Armorsmith Archive
Thread: Currently on TestCenter
So, just to clarify...you equip one piece, wait 10 seconds, equip your second piece, wait 10 seconds, equip your third piece, wait 10 seconds, etc?
I'm not a fan of this change, but it would only make sense that you have a delay to equip clothing also.
Why not? It makes perfect sense, if it takes time to put armor on, but not take it off, clothing should be tedious to equip also.
Well, I'm not so sure it's a problem with Jedi, since a Jedi with armor on can neither use force powers or a lightsaber, but perhaps hotswapping in combat? It's a lot cheaper to get a 70 base kinetic suit than a 70 bas stun suit, so you buy a stun suit with low base that still have 37-40 stun,and get your 70 base kinetics sliced to 90. Now you have 90% base and 40% stun, but in 2 suits, which ironically is a whole lot cheaper than making one 40 stun/90 base suit. This change will affect that possibility.
Now my question is, is there a 10 second delay to turn on a PSG? God I hope not, because you're certainly not gonna leave it on all the time since a few meatlumps will decay the damn thing to 0, just for situations where you need the extra stun/energy/whatever. A fencer with a nice stun bat can get 10 hits in while your pushing the "On" switch on your PSG, not to mention fighting a Jedi post-pub, where PSG's are the only things confirmed to protect against Lightsaber damage.....
Why can't they make it so this timer is only in effect during combat? And while not in combat you can change clothing/armor at will. Doesn't seem like it would be that hard to do since already we can't pull items out of crates during combat, but it works fine when not in combat (never really understood why that is btw).