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09-26-2007, 12:22 PM #76
Re: Tabula Rasa beta
I think the new experience system is going to hurt the guardian class, which I read as "tank" although I could be wrong about that. Are they just a different class of damage dealer, or a soak?
Also, I'm trying to work my way along the guardian path (hence my interest in the xp change), and I'm preserving most of my skill points unspent for a big investment at the end. Is this a mistake? Are there any major skills I should max out along the way?
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09-26-2007, 01:43 PM #77
Re: Tabula Rasa beta
That sounds like a good idea to me. As long as you are happy with your char.
SarcomaSarcoma.
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09-26-2007, 03:57 PM #78
Re: Tabula Rasa beta
Here's a cool website that lets you flesh out your soldier ahead of time. This way, you wont have to hoard points because you're unsure.
http://phaleux.com/tr/
I'm getting into the habit of spending my points as I get them these days, and thinking ahead. This has afforded me uber skills and weapons at all times, making leveling easier.
In the end, Sarcoma is right though... build him the way you like to play him. TR isnt WoW where you're pigeonholed into a general build. Plus they're changing balance issues in every patch, so one day that pump 5 netgun is cool, another it's not. It's just a question of if you're spending points for enjoyment, effectiveness, or a little bit of both. I believe every strategy can be effective if played correctly.
What I personally did though, is not invest too much in the Specialist weapon-wise. I put 1 point into leech guns so I could pick up elemental dmg stuff and be able to swap higher dmg weapons. Injector guns just seemed more like what I wanted my character to BE. A crazed mad-scientist with lots of needles and a penchant for vivisection. Now, I coulda piled dmg. into leech guns and been an armor-defeating specialist with it (NOW, the leech guns steal armor)... but, just not my style.
I rolled a planned guardian also... but his focus woulda been melee pwnage with lots of rage and special abilities. I didnt plan on putting ANY points in weapons, maybe firearms 3 (pretty standard).
My other thought was a "ninja." Basically a spy with jacked up melee skills and stealth.
Heck, there's a million things you could do.
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09-26-2007, 06:34 PM #79
Vehicles
I forgot to mention in my loooong review that there WILL be player usable vehicles in this game. They're actually already coded, just not implemented.
You get a taste of it with the AFS mechs. You've also currently got abilities that repair equipment, lay mines, etc. that are next to useless without vehicles, so obviously they'll be in-game.
If you look at the gamespace you'll notice garages in many of the bases, as well as large open spaces within bases. This is always an obvious indicator of vehicles being put into the game. Not to mention, Garriott himself has said vehicles will be in the game, just not right at release.
Soooo... this is great news.
Along with combat and non-combat pets this could get even cooler. (there are kennels at foreas base if you didnt notice)
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09-27-2007, 12:49 AM #80
Re: Tabula Rasa beta
News makes my day and that website is awesome.
Also does anyone know why there were so many crashes on tuesday?Last edited by blackmain; 09-27-2007 at 01:37 AM.

The hungry, ignorant man immediately grasps that he is handed a fish, but is bewildered when handed a net. The man who shivers in the cold thinks happily of the man who invites him to sit by his fire, and somewhat poorly of the man who loans him an axe, flint and steel.
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09-27-2007, 10:55 AM #81
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09-27-2007, 12:44 PM #82
Ghambit's insider info.
note on vehicles again:
There's a chic in Foreas base that rents out AFS Mechs... so that's a big affirm. on AT LEAST Mechs being usable in this game shortly near launch. This mere fact my friends, seriously increases this game's value. Hell, many people will play just to ride in these things.
another VERY important feature:
Devs are implementing CROSS-SERVER CHAT. This is a really nice feature they left off the feature-list for some reason. They're testing its functionality on the beta servers now and it should make release. Powerful tool. Especially for PvP ClanWars and recruiting.
For you Commandos:
They're tweaking the RPG to apply more dmg. It'll be a part of the server hotfix.
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09-27-2007, 02:29 PM #83
Re: Tabula Rasa beta
I played for a few minutes after the patch and was impressed. Pre-patch I could almost insta kill any bane of equal level with a few pistol shots and a melee attack, NOT anymore! I’m happy to see some more polish and the promise of added content and complexity and difficulty.
I am sad to see Logos mentors, it was fun to go out and hunt them down one at a time. I wish it was like LOTRO where directions are given in a very general format…what you seek is south of the blah..blah pass, north of whachyoucallit road.
SarcomaSarcoma.
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09-27-2007, 03:23 PM #84
Re: Tabula Rasa beta
Oh yah.. my framerates improved vastly with this new patch also (especially with Dynamic shadows disabled).
As for the Logos mentors, many of the community have been asking for less specific directions to them. We'll see if they deliver. You still have to find SOME of them though on your own.
As for the mobs, yah... they're more difficult for the soldier class... but not for biotechnicians who ignore armor. tee hee (I still kill in 2 shots generally)
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09-27-2007, 03:51 PM #85
Re: Tabula Rasa beta
good point Ghambit. I had become so fast on the kill that I stopped using the DOTs, now its a usefull skill again...most of the time.
SarcomaSarcoma.
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09-28-2007, 03:29 AM #86
Re: Tabula Rasa beta
I am not sure who the right person is for this (maybe Gambit) but I was wondering if we can compile a list of players who have
i. tried the beta (Y/N)
ii. if did not try beta, intend to play by launch or try beta soon (Y/N)
iii. making a commitment to play at launch
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09-28-2007, 02:42 PM #87
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09-29-2007, 02:42 AM #88
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09-30-2007, 01:24 AM #89
Re: Tabula Rasa beta
Damonte will probably be involved for a few months, at the least.
|TG-6th|Damonte










Proud to have been an Irregular!
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09-30-2007, 02:50 AM #90
small update
I'm sure many of you know the hotfix to the servers was applied a few days ago and they're completely stable now.
In other news, I've learned a bit more about the content of the game. There will be a HUGE content patch of course before release, this is mostly addressing end-game and PvP I believe. Largely, lvls 30-50.
The way content will be approached in TR is similar to CoH (of course). Within the 1st 3 months will be smaller amounts of content (along with tweaks and bug fixes) and then basically every quarter will be a large content update. And every year they plan to add an entirely new planet.
I hope this answers some of the questions people have been asking. Granted, there's no guaratee NCSoft will support their end of the bargain in regards to deployment of content, we'll just have to see. Also, given the current speed at which people are getting through said content... as I've been saying, PvP will be a necessary evil I think.
A casual gamer should be able to hit lvl 50 in less then 2 months I'm sure. although with the new difficulty levels this may be different. End-game will be left to equipment/loot advances for the purpose of perfecting Wargames, and twinking clones of course.
There's no word yet on large, complex raid-type instance. We'll see in the next patch update I'm sure.
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