Armorsmith Archive

Thread: Ways of nerfing composite

Ail
Tue Sep 07, 2004 4:24 pm
#14






Areriye wrote:

All good points, but, organic armors are more limited in production runs. While it is easy enough to mine a heap of inorganic materials and make huge batches of armor, you can't tell me you could make half as much if the components were changed to organic.


I'm not really even suggesting this be done, necessarily, but they could limit production quantity that way, at least. Not a solution to the problem alone, but just a passing thought, nothing more.







I would make as much.


I would just charge people more for it and they would **edit** but pay the new price....




Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

Starpilots
Wed Sep 08, 2004 1:48 am
#15

me thinking the whay to go is lower the total of all heavy armors or so 71% base to 55% or so 80% special to 65% special

Keep the Hardcap on 80% this because it gives people the intrest to make loot made armor and AS have beter things than only dull production runs

Because of the comming ballanse mutch is told that Enc is gona play a bigger rule so buyers are going to look at it so lets higher the Enc when trying the make the resist higher. Makes it more intresting to make armor on a good lvl with good resist and good Enc

and making extra organics in it is surtenly not the whay to go. On ecelips the new Hunting Armor is almost as good already like Composite but only a little bit expensive because its need just more organics resourses that are easy to get if you have credits to buy them in shift

Message Edited by Starpilots on 09-08-2004 04:50 AM



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Galo_Nagant
Wed Sep 08, 2004 5:09 am
#16

weak spots on armour? like a percentage coverage. IE if you pop somebody in mabari square in the face they will drop like a sack of edit, but if you shot the same chap in the same spot in comp it would soak it. I can see it potentially making comp even better by comparison, but that said most armours would have high percentages on chest and such (basically any area thats easy to cover) but have lower stats on limbes and head and such to reprisent joints, so people can robocop a bit, but shouldn't rely on it, cos sooner or later one of those rounds is going under the armpit or through the slit in their visor?

Not idea I know but just tossing some ideas around.

check it out...the guy from doom2:

ThaiKeyRho
Wed Sep 08, 2004 7:47 am
#17

the problem will always be comp was screwed up to begin with. now we are all used to comp being the way it is, and any changes will be a big problem for armorsmiths, because you cant affect comp without it being decried as nerf. we are all rich and we want to stay that way

thai



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Gyopi
Wed Sep 08, 2004 8:14 am
#18

I know I will be flamed to death here, but it seems to me that the best way to put the different armors in line with each other is to make encumberance actually mean something again. Back before buffs became so good and so common, it was pretty normal for people to wear the lower end armors just so that they didn't kill themselves with their specials all the time. Now I can get some 2500+ doctor buffs and some entertainer buffs and even the heaviest composite armor doesn't slow me down so there is absolutely no reason to wear anything but a full set of nice composite.

Now let us suppose that instead of affecting our secondary stats, it affected things like our attack speed, movement and burst run efficiency instead. Suddenly the choice is not automatically to get buffed, put on some composite and spam my best specials over and over again. If I am going to fight a super battle droid, krayt dragon, upper-level nightsister or something like that, then I am definitely going to put on a set of composite. I might be slow and have a large hit to my damage per second, but those things hurt and one good shot from any of those without good armor can mean instant death. On the other hand, if I am fighting something like aqualish or aakuans then I don't have to worry about being hit so hard. In that case, maybe I put on some ubese, mabari or even bone armor (depending on the resists). I take more damage than I would with composite, but because I am much faster I also dish out more damage per second! Or maybe I am fighting lower to mid level mobs and I am ranged and have a good tank (a pet or a friend). Then maybe I would want to risk taking a lot of damage if I get hit but get the maximum speed by not wearing armor at all. There are other cases, like fighting in a heavily camped area where people are killstealing. Do you wear the heavy armor and risk not doing as much damage as your rival and having your kill stolen, or do you wear lighter armor and have more of a chance. Suddenly you have to make a choice.

Anyway, take from this idea what you will. It is basically a nerf, so it can't be popular, but I think it is something that would make armor and combat a lot more interesting.




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Asir_SWG
Wed Sep 08, 2004 8:39 am
#19






Gyopi wrote:
I know I will be flamed to death here, but it seems to me that the best way to put the different armors in line with each other is to make encumberance actually mean something again. Back before buffs became so good and so common, it was pretty normal for people to wear the lower end armors just so that they didn't kill themselves with their specials all the time. Now I can get some 2500+ doctor buffs and some entertainer buffs and even the heaviest composite armor doesn't slow me down so there is absolutely no reason to wear anything but a full set of nice composite.

Now let us suppose that instead of affecting our secondary stats, it affected things like our attack speed, movement and burst run efficiency instead. Suddenly the choice is not automatically to get buffed, put on some composite and spam my best specials over and over again. If I am going to fight a super battle droid, krayt dragon, upper-level nightsister or something like that, then I am definitely going to put on a set of composite. I might be slow and have a large hit to my damage per second, but those things hurt and one good shot from any of those without good armor can mean instant death. On the other hand, if I am fighting something like aqualish or aakuans then I don't have to worry about being hit so hard. In that case, maybe I put on some ubese, mabari or even bone armor (depending on the resists). I take more damage than I would with composite, but because I am much faster I also dish out more damage per second! Or maybe I am fighting lower to mid level mobs and I am ranged and have a good tank (a pet or a friend). Then maybe I would want to risk taking a lot of damage if I get hit but get the maximum speed by not wearing armor at all. There are other cases, like fighting in a heavily camped area where people are killstealing. Do you wear the heavy armor and risk not doing as much damage as your rival and having your kill stolen, or do you wear lighter armor and have more of a chance. Suddenly you have to make a choice.

Anyway, take from this idea what you will. It is basically a nerf, so it can't be popular, but I think it is something that would make armor and combat a lot more interesting.




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/agree etc.....







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Areriye
Wed Sep 08, 2004 9:10 pm
#20








owako wrote:


Not flaming, but you haven't done armorsmith for any length of time before have you? Getting the organics we currently need is a really big pain in the rear.






Isn't that what I said? o.O?


I've retired from armorsmith recently. The organic aspect of the profession got to me. Paying for it cut too far into profit margins and gathering it myself was taking up ALL my time. I jsut wasn't enjoying it anymore, so I've moved on.


So, no, I'm not gung ho for that idea, but comp definitely neds to be taken down a notch or 5. And yes, the others need to be improved some, but comp still needs to be toned down. Being able to hit 90% resists with current buff schemes is nuts.



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
owako
Thu Sep 09, 2004 11:40 am
#21



Areriye wrote:


owako wrote:

Not flaming, but you haven't done armorsmith for any length of time before have you? Getting the organics we currently need is a really big pain in the rear.



Isn't that what I said? o.O?
I've retired from armorsmith recently. The organic aspect of the profession got to me. Paying for it cut too far into profit margins and gathering it myself was taking up ALL my time. I jsut wasn't enjoying it anymore, so I've moved on.
So, no, I'm not gung ho for that idea, but comp definitely neds to be taken down a notch or 5. And yes, the others need to be improved some, but comp still needs to be toned down. Being able to hit 90% resists with current buff schemes is nuts.





My problem, with the game in general, has been that it seems the DEVs only solution to any problem is the nerf the offending thing. There almost always is a reason the offending thing in question is the way it is, and there usually is little used counter that is just a little too weak. Just once I would like to see someone come up with a solution that didn't involve nerfing the hell out of one thing or another. Maybe comp is too strong, maybe its not, but if there was a use for more than on of the armor tech boxes maybe (I hope) we wouldn't need to be having this discussion.



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Albert Einstein
Areriye
Thu Sep 09, 2004 3:52 pm
#22






owako wrote:

My problem, with the game in general, has been that it seems the DEVs only solution to any problem is the nerf the offending thing.




Normally, I would agree with this, but in this case, making others things variably as good is not the solution.


Armor that can reach 90% resistance is unacceptable. I've pounded on someone with a long vibro axe using polearm hit 3 at master level (with some wearable speed mods). Not only did I do virtually NO damage (despite it being a medium AP weapon and a 530+ damage weapon), the substat buffs repaired what damage I did in literally a second. After talking to the guy, I discovered he did indeed have 90% base sliced armor.


No. That's ridiculous.


And why is it unreasonable to ask that, at the least, the stat slide be removed? Why should only the most powerful armor (for humans or wooks) hit 80% special with NO points put into it from layer to final product?



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
Virtuell
Thu Sep 09, 2004 11:26 pm
#23

It is better they just lower the base maximum to 50-55% so the slices don't get up as high as they can. Another thought which doesn't concern composite is to make the factional armor more competitive with composite so the base is around the same.


We can just wait until the combat balance and see what that carries in its womb...




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Sobyv
Fri Sep 10, 2004 12:34 am
#24

I just did some math and composite is SOO cheap to produce, despite it being a ***** to get the resources. If I gather all the resuorces myself, it will put me back 500 credits per suit! (that's with gathering my own wooly hide, 11k if I'm paying 50cpu for the stuff) and this is for an unlayered suit!!!! I will actually be selling a kinetic composite suit to my guild at 40k per suit, and still be making a neat little profit.

There are 2 reasons why it is so popular. 1, HIGH RESISTS across the board. The only thing not covered by this armor is stun and lightsaber, and stun can be cured. 2, it's so darned easy to make and cheap for the armorsmith, the only time consuming thing if you obsess about adding a few extra percentage points (which all 'true' smiths do, of course)

When I master armorsmith, I'm going to produce Composite armor at half market value, I may not get as high resists as some ppl out there, but I will also have the satisfaction of a job well done for a fair price, value for value. If they want the good stuff, they'll pay twice or three times as much as they will for mine, which is fine by me.

I'm going to try to make the other stuff, but composite armor is really the place to be, because it can do anything all the other sets can do, only better and with less organics, albiet with a higher HAM costs.

I think we are going to have to wait for the combat rebalance, whenever that comes out, to see about composite, but I have a creeping suspician that composite will still be prevalent, as it is technically very viable and easy to modify for whatever you need it to do.
Sobyv
Sat Sep 11, 2004 12:50 am
#25

I don't know what's to come in the 'combat rebalance' so this whole conversation may well be moot.


Personally, I hate only having 1 truly usable type of armor. It's nice and all, but even with the colour customization thing it just gets tiring only seeing one type of armor out there being used.

I'm also tired of noob comments like 'I have composite' or 'I need a composite suit'. I feel tempted to make a suit of composite armor and give it 5% resists and put it on the bazaar on the auction....see how much people are willing to pay for a 'composite' suit.
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