Saber throw/telekinetic defense

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Kael Sekura
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Saber throw/telekinetic defense

Post by Kael Sekura »

Would it be possible (if it isn't already) to alter the attributes of push/pull/saber toss so that when someone throws their hilt, it is possible for another player to push/pull it into a disarm/weapondrop state?
So:

Player1 tosses hilt
Player2 pushes
player1 is disarmed

Thoughts?

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Baelin Raddyx
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Post by Baelin Raddyx »

I find this extremely realistic and /support.
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Baelin Raddyx
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Post by Baelin Raddyx »

Also, depending on the level of throw and push determines the chances itll be pulled or pushed away.
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Garik Kelzim
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Post by Garik Kelzim »

Baelin Raddyx wrote:Also, depending on the level of throw and push determines the chances itll be pulled or pushed away.
Yeah, that's a great idea, though people should know not to abuse the skill, if it is to be added.
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Illrian Damaris
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Post by Illrian Damaris »

I'd have to agree. Would be amazing to see done, but hopefully not abused.
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Kael Sekura
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Post by Kael Sekura »

I'm not sure what you all mean by 'abused'? This, if nothing else, is an equalizer to saber throw.

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Aslyn Denethorn
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Post by Aslyn Denethorn »

I wholeheartedly agree. It'd be a great addition to the skill tree.
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Ametha Tasia
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Post by Ametha Tasia »

Kael Sekura wrote:I'm not sure what you all mean by 'abused'? This, if nothing else, is an equalizer to saber throw.
I agree.
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Alkur Tekeil
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Post by Alkur Tekeil »

So as soon as the saber leaves their hand, all I have to do is push a key and their ST is completely ineffective?

That's not really balanced...
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Zeak Dystiny
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Post by Zeak Dystiny »

Well the levels of throw/push/pull come into play, which would stop that.

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Sared Kilvan
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Post by Sared Kilvan »

Push 1 can push back throw 1, etc. etc.

Don't get me wrong, in spite of thinking that throw is unrealistic and over-used, I like the idea. However...

The way the engine recognizes 'pushable' objects, don't you still have to target it? Implementation may be one thing, but execution? You would have to give the sabers a hit-push box of sorts wouldn't you?

Also, I think a lot of this would break the hell out of baseJKA compatibility.

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Post by Alkur Tekeil »

Zeak Dystiny wrote:Well the levels of throw/push/pull come into play, which would stop that.
Which would most likely lead people to mashing their Push/Pull, which then leaves them open to taking the damage from the ST.

I use ST often against Sared in practice, and he's become intelligent enough to block about 80-90% of my throws with SD2, while I have ST3.

ST works as an effective counter to folks who red-monster. Nerfing it serves to make it more of a power that's pointless to spend XP on.
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Baelin Raddyx
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Post by Baelin Raddyx »

I think there could be a physical resistance chekc or something so it doesn't happen all the time.
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Phillip Braden
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Post by Phillip Braden »

I think that with a high push level, it causes the blade to stop and return to the owners hand.

But maybe that could be tweaked to make it fall short and drop to the ground.....either way I like the idea, but it would most likely include changing a few of the games base mechanics, I know for a fact that if you hit a throw blade with a swing that it bats it down at the floor.
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Fane Ornn'ila
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Post by Fane Ornn'ila »

/support the idea and agree what's said about the diffrent levels playing a role.

Might make people think before they throw as well, plus the fact that it would be realistic to be able to stop a saber from coming at you if you can send huge crates flying as well.
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