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Tabula Rasa

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Tabula Rasa » General Discussion » Class changes since release?

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gestalt11  5/27/08 7:01:26 PM

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There have been a number of updates and its about time to re-checka nd see if I want to play this game.  My main problem at release was the class design.

 

So can someone post a summary of the various changes to the classes?  I really don't care about commentary nerfs and buffs and uberness, just would like some help on what kind of abilities each one can do now.  Or if there has been much change at all.

 
abhaigh  5/29/08 5:51:14 AM

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fanbois shall be ignored

you won't recognize some of the classes

 
Jpizzle  5/29/08 9:29:28 AM

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Most classes have not changed much. But there is a different feel.
 
1st – Armor and health values changed drastically. Where at launch, after armor went down, you were toast w/in a few hits (like real life) now, armor values were lowered and health increased so there is a more even feel to watching each bar diminish (unlike how a soldier would perform).
 
2nd – The following classes have had minor tweaks (at best) and if you didn’t enjoy them before, you won’t now: Soldier (t2) Specialist (t2) Biologist (t3) Sapper (t3) Commando (t3) Grenadier (t4) Exobiologist (t4 some minor AI changes) Medic (t4)
 
3rd – The following have had some tweaks and redone abilities:
Engineer (t4) – the turrets dmg value was lowered, the “worm hole” ability was replaced w/ an new ability (I can’t remember, but it’s not very useful IMO)
Demolitionist (t4) – the values on the abilities were increased slightly. Nothing major “changed”. More buffs (which you said you don’t care about)
Guardian (t4) – B/c of the health/armor changes, they’re more survivable. Some changes in animations and dmg values
Ranger (t3) – Overhauled several abilities. Survivability is better. Made abilities more viable for T4 classes
 
4th – The devs favorite. They are obsessed w/ the next two classes. There have been so many changes, that I won’t go into it. You can find PLENTY of threads about it at PlanetTR and TenTonHammer: Spies and Snipers have had major overhauls and changes. Tweaks, nerfs, abilities (changed multiple times), values and animations.
 
Hope that helps.
 
P.S. – there was an AI upgrade to the NPCs and also a “agro” upgrade in the last deployment that allows mobs to agro of mobs from across the map.
 
gestalt11  5/29/08 4:59:51 PM

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Thanks, Jpizzle that is the information I was hoping for.

 

Do you happen to know if they plan to diversify the classes at all? 

 

One of the things I disliked about playing a Sapper was that it seemed very much like a one trick pony.  Which would have been fine if that was up to 15 but up to 30 not so great.  Ranger wasn't as bad but still limited it was good enough for a t2  I suppose

 

The class skill progressions are kind of wierd some give 5 different abilites and some charge you tons of skill points just to get a new damage type.  Some classes wind up being much more diverse than others.

 
Jpizzle  5/29/08 5:51:09 PM

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Honeslty, I'm hoping they do. They have a new lead dev now and I'm hoping that he can balance the abilities better then what's been done thus far.

They seem to be leaning more and more towards PvP. at least thats what I get from the posts the devs have made at PlantTR .I used to go there alot, where a lot of devs still do, but the mods there are psycho, nazi, fanbois and if you have an opion other then "I love w/e the devs offer!" you get banned and suspended.

Sapper is a tough tier 2 though as it offers little in the way of abilities. Engy and Demo get all the toys, and Sappers really have to sluge through. But, the Polrity Gun and the Leech Gun combo really shine later. Also, tools can be a great ability to pump. although, I personally would respec at 30 to pump more t4 powers instead.

I didn't play a Ranger. I didn't want either T4 it goes to.

 

As far as powers, they are still working on things constantly. I think they've made to many hasty and unfounded descisions, and I'm hoping over the next several months we'll see an improvment under Tom. But as of today, the values and usefulness of 75% of each classes abilities is subpar. That is the same as at launch.

 
lkavadas  5/29/08 6:43:38 PM

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E&B, SWG, EVE, AO, TR, EU, GW, PS, RV, CoX

You won't notice much of a difference between now and then except for snipers and spies.  The devs are obsessed with the ranger classes and have revamped both of them several times for several patches in a row. 

So if you're not a sniper or spy you're pretty much S.O.L. because they've given no indication for addressing any other professions in the near future and have dedicated the last two Feedback Fridays entirely to snipers.  So yeah...

----------------------------
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_Shadowmage  5/30/08 9:34:40 AM

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Joined: 7/13/05
Posts: 1384

I am playing an exo-biologist which is a lot of fun.

Injector guns are cool, being able to clone yourself is great.

They changed decay at some point recently - been awhile since I used it. It now costs adrenaline to use and really rips through the health of critters that arent immune to virulent.

They also changed the attribute points to be more useful. As a specialist class I use lightning 2 alot. Pumping mind increases damage as well as giving you more power.

 

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