Armorsmith Archive

Thread: Currently on TestCenter

Drummerboychris
Sat Jun 05, 2004 8:20 pm
#14






Tuanga wrote:

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).








good point. I think that now people will never take their armor off, which will ruin the last of the decent scenery. even worse of a composite hell now.



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Uulonze
Sun Jun 06, 2004 1:46 am
#15

What a retar idea.
PurpleWarrior
Sun Jun 06, 2004 2:24 am
#16






neinnunb wrote:



I have actually wanted this feature in the game.Is morerealisticand eliminates any exploitsthat you can do by hot-swapping armor on and off (when not in direct fire), especially with the new HAM revamp. It will be an annoyance to many im sure, but ultimately will make the game morechallenging. You'll have to think before you take your armor off.







You want realistic, go off and join the bloody Sealed Knot Society, or that yank equivalent (SCA?).


This is a game - we play for fun, not crappy realism.




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theonebountyhunter
Sun Jun 06, 2004 4:00 am
#17

If they are doing armor with anice decay then shouild you have a delay when switghcing weapons???



Figure i'd might as well stirr the pot


/hides from flaming






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Kiom
Sun Jun 06, 2004 10:47 am
#18

Actually, that is an interesting point. Some clothes fill all or most slots. So putting on once piece of armor will leave your toon naked while you switch. Yet one more reason the tailors should be fighting this change as everyone is going to leave their armor on all the time.



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Master Tailor
Jaer_Allanon
Sun Jun 06, 2004 9:35 pm
#19


PSGs will be hurt the worst with this change since they already require re-equiping in order for them to work.


As far as people leaving their armor on, I could see this in the current state of the game. However, with the combat revamp coming soon, HAM is going to have a greater impact on defensive skills. Example: Dodge wont work as well if you are over-encumbered.


There is talk that Doc buffs are going to be nerfed. Armor resists are going to be nerfed. (though with the addition of a new standard 12 point armorsmith and the elite 14pt smith, we are getting nerfed to be normal again after getting two more experimentation points) Not sure if armor HAM costs are going to be reduced along with the nerf.


I haven't heard any talk about weapondamagebeing reduced but it probably doesn't matter.(average damage outputmaybe) High level bosses have outrageous stats anyway and PVP damageis negligible. The major combat change is going to be HAM costs: What do they mean to you personally. Costs for using specials. High Encumberance resists vs. highly skilled dodge, melee defence, center of being, etc..


Encumberance has not been a factor on mobility since release.


Once the revamp happens, I see Armored Bounty Hunters and Commandos being a match for unarmored Master Dodgers with Ranged Defence. Also. an armored Master Dodger with Ranged Defence will still be an even match to an Armored Bounty Hunter or Commando since he can't move out of the way from weapons' fire as easily. In those situations, it will be weapon skill and tactics that will win. Not overwhelming and broken speedsuperpowers with High resist Armor and maxed Defence skills.


Armor wont be the 100% way to go anymore.People will choose different styles and pick the appropriate profession for their style. This is going to give the game more variety and will mark the end of the hayday for armorsmiths. BE clothes will see a boost in popularity and certain damage types will become more important. Overall, if what I see coming really does happen, the game should get a lot more interesting.




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Srednii
Sun Jun 06, 2004 10:46 pm
#20


Will psg's be effected by this? If they are this effectively makes them even more useless. They may be implementing this, and we have absolutely no chance of swaying them (the tailors have even less, witness their socket nerf).


But perhaps if we act quickly and rationaly and sacrifice a few chickens to some pagan god we can make them understand why psg's should be exempt from the equip delay.



edit: tho now that I think about it it'll probably take a few truckloads of chicken sacrifices to make them actually care about not wrecking psg's further. Someone fetch me my hatchet!

Message Edited by Srednii on 06-07-2004 12:56 AM



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sv Armoury -4976, 2712 Corellia
LLJK_Griz
Mon Jun 07, 2004 9:36 am
#21



theonebountyhunter wrote:
If they are doing armor with anice decay then shouild you have a delay when switghcing weapons???
Figure i'd might as well stirr the pot
/hides from flaming





actually that is already planned, according to the fan fest info post in core systems forum

"Equipping and unequipping weapons and armor will now enter the combat queue so that they do not happen instantaneously. The possibility of additional delay on these actions was mentioned but details were not given."

that is crap, especially for BH who won't be able to switch to carbine, firekd, switch to pistol any more.



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KauriChumm
Mon Jun 07, 2004 10:25 am
#22

See putting it into the queue makes sense, and can actually open up more possibilities for macros, since you know when a weapon will be equipped. But it should have a 1 sec delay, not 10, for both weapons and armor. BH could still do their thing it would just take 2 seconds longer, just like anyone who pulls out a DoT knife will need to wait a second to use it, etc.



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Aramathin
Mon Jun 07, 2004 1:45 pm
#23

I like this, but I think the time to don should be related to the encumbrance - probably the action encumbrance would make the most sense. This might help foster more of a concern for encumbrance in armor again, and shift more emphasis back towards the lighter armors.


Perhaps .1 sec per point of action enc? That would let people put on an armpiece of nonlayered composite that averages 30 in 3 seconds, and a full suit in about 40 seconds. The heavily layered armor would then take up to 90 seconds to put on. A helm would still be fast, but thats not too big a stretch. Another option would be the average of the 3 enc stats, which would make all the big pieces take longer, and the suppor pieces still quick - The order in which the armor is put on could become as important asother factors in this case.






Aramathin
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LLJK_Griz
Mon Jun 07, 2004 4:00 pm
#24



neinnunb wrote:

I can just imagine allot of tactical plays with the armor and weapon switching delays, where you see someone unarmed or with a certain weapon, and you know you have a window of oppertunity to create an attack. It opens up to specialist who use one weapon well and rely on teamwork.






With the 10 second delay, an unarmored player will be dead long before they get even half their suit on, and since armor unequips (and shows you naked!) during the delay, switching armor in combat to counter a particular weapon is not a viable option.



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Srednii
Mon Jun 07, 2004 8:57 pm
#25






Aramathin wrote:

I like this, but I think the time to don should be related to the encumbrance - probably the action encumbrance would make the most sense. This might help foster more of a concern for encumbrance in armor again, and shift more emphasis back towards the lighter armors.


Perhaps .1 sec per point of action enc? That would let people put on an armpiece of nonlayered composite that averages 30 in 3 seconds, and a full suit in about 40 seconds. The heavily layered armor would then take up to 90 seconds to put on. A helm would still be fast, but thats not too big a stretch. Another option would be the average of the 3 enc stats, which would make all the big pieces take longer, and the suppor pieces still quick - The order in which the armor is put on could become as important asother factors in this case.









This is a great idea! And it solves the problem with psg's being rendered useless (since they have no encumberance and would be instant).



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sv Armoury -4976, 2712 Corellia
neinnunb
Tue Jun 08, 2004 12:08 am
#26

I can just imagine allot of tactical plays with the armor and weapon switching delays, where you see someone unarmed or with a certain weapon, and you know you have a window of oppertunity to create an attack. It opens up to specialist who use one weapon well and rely on teamwork.


case in point: I remember UT2003 greatest problems was the fast weapon switching. They fixed that in UT2004 and the game is so much better with a longer weapon switch delay.




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