GDC: Trooper Hands-On & TOR Game Play Impressions
Last week, LucasArts & BioWare extended an invitation to Darth Hater for another round of Star Wars: The Old Republic hands-on game play at the beautiful Presidio campus in San Francisco. Eager to take another look, Meg and I left GDC and made our way to Lucasfilm where we were treated to playing Level 6 Troopers on Ord Mantell, and also spoke in depth with Jake Neri of LucasArts and Daniel Erickson of BioWare.Talking Trooper Class Design, Group Play & A Hint of Paths
When we spoke with Jake Neri about the Trooper class, he first addressed the difficulty of making people see past the typical Stormtrooper in the movies. He explained the questions they asked themselves when they created the class: "how do you make him a badass? How do you make him competitive against a Sith or a Bounty Hunter?"
"I think when you start to look at class design of a game, we can stretch it. We can make it fun, we can make abilities that makes sense when going against a melee class like a Sith Warrior," Neri continued. "You got your Stock strike that knocks them down. And the Trooper is always trying to stay at range, because he wants to use his fire abilities or his grenades."
"So you have to stretch a little bit outside what you know in Star Wars, which is the Jedi always kicking everyone"s asses. But at the same time, we"re not just making a Force power game. We need to have diversity we need a Trooper that is really cool, fits in a spot in a group, can solo, and have fun in any situation."
And to how the Trooper worked in a group, Jake Neri explained: "We talked a little bit so far about the different paths for classes to go down. But what we showed of the Trooper is that he is pretty much a hybrid, range class -- a DPS class, if you want to use the trinity metaphor there."
"He would support a Knight," he said. "So a Knight would be up in front, using his sword and doing damage, while the Trooper is standing back, laying down cover, and just doing pure DPS. What is really cool about the Trooper is that we don"t have to over-think it. We really want to have someone that blows the crap out of people and just uses his rifle. There is no magic there; it is just pure visceral, rapid fire combat and that is really what the Trooper brings to the table."
During the hands on time with the game, we examined the buttons on the interface and noticed that the elusive seventh button we noticed on James Ohlen's monitor during Developer Dispatch 6: Return to Taris was present. Our original speculation was that it is a skill tree button, and sure enough, it was. However, when we clicked on it to see the panel, we received an error: "Requires Advanced Class" and the resulting large window was completely empty. We brought this up to Jake Neri, and asked him if he could tell us about the Trooper's paths and how they were distinct from each other.
"Well, that is our challenge with all these classes," Neri said. "We want to make sure that we have something unique on each side. Last year, we talked a lot about how you start your class design. It was mostly about 'what is the Star Wars fantasy?' As we start down that second path, sometimes we break that fantasy."
We brought up the Smuggler's Medicine tree in the Scoundrel path and inquired if the Trooper had something similar. "I suppose there might be something like that for the Trooper, but we might hold onto that and reveal that a little bit later," he replied with the stern "I can't answer that now" look.
"Understand we do need to have two distinct paths," Neri expanded. "We need to have companions that work really well with the Trooper. Ones that provide tools and the toolkit to how the Trooper is going to do battle whether in a group or by himself. Those are core challenges we are always getting at."
Jake concluded talking about these distinct paths by reassuring future Troopers that "it's not going to be like Gun and Gun."
Trooper Abilities
When we sat down to play our Level 6 Trooper, the abilities on the toolbar were set up from left to right. We noticed right away that the icons for these abilities were significantly different and more visually impressive than the ones seen in the PAX Trooper demonstration. We also learned during the demo that, with the exception of Full Auto, these skills could definitely let a Trooper "run and gun." Below are a list of abilities seen during the demo, however we should note that the game is in development and they may very well change.
Hammer Shot
Instant
Cooldown: 1.5s (global cooldown)
Range: 30m
Fires a series of hammering shots that deal 28-32 damage to the target. Generates 2 Action Points.
This was the main ability that built up action points, as the rest of the abilities consumed them.
Rifle Grenade
Action Points: 4
Instant
Range: 30m
Launches a frag grenade from the rifle that deals high damage and knockback to the primary target, and low damage to targets within 5m of the primary target.
We tried to test if there was a limit to the mobs this knock-backed and killed, so we assembled a pain train of five mobs, waited until they were within 5m, and launched. All targets were knocked back from the AOE, which was quite an impressive sight to see.
Full Auto
Action Points: 1
Channeled: 8s
Range: 30m
Fires a continuous stream of bolts that deal moderate damage for up to 8 seconds. The target caught in the blaster fire is stunned for the duration. Full Auto costs 1 Action Point for every second it is active.
This worked similar to the PAX Trooper demonstration you stood still and unleashed a ton of damage while stunning your target. If you moved, then the channeled ability would stop.
Sticky Grenade
Action Points: 6
Instant
Cooldown: 8s
Range: 5m-30m
Fire a sticky grenade that will detonate after 3s and cause the target to enter a state of panic. The explosion deals very high damage to the primary target and moderate damage to nearby enemies. All targets are knocked back from the blast.
Another crowd control ability we saw before. This coupled with the AOE was pretty powerful.
Stock Strike
Action Points: 60
Instant
Cooldown: 30s
Range: 4m
Strikes the target with the butt of the rifle dealing low damage and knocking it down for 5s.
This ability said 60 AP on the tooltip, although it might be a typo because we were able to use it on a melee range attacker after building up some points on the ranged mob for a bit.
Call Shuttle
10s cast
Cooldown: 1800s (30m)
Shuttles you back to the pre-designated travel station. Not usable in combat.
We explained this hearth stone or recall ability in December, but we thought we'd show you the full tooltip with the cooldown.
Recharge & Reload
Channeled: 15s
Cooldown: 60s
Field check your gear, restoring your Health and Energy over 15s. Only usable out of combat.
This is the Trooper's OOC heal over time. Once we figured out you could use it every minute, we used it every time the cooldown was up because we could switch to our more damaging, AP-consuming abilities faster on a new set of mobs.



Comments
Were you just hammering hotkeys as quickly as you could, or was twitch not a important -- ie you would just bottleneck so to speak?
I am hoping that this gear 'Proficiency' is built up, so that players cannot simply buy their way to the top of the gear pile, without actually having to do the content, so to speak.
I like the way you present the things. This made me laugh 'One of the first things a true Hater does when they get their hands on Star Wars: The Old Republic is to immediately try to figure out a way to die'
But it also proves that you guys go further than the other usual testers, them who wouldn't have thought about testing how to die and the resurrection process. This is just an example; you are the best at covering and going in the deepest shadows of game mechanics; expected from Siths.
A shame I'm not American, I would like to see how things would go playing on the same servers as you.
Anyway thanks for this article, and I guess without Darhater, the craze wouldn't have been so high for Swtor.
I really hope they eventually allow either faction switching or add an Imperial Commando class for those of us on Empire's side that would like this type of gameplay.
No matter how many you can collect, it seems a bit odd to me that some skills only need 1 AP, others 60 while the main AP generator creates 2 AP every 1.5 s. This would mean you can create 40 AP in 1 min.
The numbers seem a bit weird to me, especially if i compare the gain- and sink-abilitys relative to each other. Perhaps explaining how you played the trooper could shed some light. Thanks in advance :)
This of course is obsolete if the 60 AP tooltip was indeed a typo. If so, I would still be interested in the maximum AP you could generate.
It would seem pretty broken if it took over a minute of gathering AP to fend of a melee class. Also, if the limit was 100, I could forsee Troopers just spamming Rifle Grenade once they built up any amount of AP.
The Fatman - PvP - East Coast
We all know that BioWare has not publically discussed these topics, it's not news anymore. What was news was the Trooper demo and what info you could glean from that. I think IGN, Gamespy, Gamespot, MMORPG, and Massively would all do well to remember that. You don't need a trip to Lucas Arts to rail upon what we haven't heard about, you can do that because it's Wednesday. When you get invited to Lucas Arts to play a class, the rabid fan base, desperate for any info, would love to hear about what actually happened. Not what didn't.