Armorsmith Archive

Thread: Proposed new armor additions to balance the GCW and PVP..

Borwin
Sat Apr 10, 2004 5:09 pm
#1

I imagine Im not the first person to mention that more armor needs to be added to the game but I feel that more armor should be added to the game to discourage stun damage as the flavor of the month damage and also to make different damage types a more appealing damage type when it comes to tactics. My idea would be to allow Armorsmiths to craft faction specific armor to balance the GCW and keep composite armor as the main armor of choice for those not factionally aligned. Each of these suits would require the person to be Overt in order to wear the item and the armor would unequip on death and being reset to covert.


Here are some examples of armor that the dev's could implement for the Empire:


  • Snow Trooper Armor : Base Resistances = Composite.

    • Special Protection = Cold.
    • Vulnerability = Heat , Restraint.

  • Regular Storm Trooper Armor : Base Resistances = Composite.

    • Special Protection = Stun.
    • Vulnerability = Blast , Restraint

  • Storm Trooper Armor (Black) : Base Resistances = Composite.

    • Special Protection = Blast
    • Vulnerability = Acid , Restraint

  • Red Imperial Guard Armor : Base Resistances = Composite.

    • Special Protection = Heat
    • Vulnerability = Cold , Restraint

  • Imperial Scout Armor ( Jungle ) : Base Resistances = Composite.

    • Special Protection = Acid
    • Vulnerability = Electricity , Restraint

  • Mandalorian Armor ( Rare ) : Base resistances would be at 70%

    • Special Protection = None
    • Vulnerability = None

  • Composite Armor would be changed to work as follows:


    • Special Protection = Electricity

    • Vulnerability = Stun, Restraint

Restraint Damage would be moved to Jedi only damage and the only armor in game with the ability to protect against it would be Mandalorian Armor. To balance it out every other armor could take special cortosis armorweave segments to move Restraint out of a vulnerability to a special protection much like stun damage is done.


The Rebels would have their own faction specific armor and each of these items would be craftable by armorsmiths. This would put equal emphasis on all weapon damage types so that people wont feel the need to only seek out stun damage weaponry.




SWG Dev's for PRESIDENT!!!!!
They have the two most fundamental skills of an American Politician
Steal from the middle class (Jedi) and give to the poor (veteran rewards starship).
Lying for political favor.
mka
Sat Apr 10, 2004 5:18 pm
#2

I think you're putting to much emphasis on the heaviest armor types. Considering that you can slice composite base up to 90%, everyone would run around in layered whatever-type-of-armor, only vulnerable to restraint.





Jeswin Esqui - Master Smuggler - Master Commando - Master Pilot - Chimaera Galaxy
Borwin
Sat Apr 10, 2004 5:35 pm
#3






mka wrote:

I think you're putting to much emphasis on the heaviest armor types. Considering that you can slice composite base up to 90%, everyone would run around in layered whatever-type-of-armor, only vulnerable to restraint.






The emphasis has always been on heavy armor when it comes to SWG. The main emphasis on this post would be to make more armor and to have each suit witha different vulnerability so that weapon damage choices are all applicable with it comes to pvp. Lastly when It comes to crafting the Armorsmith is the one that determines if the armor is Light or Heavy.




SWG Dev's for PRESIDENT!!!!!
They have the two most fundamental skills of an American Politician
Steal from the middle class (Jedi) and give to the poor (veteran rewards starship).
Lying for political favor.
Eldrikk
Sat Apr 10, 2004 10:06 pm
#4

Good ideas.



BH Loot drops vendor located at -729 1508 Dantooine.
Hisler
Sat Apr 10, 2004 10:08 pm
#5

five stars to ya.
pyclone
Sun Apr 11, 2004 1:05 am
#6

yes very good ideas, the key is to have the option to protect yourself from any dmg type, but that no one or two suits can do it, and make it visualy clear what the vulnerabilities are, at least it hink so I.e see snow trooper use heat



Zocli a ilcoZ
Killer Doctor t Jedi Crafter
mka
Sun Apr 11, 2004 4:11 am
#7

My point is, if Restraint damage is only used by Jedi, everyone will just layerthe othervulnerability and we're stuck again with 90%/80%/40% armor reducing most damage to a breeze.



Jeswin Esqui - Master Smuggler - Master Commando - Master Pilot - Chimaera Galaxy
Shortey
Sun Apr 11, 2004 4:19 am
#8

Excellent emphasis on the Rebel Marine Armor...
ChryssSR
Sun Apr 11, 2004 4:32 am
#9






Shortey wrote:

Excellent emphasis on the Rebel Marine Armor...






That's because the Rebel Conehead Armor is greater than all....




Chr'yss Ta'baal
Master Heavy Swordsman/Master Armorsmith
DirthNader
Sun Apr 11, 2004 8:43 am
#10








Borwin wrote:

Restraint Damage would be moved to Jedi only damage and the only armor in game with the ability to protect against it would be Mandalorian Armor. To balance it out every other armor could take special cortosis armorweave segments to move Restraint out of a vulnerability to a special protection much like stun damage is done.





Ugh. Why so many people think that sabers should be unresistable to normal armor is beyond me. This is an RPG - the abilites of the saber are represented by the incredible stats that a quality fifth gen has, and by the AP2 rating (AP3 would make sense though).


Sure sabers cut through just about anything in the films, but I don't remember seeing anyone in the movies survive a shot to the chest or head, armor or not. Sabers do more damage than anything else in SWG, and making them some odd form of damage that can't be resisted except through extraordinary means is simply giving the Jedi an "I win" button for any engagement they enter.


There are enough Jedi on their own forums clammoring for that "I win" button, we don't need it in ours. If you think Jedi are not powerful, I encourage you to hunt with a Gaurdian. I have, and frankly they're amazing in both PvE and PvP.

Message Edited by DirthNader on 04-11-2004 08:53 AM



The artist formerly known as Ittov
Borwin
Sun Apr 11, 2004 2:23 pm
#11





DirthNader wrote:








Borwin wrote:

Restraint Damage would be moved to Jedi only damage and the only armor in game with the ability to protect against it would be Mandalorian Armor. To balance it out every other armor could take special cortosis armorweave segments to move Restraint out of a vulnerability to a special protection much like stun damage is done.





Ugh. Why so many people think that sabers should be unresistable to normal armor is beyond me. This is an RPG - the abilites of the saber are represented by the incredible stats that a quality fifth gen has, and by the AP2 rating (AP3 would make sense though).


Yawn I have seen lightning cannons and Flamethrowers up to 1200 damage so nothing special about that saber considering with buffs a BH or Commando can spam specials with these weapons while the Jedi can not. Not to mention these 2 weapons arecomparable in the fact that they are ranged and AP doesnt matter in pvp its all bugged. Oh lets not mention that your friends saber took easily 50 million credits to make, while a comparable Lightning Cannon might take 4 million for the very top end.


Sure sabers cut through just about anything in the films, but I don't remember seeing anyone in the movies survive a shot to the chest or head, armor or not. Sabers do more damage than anything else in SWG, and making them some odd form of damage that can't be resisted except through extraordinary means is simply giving the Jedi an "I win" button for any engagement they enter.


Ok lets check your "I WIN" button with pure numbers of a Jedi against a well prepared TKM.


1200 damage on a limited use special wow!!! 1200 - 75% pvp nerf= 3000, 3000 - 90% composite = 300, 300 - 40% shields = 180, 180 dmg - 44% synthsteak = 100.8, 100.8 - 40% unarmed toughness = 60.8.. Rofl thats such uber damage. Wow that uber damage can almost break my regeneration rates due to buffs.


Now lets check the numbers for the same Jedi but with armor using cortosis weave. 1200 - 75% pvp nerf = 3000, 3000 - 40% cortosis weave composite = 1800, 1800 - 40% shields = 1080, 1080 - 44% synthsteak = 604.8, 604.8 - 40% unarmed toughness = 362.88. Now that damage is more applicable to Jedi than 60.8 against a well prepared TKM. Personally I would rather be hit by 362.88 by a Jedi who has actually earned the slot and has something to pay for losing than by some cheap Rifleman or Combat Medic whom can be mastered in less than 3 days.


There are enough Jedi on their own forums clammoring for that "I win" button, we don't need it in ours. If you think Jedi are not powerful, I encourage you to hunt with a Gaurdian. I have, and frankly they're amazing in both PvE and PvP.


As opposed to Rifleman and combat medic having "I WIN" buttons presently and to make matters worse Jedi were promised to be overpowered and the end game profession. Its sad that every other profession in the game has access to multiple damage types and can spam specials while the END-GAME profession is stuck dealing 60.8 dmg in pvp against prepared opponents.


Lastly this message wasnt meant to be derailed with someone having Jedi **edit** envy. The point of it is to create more armor types with each having a different resist so that people will actually have to use different weapons for different pvp encounters instead of the only worthy pvp damage type being stun.



Message Edited by DirthNader on 04-11-2004 08:53 AM







SWG Dev's for PRESIDENT!!!!!
They have the two most fundamental skills of an American Politician
Steal from the middle class (Jedi) and give to the poor (veteran rewards starship).
Lying for political favor.
Eldrikk
Sun Apr 11, 2004 2:34 pm
#12

I imagine you meant 12000 dmg borwin instead of 1200 dmg but anyway that damage is against an opponent that is knocked down. So your numbers would look more like this in a normal pvp encounter with someone standing:


8000 - 75% pvp reduction = 2000, 2000 - 90% composite = 200 dmg, 200dmg - 40% psg = 120dmg, 120 dmg - 44% synthsteak = 67.2 dmg, 67.2 dmg - 40% unarmed toughness = 40.32 dmg.. Wow thats very respectable damage, now I can see how a Jedi Knight can take out 20 elite combat players.



BH Loot drops vendor located at -729 1508 Dantooine.
DirthNader
Sun Apr 11, 2004 2:44 pm
#13

Sorry to "derail" your post by pointing out that you're trying to sneak a suggestion to give Jedi unresistable damage to Jedi into yet another post full of drivel about how a working profession needs to be revamped because the few people who choose to PvP can't find ways to kill each other without disease / poison.


I have no envy of Jedi. What's to envy? Yeah, they do insane damage (those calculations that break Jedi damage down to 60 per strike work for every other profession BTW, and LLC's and flamers don't have AP2, don't get pool specific hits, and don't have special attack damage mods as high as flurry. Outside of them being PvE gods, they suffer from the same PvP imbalances that every other class in the game does. The solution isn't to unbalance Jedi by giving them exemptions from armor resistance, it's to start from the ground up and rebalance PvP.


Armor is only part of the "problem", and the smallest part IMHO. Without buffs you wouldn't even be able to fit into most of the comp made today, let alone spam specials and have instant stat regen. Tack on to that the fact that some types of damage (poison / disease) co right through armor, and that none of the elite combat professions are in balance with each other (don't even bring in hybrids and stacking, that throws it out of balance even more) and you see why PvP is a joke (yet another reason I don't have Jedi envy - I don't PvP so they don't affect me).


Frankly, I'm sick to death of people pointing the finger at armor as the culprit for the sad state of PvP. I've been around since beta - people were bitching about combat imblance before the first doc buff was applied, before the first piece of comp was made, or before the first mind poison was chucked. People are always going to piss and moan about something in PvP, they always have. The PvE game is immensely better than it was before we refined armor and buffs to the point they are now, and if it hurts PvP, oh well. PvP'ers are going to complain anyway, why try to cater the game to the impossible pursuit of their happiness?





The artist formerly known as Ittov
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