Dariis wrote:
as a gunfighter whats wrong with a quick bleed shot, followed by suppression fire, then get out of line of sight? or for the BH's, eyeshot, and mind bleed... for melee characters, intimidate and bleed, then let your center/defenses help you win the fight. these are not tactics that are strong in buffed combat. /rant off
Can't wait to get it on *just* like this.
So much more thought is coming to combat if the system described is what ends up going Live. In coming back to SWG from WoW, I've had to reaquaint myself with the controls and rhythm a bit. The other night, unbuffed, I took on a bunch of Marooned Pirates on Lok with the sole goal of killing just one of them, the one with the highest HAM (an "engineer" with this particular mob). The terrain was uneven with a couple hills standing up enough to provide cover.
What followed was one of the funnest times in game for me. I ran around, dodged, healed, rolled, hid out of line of sight, and was pleased to see the somewhat improved AI make the mobs stop, drop to kneeling, fire, drop again to prone, fire...I was pinned down twice as I ran around rocks for cover, Burst Ran to maintain distance.
Now it took about 8 times as long as it would have taken me buffed to just wade in there like the Hulk, but I finally nailed that one mob boss, and hightailed it out of the area with a thimble full of HAM left, blaster shots buzzing by me (they got my Swoop though :x ).
Bottom line? It felt like I was in
Combat. Under the current system it's more like "The 40-yard Dash to Incap", with Buffs being steroids.
The new changes to come will even change the rhythm of a scenario like the one I detailed above. But one thing that will be the same is that your instincts will be sharpened to not get hit, to move away out of range instead of slug it out, to
think, and not spam. More boxing (stick, move, and block, i.e. "Interrupt" which is coming), less slugging (toe to toe).
It's gonna be challenging
and fun.
