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Was Teras Kasi the best thing about SWG?

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  • crlumpkincrlumpkin Member Posts: 52
    Master Rifleman + Master Swordsman =  Headshots from my Krayt Jawa from ranged and Headshots from my Scythe up close.  Throw in a little Zabrak Heal (can not remember the name of that exactly) just when your opponent thought they had you and BAM, VICTORY!! 



    That combination ruled for quite some time and I use to love running around overt solo, on the outskirts of packed cities, looking for red dot prey.  Then Jedi entered the game like roaches and f###ked the whole game up.
  • iceman00iceman00 Member Posts: 1,363
    Originally posted by BigBlackWook

    Originally posted by iceman00

    Originally posted by BigBlackWook


     With all the uproar around SWG demise, all the major things that got ripped from the game, one aspect that slipped through the cracks was the loss of the Teras Kasi profession with the NGE. People talk about losing CH, but CH was nerfed long before that to the point of uselessness. TKM was a staple in SWG. Everyone had one. That class was a blast to play with. TKMs were the jedi of SWG long before any of those glow stick wielding fight clubbers came stumbling in.
     My first class was BH, and I did pretty well in most pvp, except against TKMs. It was like shooting a brick wall with a water gun. Before the CH nerf you had TKM/Master CHs running around with Gurreks. That combo could take on twelve guys at a time.
     Force of Will alone made that class absolutely badass. I can't remember how many hate tells I would get from coming back from an incapp and db'ing the seemingly victorious player dancing over my corpse. My TKM was also a master doc, and my guild would not do any sort of group hunt unless we brought him along, period. Think your rifleman/cm is the end all be all? Think again.
     Then you had the stackers. A tkm/fencer/master brawler? Forget about it. Those guys were unstoppable.
     TKMs could regen mind, and we also one of only four classes that could attack mind. Essential in any kind of pvp.
     Just one more reason why SOE wil be remembered always as the purple butted baboons who screwed up Star Wars.

     

    I'm gonna get flamed....

    A lot of what he praises is exactly what was wrong with Pre-CU.  TKM's being God was absurd.  they should've been the ultimate in melee classes, a skilled master being able to go toe to toe with a Jedi.  Instead, they were being made into the uber class being able to stand up to both melee and ranged with little problem.  TKM's should've been low on damage, and high on defenses.  A true "tank" so to speak.

    A TKM would've been fine I suppose if not for the wacked stacking system SOE had.  Stackers didn't improve PvP.  They ruined it.  But the fault was not with them.  The fault was with the over abundance of Jedi thanks to Pub 9, that made stacking essential to prevent PvP from becoming Jedi wars.  The original plan for modifying stacking in the CURB was a very good one.  Making stacking more realistic (instead of just taking the defensive trees in all professions) would've solved this problem right away.

    I had in my posession a mind poison that ticked around 1.7k, and a mind disease that blacked any stat bar with one tick. with some rancor bile to give me a billion uses.  I ONLY used that on stackers.  And I always let them triple incap, just so I could say:

    "You spent 500 hours number crunching the perfect template instead of enjoying the game, just to get triple incapped.

    I honestly think people stopped enjoying the professions when they were trying to stack, instead just looking for the uber defenses.

    No flame *coughs* lapdog of the oppressor *coughs*

    Actually I think this post illustrates some serious points that drove what became the CU. You mentioned two key unbalances in swg, the defensive stacking and the dots. Make no mistake with my original post I wasn't defending stacking, I was just saying it was fun to play and hard to beat.

    But the point is well taken, the population at that time was clamoring for the removal of stacking and the uber dots. The problem was, they couldn't leave it at that. Sony took everything out, everything that mattered, everything that was fun. And it stopped being a game. It became this wierd fragmented experience full of bad noise and false smiles. Who wants to play that?

    One of the arguements the alternate view point is founded upon is how much the community had cried out for improvments. And I think that is what you are trying to get across here, but change for change's sake is never a good idea.

    Anyway back on topic. Hijacking my own thread here. Who's got some more TKM stories? Here's one, it's my tkm/doc and his disease resists wailing the tar out of iceman's cm sonny corleone style. 

    just to make sure, I wasn't defending uber dots either.  I only reserved those for stackers.  Matter of fact, I even labeled them "stacker special"

    The CU did overdo it.  Realistic stacking (nothing was wrong with it in theory, just in practice) and a removal, or at least a reworking of dots.  Me I think dots should only have been able to effect the sub pools if they existed at all.

  • iceman00iceman00 Member Posts: 1,363
    Originally posted by Ransom73


     

    Originally posted by Danjak

    Nothing screams "Star Wars" like Kung Fu, stun batons, power hammers, and scythes.

     

    Fixed a bit, and QFE'd for truth.

    Stackers never were a problem for me on any template.

    Jedi vs stacker = use a one handed saber and attack the mind

    Ranged vs stacker = kite the hell out of them

    Of course, people thought that was too hard of thing to do and instead stood toe to toe with them (ranged vs melee duel retards).

    The same people that loved their melee stacker templates are the same people that resulted in the NGE.



    Well in the Star Wars Universe Teras Kasi were quite prominent.  But that is neither here nor there.

    I agree stackers may not have been too difficult, but the game stopped being about professions, as people no longer wanted to play any of the professions, and PvP became whose stacker template was more ub3r or who had the bigget dot pike.

    However, one has to remember if the person was a master brawler, they had lunge.  Lunge gave you about 20m to leap at the person.  (which was downright unrealistic.)

  • infrared1infrared1 Member UncommonPosts: 440
    Originally posted by Ransom73


     
    The above post is complete and total bull shit.
    Katarn knucklers didn't come around until after CU (Rage of the Wookies IIRC).

    Bacta Jab Enhancers didn't come around until after the CU


    True dat....
  • KyarraKyarra Member UncommonPosts: 789

    closest I can come to my master doc master tkm in NGE is master medic with points into unarmed damage..it is almost as good but not quite..still missing pre cu with a passion

  • miatakamiataka Member Posts: 232
    I was orgianlly a TKM/Commando for a long time.. then I chnged up in CU..too a TK/fencer/pike/pistoleer only master was master brawler



    it was a crazy template that was alot of fun.



    then in the end.. I was a MLS/MDEF/4000 healer when I was wanderin and having fun exploring Mustafar...



    When Sony or LA or who ever shot us in the back...



    reminds me of that part in teh Ep 3 movie when the clones turn on teh Jedi... thats is pretty much what happened to us.



    4 accounts cancelled Nov 22 after NGE went live... have never looked back... wont unless I can geta  classic server to go to...



    and we all know how likely that is ...... 

    image
    image
    Miataka (+many sub variation of that)
    ~WoW (Kael'Thas, USA)
    MiaTaka
    ~ RF On-line (Fire Server)
    -Mia- takahashi
    ~SWG (Europe-chimaera)
    Miataki Valeinca
    ~EQ 2 (everfrost)
    MiaTaka Soyinka
    ~Second Life

  • MikeMBMikeMB Member Posts: 272
    I found TKA to be the cheap "omg i pwn u noob lol" class of the Pre-CU.



    I think one of my more funny in game moments was a TKA kiddie telling me how and why Melee like TKA is more 'Sci-Fi' then Laser guns... Somehow I had this idea in my head of one of the Marines in Aliens trying to go all Kung-Fu on one of them...



    Sorry but it's like my Grandfather told me once "Son a good .45 Slug traveling at 500mph beats a guy with a Kung-Fu any day of the week!"
  • RydesonRydeson Member UncommonPosts: 3,852
    TKA were nice, but in all honesty.. I just never cared for the template of characters to the degree it was.. I would of liked if SWG followed more of the traditional classes with talent branches like WoW did..  I had a master musician and was novice CH and Pistol, and to be honest I just felt that was too many skill trees..  I also think there were too many professions, and some could have been combined in using talent trees instead.. 



    With SWG forcing their 1 character per server early on.. and splitting up the skills like they did , was to promote people to have multiple accounts.. which a VAST number did.. People talk about how SWG got 300,000 so fast.. when in FACT.. they had nowhere close to 300,000 customers.. In reality they had 100k to 150K customers with multiple accounts..   This is why when mass Exodus took place, and the numbers dropped like a brick on servers, it just wasn't 1 person leaving, it was more like 2 or 3 accounts leaving..



    SWG was just a poorly designed game with great potential..  I hate to tell you all.. but if SWG would of followed designs similar to EQ1 or WoW, they would of had a great running game.. But SWG insisted on maximizing profit by re-inventing the wheel.. BAD Idea.. I digress tho.. I miss the TKA class along with many others..
  • EichenkatzeEichenkatze Member Posts: 340
    Like most others said, TKA were fun and nice.. I agree.. but it wasn't my cup of tea. I was more of the Doctor/Ranger type. An odd combination, yeah.. but i wasn't in the game for power and wins. I was in it to have fun and be the character i wanted to be.. not what PvP or the best hunting groups wanted of me.



    Doctor was the best profession in my eyes. It was fun and alot of the time i would sit in towns just outside of POIs and wait for people to send me messages asking for a rez. So i'd hop on my bike and zip over to bring someone back from the dead and heal their friends for experience.



    And if i got bored of that, my moderate ranger skills kept me in the game alongside my healing ability to keep the HP up while i explored and scouted around.



    Those were good days..

    image
    Everquest - 2000 - '02
    Anarchy Online - '01-'02
    Earth and Beyond - '02-'04
    Star Wars Galaxies - '03-'06('07)
    World of Warcraft - '04-'07
    Age of Conan - '08 - shelved.
    -Waiting on-
    Star Trek Online
    SW: The Old Republic

  • miatakamiataka Member Posts: 232
    Originally posted by Rydeson

    TKA were nice, but in all honesty.. I just never cared for the template of characters to the degree it was.. I would of liked if SWG followed more of the traditional classes with talent branches like WoW did..  I had a master musician and was novice CH and Pistol, and to be honest I just felt that was too many skill trees..  I also think there were too many professions, and some could have been combined in using talent trees instead.. 



    With SWG forcing their 1 character per server early on.. and splitting up the skills like they did , was to promote people to have multiple accounts.. which a VAST number did.. People talk about how SWG got 300,000 so fast.. when in FACT.. they had nowhere close to 300,000 customers.. In reality they had 100k to 150K customers with multiple accounts..   This is why when mass Exodus took place, and the numbers dropped like a brick on servers, it just wasn't 1 person leaving, it was more like 2 or 3 accounts leaving..



    SWG was just a poorly designed game with great potential..  I hate to tell you all.. but if SWG would of followed designs similar to EQ1 or WoW, they would of had a great running game.. But SWG insisted on maximizing profit by re-inventing the wheel.. BAD Idea.. I digress tho.. I miss the TKA class along with many others..
    OMG Smedly !!!!  why post on a fake name...just tell us what your next step for NGE is



     =p



    oh and BTW...  I did have 4 accounts... isn't havin 150k players with 3-4 accounts better for profits then 40k station pass ppl and 15k actually subbed players..



    correct me if Im wrong but ...company wise...wouldnt you rather have $3.75 million per month income of players with many accounts ...



    then have $850,000 of station pass and dedicated loyal 1 account person players...



    you know I must have missed that day in class in college when they explained how that is much more desirable..







    Oh by the way pink text part...  THAT WHAT NGE is and it failed miserably, you cant have a orginal game clonned off someone else IDEA!!!!

    image
    image
    Miataka (+many sub variation of that)
    ~WoW (Kael'Thas, USA)
    MiaTaka
    ~ RF On-line (Fire Server)
    -Mia- takahashi
    ~SWG (Europe-chimaera)
    Miataki Valeinca
    ~EQ 2 (everfrost)
    MiaTaka Soyinka
    ~Second Life

  • SinisteroneSinisterone Member Posts: 22

    (i started playing right after the cu so i have no comparison to how it was during the pre-cu time, but i played a tera kasi myself.  i went with tera kasi/combat medic, a little bit of doctor on the side.  i was eventully going to be jedi, but nge ruined the slow/gradual storyline and character progress i was making on purpose.   in pvp it was fun as hell because, i coule pretty much go toe to toe with any jedi, given the right food and my katarn knucklers,clothing,etc.   if i didn't win a few fights i could lock them into a stalemate easily,lol.

    **raises a toast to the good old days**

     

  • BigBlackWookBigBlackWook Member Posts: 133
    Originally posted by MikeMB

    I found TKA to be the cheap "omg i pwn u noob lol" class of the Pre-CU.



    I think one of my more funny in game moments was a TKA kiddie telling me how and why Melee like TKA is more 'Sci-Fi' then Laser guns... Somehow I had this idea in my head of one of the Marines in Aliens trying to go all Kung-Fu on one of them...



    Sorry but it's like my Grandfather told me once "Son a good .45 Slug traveling at 500mph beats a guy with a Kung-Fu any day of the week!"



     Star Wars is basically a retelling of the Arthurian legends, heavily influenced by authors T.H.White and J.R.R. Tolkein, among many other sources. The fact that GL chose rocket ships and laser guns as the elements to tell his story through doesn't detract from the saga's clearly mythological roots.

     You're right, in most scenarioes me and my M-16 kill Bruce Lee and his nunchuku. So then why are two guys who can move planets with their minds duking it out with glow sticks?

     The arguement for the removal of melee from SWG because these professions aren't 'iconic' has more holes in it than the Millenium Falcon's Hull. Who were all those guys standing around Jabba's palace with vibro-axes? What about Grevious' guards, they all have shock-lances?

     Hand-to-hand combat and science fiction are not mutually exclusive. Go watch the Matrix.

  • EmriEmri Member UncommonPosts: 53
    No.
  • irukandjiirukandji Member Posts: 253
    Originally posted by Danjak

    Nothing screams "Star Wars" like Kung Fu. 
    or pokemon wars? so what's your point? all the professions weren't very star warsy but they were ALL cool to the people who played them. Only an idiot would want only 9 professions.....you aren't saying you like only 9 choices because  that would make you.......

    "Hurray, finally a game where I can fulfill my lifelong dream of taking emotionally dead women and finding the most financially viable means to exploit their bodies with the ultimate goal of making them Hugh Hefner's personal furniture."

  • SioBabbleSioBabble Member Posts: 2,803
    Originally posted by irukandji

    Originally posted by Danjak

    Nothing screams "Star Wars" like Kung Fu. 
    or pokemon wars? so what's your point? all the professions weren't very star warsy but they were ALL cool to the people who played them. Only an idiot would want only 9 professions.....you aren't saying you like only 9 choices because  that would make you.......



    SWG was supposed to go beyond the movies and give people a chance to "live" in a virtual world.

    So, it took what was shown on the screen, and expand upon it.

    The players were supposed to be all those extras running around behind Luke and Leia and Han and Vader and C3PO.

    The combat took the form of the stock RPG, with melee and ranged, with further divisions within each overall type.  One thing that just rules a modern battlefield that you never saw in SWG was artillery, which has this bad tendency to ruin everyone's day, both melee and ranged.

    Also, modern combat is usually one shot and you're out of action.  That's not too much fun in a game.

    So, yeah, the combat wasn't "Star Warsy" because it actually had to make some sort of sense, which in the movies you never see.  Because as movie bad guys, Imperial Stormtroopers can't hit the broad side of a barn door.  Bad guys in movies NEVER hit the broad side of a barn door.  This would make them in a game less than satisfactory.

    CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

    Once a denizen of Ahazi

  • TaucetiTauceti Member Posts: 168

    Hi all,

    I thought TKA was one of the best profession around, and I pretty much kept it once I made TKM back when I started playing the game in Sept of 2003. It was more than a profession for me because it played a key role in my Avatars bio and because I earned back when it was tough to get , especially when you couldn't afford buffs. In fact, I was relieved when they made the changes to Jedi to make it were your toon can become a Jedi instead of an alt [had to due with RP]; although I didn't like the fact I would have to give up TKM. I was even going to keep TKM and go TKM / Force powers as my template, but then the CU came out and screwed it up, so I went  all Jedi. [Note: As far as its history and purpose; I never thought it was a profession to hunt Jedi, but rather a class that was developed to help guard against Dark and Fallen Jedi]. Anyhow, there only a few things that could have made to make this prof. more playiable and better.

    My 2 favorite class combo was TKM / BE and TKM / Master Rifleman.

    Also, melee combat in Pre-CU SWG was done the best, than any other MMORPG I've seen so far.

     

    IMO,

    Tauceti

     

  • premiereboripremierebori Member Posts: 249
    I was a master merchant/master tailor and a couple skills in pistols.  I had a whole guild hall that someone gave to me and I turned it in to a mall and charged rent for people to have their merchants placed in it. Those were the days, no other MMO has it..
  • TaucetiTauceti Member Posts: 168
    Originally posted by SioBabble

    Originally posted by irukandji

    Originally posted by Danjak

    Nothing screams "Star Wars" like Kung Fu. 
    or pokemon wars? so what's your point? all the professions weren't very star warsy but they were ALL cool to the people who played them. Only an idiot would want only 9 professions.....you aren't saying you like only 9 choices because  that would make you.......



    SWG was supposed to go beyond the movies and give people a chance to "live" in a virtual world.

    So, it took what was shown on the screen, and expand upon it.

    The players were supposed to be all those extras running around behind Luke and Leia and Han and Vader and C3PO.

    The combat took the form of the stock RPG, with melee and ranged, with further divisions within each overall type.  One thing that just rules a modern battlefield that you never saw in SWG was artillery, which has this bad tendency to ruin everyone's day, both melee and ranged.

    Also, modern combat is usually one shot and you're out of action.  That's not too much fun in a game.

    So, yeah, the combat wasn't "Star Warsy" because it actually had to make some sort of sense, which in the movies you never see.  Because as movie bad guys, Imperial Stormtroopers can't hit the broad side of a barn door.  Bad guys in movies NEVER hit the broad side of a barn door.  This would make them in a game less than satisfactory.

    I agree..very good points made.

     

    GL,

    Tauceti

  • TaucetiTauceti Member Posts: 168
    Originally posted by MikeMB

    I found TKA to be the cheap "omg i pwn u noob lol" class of the Pre-CU.



    I think one of my more funny in game moments was a TKA kiddie telling me how and why Melee like TKA is more 'Sci-Fi' then Laser guns... Somehow I had this idea in my head of one of the Marines in Aliens trying to go all Kung-Fu on one of them...



    Sorry but it's like my Grandfather told me once "Son a good .45 Slug traveling at 500mph beats a guy with a Kung-Fu any day of the week!"



    Hi,

    To answer your 1st TKA was one of the best profession and ideas I've seen, and was done well for the most part.

    To answer your other point "Son a good .45 Slug traveling at 500mph beats a guy with a Kung-Fu any day of the week!" is only true if you are a good shot and haven't run out of ammo, becuase in either case your screwed once the "Kung-Fu guy" gets to you and you don't know how to fight....LOL.

    IMO,

    Tauceti

  • AnobacaAnobaca Member Posts: 68
    Originally posted by SioBabble


    I think the reason that CH is the "iconic" victim of the NGE is that so many CHs were in it for the fun of having a rancor or gurreck trail behind you, not for the combat chops, which were zapped into near nothingness by the Great Nerf of CH in December 2003.  For many hardcore CHs, it was never about being uber, it was about having those critters at your command, and of course the NGE did away with that entirely.
    I had some TK in my template for a long time, and it was great fun.  One of the classic imbalances of the preCU period was that blasters, which totally dominated the original trilogy, were underpowered.  Then, of course, in typical SWG fashion, they were overpowered in the CU.
    The SWG devs never used the nerf bat in moderation.  They always over buffed or over nerfed. 



     I have to say I got into CH when I saw one at the tryena star port getting is razor cat to dance. The 2 pets I liked the most were the gurrecks and frienzed gruals. I was lucky to tame a bull rancor a few weeks before the CU. As a wookiee that could not wear armor my gurreck was great for tanking when I was a master rifleman. Just as much to fight with when I was a msater fencer. In the end though I just like TKA and was nice being able to fight in my "homer smoch" as my friend called it while everyone else was in full amor.

     

     I have to say though I really like setting things on fire with my flamethrower and blowing things up with my rocket launcher also

  • SioBabbleSioBabble Member Posts: 2,803
    Originally posted by Anobaca




    have to say though I really like setting things on fire with my flamethrower and blowing things up with my rocket launcher also



    The rocket launcher animation was one of my very favorites in the game.

    There were a lot of great animations that were lost with the NGE.  I missed my cats leaping and pouncing, and all the great balletic Jedi moves that were crystal meth'd out of existence by the NGE.

    CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

    Once a denizen of Ahazi

  • FluteFlute Member UncommonPosts: 455
    Master Dancer with Master Fencer, now that was fun.  It was more interesting but less effective as Master Dancer + Jedi, but dancing with the option of going hunting was always fun.  Since SW:G I long to find a game that mixes proper entertainer professions a la SW:G with combat, rather than the odd unchanging looped emote.



    Master bio-engineer + Master CH was also a load of fun - go sample that Giant Crystal Snake!  Nothing like a gurreck that thinks it's a snake, standing back spitting venom (even when you wanted it to charge and tank)...   Ah memories
  • milton1970milton1970 Member Posts: 347

    TKM was good in that it was pretty much bug free, was speed capped and had good accuracy and force of will.

    Problem was that it had only one damage type and was tough in pvp when you only had kinetic damage.

    As for stackers, they were easy to kite especially up hills and such since they had very few terrain negotiation mods. One of my favourite temps was pistoleer with bountyhunter pistols and the rest in medic so you could heal a full buffed health bar with stim D's, add in a zabrak toon that had equilibrium for healing the mind bar once an hour and you could kite tkm's and stakers since you were speed capped, accurate and could kite all day

     

    Saying all that I had a doc/tkm toon for ages and had a blast, it was a nice template, a bit like having a pair of wellington boots, a set of jumpleads and a shotgun in the boot of your car since you were pretty much covered for any eventuality

  • Sizzle69Sizzle69 Member Posts: 16

    duo cm/riflemen never fails

  • treed0223treed0223 Member Posts: 84
    Originally posted by BigBlackWook

    Originally posted by MikeMB

    I found TKA to be the cheap "omg i pwn u noob lol" class of the Pre-CU.



    I think one of my more funny in game moments was a TKA kiddie telling me how and why Melee like TKA is more 'Sci-Fi' then Laser guns... Somehow I had this idea in my head of one of the Marines in Aliens trying to go all Kung-Fu on one of them...



    Sorry but it's like my Grandfather told me once "Son a good .45 Slug traveling at 500mph beats a guy with a Kung-Fu any day of the week!"



     Star Wars is basically a retelling of the Arthurian legends, heavily influenced by authors T.H.White and J.R.R. Tolkein, among many other sources. The fact that GL chose rocket ships and laser guns as the elements to tell his story through doesn't detract from the saga's clearly mythological roots.

     You're right, in most scenarioes me and my M-16 kill Bruce Lee and his nunchuku. So then why are two guys who can move planets with their minds duking it out with glow sticks?

     The arguement for the removal of melee from SWG because these professions aren't 'iconic' has more holes in it than the Millenium Falcon's Hull. Who were all those guys standing around Jabba's palace with vibro-axes? What about Grevious' guards, they all have shock-lances?

     Hand-to-hand combat and science fiction are not mutually exclusive. Go watch the Matrix.


    Don't forget the red Imperial guard!
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