rank should be the first priority and would allow you better weapons and discounts. There should be vendors that allow only a ranked officer to buy from them. You should be able to see the person's rank and I think it should increase your stats like lance corp. +1 to evade, Master Seargent +5 to intimidate, Leutenant +3 to accuracy etc...

 

 

I've actaully written and e-mailed a list of what I like to see in the game. Some things could be done without much effort, but who knows what it will affect. I know it's hard when you change one thing other people will complain about it not being fair. I agree, there should be a balance that has no "Golden list" or advantage over another class, only by how skillful the player is.

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1) I agree, but limiting to Squad Leader would be unbalance. What do you leave for Rebel Squad Leaders?

 

2) I agree with 1 AT-ST per person, but better soldiers per rank I don't agree with.

 

3) Agree, but it's also cheap for the player to run in the building. I have problems with my pets not being able to attack do to pathing. Going in a building isn't an issue. But you're right, large creatures should not be allowed in buildings.

 

4) It is ridiculous but it's possible. A master CH can use what? 4 Rankors? If they've earned the exp to use 4 rankors more power to them. If they're imperial and they have 3 AT's also, I'm glad their on my side. :) So it is based off CH exp, but AT's are not creatures. And Probots are nerfed right now. They only do about 150 dmg and their armor sucks.

 

5) Um, there is. What do you expect? You can be a master bounty hunter, a master architecht, and a master musician? Actually I thought about that too but that's what other servers are for, to play with those skills you wanted to play with but didn't want to focus on. If they did do it that way there would'nt be much of a player economy because all you're commandos would be master weaponsmiths and your bounty hunters would be droid engineers.

 

6) I agree here, there should be more to the rank system then just being able to stock pile more points.

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Well, like I said I have a much more in depth way of balancing the game. The things I'd like to see is a better balance between classes and more involvement in the Rebel vs. Imp fastion. Imperials should have more firepower and rebels should have better sneak attack bonuses. Say for instance a Rebel squad leader with a higher rank could have a move called "Group Mask" that would mask the group's location on radar. This would make it more difficult to track them for a short period, encourage group attacks, and increase tactics. I'd also like to see group bonuses like if a group had a Combat medic, a Ranger, a Squad leader, and maybe a CH they could get special abilites or combinations like increase the chances of finding rare items or better harvesting results.

 

There are so many ides that we've been talking about at SOE forums but frankly they will never see the light of day (which is understandable).

 

 

RE: RE: response :p

 

1) Squad leader is a loose example. It could be anything, but I'd like to see it appeal to more people for leadership in a faction. Imperial could be bonuses in firepower and Rebel could be specials in sabotage. I'd like it to be more clear on a direction to go like Artisian's hiring rangers to collect organic harvests or squad leader for his ability to lead a group and his various bonuses in a faction.

 

2) I don't think a lower class soldier should command 3 darktroopers. Otherwise I'd like to see bonuses to higher ranking like +2 to soldier obedience, +2 Soldier accuracy, etc... More depth is all I mean.

 

3) Agreed. Soldiers should not be able to attack inside a tavern or cantina vs. another faction player. I think, IMO, that faction battles should be out in the open like in the movies. Keep the dirty bar fights between swoopers and spice fiends

 

Going into a building IS an issue. I saw a guy take out 15 rebels by being covert, running into a cantina, and telling his AT-ST to attack. He used a command like "a" and made sentences to attack like "a nice day, isn't it?" to fool people. The body of the AT-ST could not be attacked because it was covered both inside and outside by the building. That right there is BS. A total exploit and a bannable offense to me. A fluke is one thing, but he's done it many times and it gives Imperials a bad worse name.

 

4) It was just an example. When I think of creature handler I think of creature tamer, farmer, trainer, and combatant. I'd like to see less focus on only having creatures for out muscling your buddy CH. I'd likr to see CH be more versatile in creating and taming pets that can do more than just fight. One Groul is very tough, but 4 is crazy! Think about it, a person wouldn't be able to control such powerful creatures. I would like to soo CH working together to take down an AT-ST instead of 1 guy clearing out AH with his pets. To me this doesn't represent Star Wars. My idea of SWG is a few duels here and there (which is how it is) and more group based battles with less creatures and pets. I'd like to see things like players ON pets, for example tatooine, where a person dressed in ST armor is firing his laser carb mounted on a Dewback. That too me feels more like the SWG. Seeing 50 high level creatures and 10 AT-STs in AH is just strange, imo.

 

5) Again this is just a brief example. I totally agree about balancing the economy and no way should there be a Master BH, AS, CM, CH. I'm saying is allow a balance for people who master a hybrid profession to "dabble" more in non combatant areas like medicine, engineering, and music. Perhaps add a penalty that would disallow anybody of high enough combat skills to go high in a certain non-combatant field like Architecture so they have to rely on other highly skilled players to make their products. Basically what I'm trying to say is I'd like to see less Commando/pistoleer/carbineer/CH combos and more Master Commando/Teras Kasi novice/novice medic 2-2-1-3/musician 0-4-0-2/artisian 4-0-0-0 type combos where they can play around more with a second profession but rely on other players for stuff and are discouraged to have a dabbling-combat profession.

 

I am a bounty hunter and I think the requirements are a little too high compared to a commando. I think a BH should be Master Marksman, Scouting 4-4-0-0, and engineering (Artisian) 4-0-0-0 (for making thermal dets and Jango's dart) and commando should be Mastermarksman, brawler 4-4-0-0, and engineering 4-0-0-0 (for making explosives and grenades). This is all just a loose example, but I'd like to see more bonuses for making master bounty hunter. Too many people are skipping investigation and go into CH or pistoleer which I think takes away from a BH. I guess I'm just a traditionalist when it comes to BH and would like more people to

 

 

 

 

Custom taunts for Hybrid professions. For example a master pistoleer could have dual pistols (which would be sold as one set, not duel DX2s) with special duel action shots like rapid fire and special macros like pistol twirl or throw and catch the weapon. Rifleman could have a taunt that has him pose with his rifle draped across his shoulders (classic anime style).

 

Custom armor/clothes for novice and Master hybrid careers. Bounty hunters could buy a piece of equipment that signified their achievment as a hybrid professional. I would still make Mandalorian Armor extremely rare to find as it is the highest mark of a BH. Maybe a good armor that protects against commando weapons and vice versa.

 

Custom weapon mods. I'd laugh if there were special attachments that enhanced low level weapons. For example make a chargeshot blast that would work for a cdef carbine that would destroy the gun in 2 shots, but caused massive status effects like disorientation (make the enemy fire wildly lol). This would increase the sales of low level weapons which in turn greatly helps newbie weapons smith' out. It would also make the BH use a wider variety of arsenal not just the underhand/bleed/lighting combo.

 

6) I'm glad you agree too. It would be cool if a faction rank improved/hindered a profession in a certain way. Let's say Bounty hunter; a BH with a rank of Imperial Captiain would be allowed to ask roaming troopers about information on an informant or mark. The downside could be if he tried to take down a mark in a town like Anchorhead, other rebels would try to heal the target or attack you or possibly help the mark escape. In other words this would open up a whole new combination to career + faction tactics.

 

 

 

 

Basically we all have great ideas but unfortunatelly most will never see the light of day. I do, however, thing SWG is a great game despite it's lows and woes with it's great mix of combat/non-combatant and "dabbling" versatility. Hopefully they will continue to improve apon the game and not leave us nerfed in the dark.

 

:D

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Ok NPC At-St are panies. It is just like killing stuff on lok or endor or any other tough planet, you just need a good size group and you can take anything.

 

I managed to get a group of 30 or so with about 10 pets and We took out a NPC imp base easily, it had about 10 stormtroopers, an At-St and about 60 other guys including medics.

 

PC At-St are only overpowered because you can have 3 and because you can get them easily at a low rank, you should have to be a Master Sergant.

 

I completley agree that Ranks should have more than just how many points you can hold. Maybe acess to cool missions or something?

 

There should only be a few changes:

 

1) Make Ranks useful besides how much points you can hold and bragging rights

 

2) One At-St per person. Maybe two at highest rank.

 

3) No healing for At-St or at least by medics, maybe with repair tools.

 

I also heard about some sort of gun that will do 5k dmg to machinery and buildings that rebels will get with FP comming out some time... but this is just a rumor, although it could help blast some at-st.

 

~SK~

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