Armorsmith Archive

Thread: Here's what is wrong with armor...

joisey
Tue Oct 26, 2004 7:26 am
#14

I agree with alot of this, but doc buffs are not the only thing needed to be fixed, armor is way too strong.


Many times I go without buffs hunting bigger game just by keeping my mind strong and using stims, and of course a full set of comp.


Not wanting to always have to be grouped is one thing(used to hunt dath as ch no armor), but reducing both the buff effect AND the Armor wil go a long way in restorinbg this game to a more simplistic style that was the cornerstone.


90% comp, 2400+ buffs AND a mind fire lance? There's alot wrong with this game and they can start right there........



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Val_Hunter
Wed Oct 27, 2004 12:12 pm
#15

Well, there are different levels of soloing. You can get decent xp on dune lizards solo without ridiculus armor and such.

I guess my point is you can always solo, its just a matter of what you can solo. I currently can solo something like 20 Enraged Rancors in Rancor valley. If I get hungry, I can get a snack, come back, and I'll still be alive. Thats too powerful. I haven't tried, but I bet I could solo a krayt. I don't even have any healing skills. I'm thinking an enraged rancor should be a challenge for me, and the krayt should swat me as he passes by
Unilyte
Thu Oct 28, 2004 6:55 am
#16

ya think the how "go solo group and be able to take on anything in the game" is pretty stupid. need to make the creatures especially the big one more of a threat. Sure I would miss being able to take on 5 Fambaa at one time and walking away with only minor wounds but it is something that needs to be done.



Unilyte Shadowwalker

Ryche_Mykola
Thu Oct 28, 2004 7:28 am
#17

Theres more types of armor that are loot drops or special that aren't craftable.


Marauder

Bounty Hunter

Stormtrooper - and all the variants

Rebel


I would kill to see these craftable, plus they got the texturing all setup. Should be fairly easy to do.



Ryche Mykola
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ZionHalcyon
Thu Oct 28, 2004 10:08 am
#18

I would take a slightly different approach, but I agree on the buffs.



I think what should be done, in addition to capping armor, is make it so that all armor, WITH THE RIGHT LOOT, ends up with the same resists, and can max protect.


Someone wants max protect Bone armor? Fine. But you will need to find someone with an interwoven bone schematic AND have some good (although not necessarily exceptional) segment enhancers.


The point is, if you make all armor have the ability to cap out the same, it boils down to preference. However, to keep the difficulty levels the same, the further down you get from composite, the harder it is to cap out, and the more loot components you need.


In the end, if someone wants Uber bone armor, they can have it, but they have to work for it.


Also, I realize in that system, composite would still be king, so the way you trade that off is by penalizing movement speed and weapon firing/swinging speed in composite. You get more protection, but less manuerability.


I would also make it so that there is a difference between Special Protection and Basic Effectiveness - Keep how basic works the same, but for SP, reduce thedamage by another 1/3, and make it the only category that can exp advance past the cap, but capping at say 10% more than the base. This would help differentiate between the armors.


Then also make it so that loots that move vunerabilities or base eff to special resist can also move past the cap, and can be increased by experimenting on Special Protection. This will give the loots that are seen on many a bazaar MUCH more value, and suddenly that 4% standard krayt scale looks a lot more attractive. Plus, since it is loot, once the suit dies, its out of circulation - not something that can easily be repeated, until you get more loot.


It makes it so that the bottom line, you can wear whatever armor you want, and have it be good, if you are willing to work for the loot to make it good.


The only final thing I would add is give "epic armors" some value, like RIS and Mando - make it so that they have NO cap whatsoever, no vunerabilities, and make it so that there is an NPC you can take the armor to to get it fixed, to where the repair only takes a few points off the condition. Armor that hard to obtain should be special, and not be something that is ruined in a week of PVP play.


That's my spin.



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Val_Hunter
Thu Oct 28, 2004 1:38 pm
#19

One of the other things thats odd with the current system. I have some exceptional bone armor that has 90% resist. It only resists energy though :/ You would think the best bone armor possible would have some kind of use.
voydangel
Thu Oct 28, 2004 1:51 pm
#20

/bump....I agree wholeheartedly...Doc buffs need to be nerfed...and before any docs start flaming this thread....I was a doc, and this is why I am no longer a doc. and why 3 of my friends quit the profession....the concensus between us is (at the very least) make doc buff like entertainer buffs...best possible is 100% buff (double base stat.)
rippleyaliens
Thu Oct 28, 2004 2:44 pm
#21

Give us a total solution, not just picking on Armor. Factor in the weapons, the CM's , the Docs, the chefs, the smugglers, (when revamp hits).
If we knock every thing down some notchs, then the only ones who will benefit are the JEDI, (no armor, at knight, can work with lower buffs, No enc weapon), they are gonna be even harder to kill if we are cut down to nothing, because lots of people think we are haveing it to easy as it is. as it stands, i can make 80% kin 67% base, no stun, LOW enc amror, that if i get 3 pieces sliced for enc, my zabrak can wear. if i did low enc stun, would be 8% stun +60% base, i still can take stuff, still can fight unbuffed.

and even pvp, with peeps with the 90% armor, they still drop fast, granted not with tkkm, but master rifle will still drop them, fencers can. Swordsman can.,

Lots of thougth needs to be put in. Mitigation when it was introduced, definetly was a game breaker waiting to happen. If that was removed, you would see a lot of peeps dropping FAST.
If they lower the stats then we can see alot of CM's comming, simply because easier to zap you.
Rifle will still have a ap3 weapon, Needless to say what that means. Mind Heal or not, lots of fire power.
(and honestly if the range was jumped to 96 or 128m, This will be a totally different game.)

I say drop mitigation, keep armor the way it is, and try that . BIG difference. If the animals hit harder, then that will be a big difference.
Something else, and this we all know to be true. Once they make this Revamp a reality, Within 2-3 weeks, peeps will already have figured out how to make use of it as an advantage. Never fails. Took all of 3-4 days, to figure out the force run3, thing, now we got the ls thing, before that was the slicing , money, Ch thing. We need to look deeper into what the problem is, not just the obvious one (Armor)

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Val_Hunter
Fri Oct 29, 2004 11:29 am
#22

There's almost always going to be a BEST. Its hard to balance all the oddities of combat just right. But if you get it close enough, then other armors will be used as well.

Hopefullly it will be more of a matter of what armor is better for what situation.
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