Armorsmith Archive
Thread: How I would change armor...one Master's perspective
Great post. Five stars for you!
You know, and all the Devs would have to do is change around some of the resists to make other armor more marketable. And maybe add a few layers into other advanced segments, giving us more options. There is a whole unexplored world of armor out there...
WOW I spend all morning online and little response, then I leave for a couple hours and the floodgates open...lol
There's alotta new points here so I'll attempt to hit them all...
The biggest concern in the recent posts seems to be enc is meaningless with doc buffs and I disagree. The original system sucked and everyone knows it, including the devs cause they changed it. There's a huge differencebetween soloing groups of nightsisters, and knocking everyone back to the point a single piket would swoop em. I think you're also sidestepping the fact that the buffs are not the reason for this but rather the uber armor. Answer me this...could any player simply get buffed and go into the nightsister cave with no armor and survive? A few perhaps but the majority undoubtedly NO. When I was a master carbineer just a few weeks ago, even with buffs AND 85% base compo, I got my @ss whipped long before I ever got to the first chamber. So to say that EVERYONE is a one-man tank with buffs and compo simply is not the case.
The tanks are the defense stackers (now a moot point), and the otherwise PURE hardcore fighters...but buffs alone don't give them that advantage. It's the combination of buffs AND uber compo, plus some good PvP skills,not either or. I think this point keeps getting skipped over and needs to be repeated as often as necessary til everyone gets it.
Once you've accepted that, it seems to me the buffs are not the issue but rather the armor. There are simply too many good things about buffs that would destroy the game to remove them. So instead of nerfing something that has many good points to it, I say fix armor instead since it's already a one-type show. Adding worthwhile vulnerabilities to armor will effectively negate much of the advantage buffs give anyway. Ask yourself this...what could you do toa tank if his compo armor had a big fat vulnerability to energy weapons that you KNEW at most he could only layer up to 30% instead of the current 80%+???
My opinion is those buffs will not save his life when faced with a beefy laser carb spamming CS shots on him...and that's my whole point in this thread. Let's get away from simply nerfing things as a hotfix and get into actually fixing something to make it better. On the other side of that coin, you simply cannot ruin compo and call it a day. If we're going to take away a resist from compo, we need to give it back somewhere else to balance out the system...this is where the other armor types come in.
To answer the question...YES I do believe mabari and chitin and all the other types shoudl be able to reach 80%...but ONLY in their respective fields. I do NOT think every armor should have every resist type, just to varying %'s. IMO this will not change anything because again, why buy armor that's capped at 50% when you can get 80%? Enc is not the deciding factor in armor and IMO it shouldn't be. We all play this game to have fun, not to simulate RL. We WANT to be uber and l33t, that's why we pay our $15 a month. There are far more exciting ways to balance the issue without lowering the standard of gameplay...especially when we have half a dozen armor types already in the game that aren't getting any attention.
I just made master WS this past week and the first thing that I've noticed is that people use weaps from all over the skill trees. Not just the level 4 and master weaps, but ALL of them. Yet with armor it's master compo or nothing. The reason is because no oneweap can simply do it all for every person. Different profs need different weaps and damage types. This is a lesson that needs to be passed along to armor. No one armor type should do it all and if the resists were spread out over all the types, players would be forced to choose one type vs another for the battle they're about to get into.
One typecan get80% energy, but stinks at kinetic...another type can get 80% kinetic, but stinks at acid or blast...and so on. In my mind and in watching all the pointless nerfs that have come and go with no real balance...we need something that actually improves the game, not another nerf that is simply gonna reduce the standard of gameplay that all players are accustomed to.
One major problem/issue that is overlooked, and one of the reasons that Composite has gotten so strong, is that it's special increases with the base experimentation. Why does this happen (I can't remember, but I read why somewhere)in composite and not in any other armor? If it didn't, do you know what 80%Kinetic/70%Base composite would have in electricity? Like 20%. This is what happens if you try tomake high base % Padded orUbese. Why not Composite. Give a couple more electrical damage weapons (outside of MBH), and you haven't really done much but make other armors suddenly more attractive right? now, buff em up a little and you have more balance.....
The simple fix if you ask me.
We both pay the same $15 a month to play this game, if you WANT to group to take down a NS elder or krayt its still possible and still easier then soloing one. I go out and solo an elder and it takes about 40 minutes, you take a nice group and that time is cut down ALOT. So why is it if I choose to go by myself and do it im suddenly in the wrong?
ALOT of people play this game because we dont need to group with a large number of people i dont know or dont like to go kill anything worthwhile, we still group with people, we still socialize but not all of us like being FORCED into a group when we dont want to be. No one is telling you that you HAVE to go solo a NS elder but those of us that WANT to have that option open to us and thats how it should be, none of this force grouping **edit** simply because some people cant solo them and dont want the rest of us to not be able to do it.
Dewi,
Of course it's subjective...read the title of the thread again. I said it was MY perspective on how armor should be. And inspite of your claim to disagree, you pretty much echoed what I said anyway. At least that was myfirst thoughtafter reading your reply anyway.
I never said Ubese was worthless, I simply said it wasn't better than compo. Ubese is the poor man's kinetic armor, and I suppose the lazy man's as well, but that doesn't make it great and it'll never be a substitute for a set of 80%+ base compo. It's just more convenient when you don't need a high-end suit. Eventually everyone will get 500k and upgrade to a suit of compo if things stay the way they are. After all, peoplewill only bebroke and lazy for so long. After awhile they'll get tired of not being able to compete and they'll want that edge, it's inevitable. Any type of armor will sell to SOMEONE, the question is what is the majority using and noone can deny compo is overwhelming the field. The price difference says it all too. What does your Ubese sell for? 100-150k a suit? If that? My 80%+ base slices sell for 900k+ a suit and I can't keep em in stock. I've raised the prices several times to try and makethe high-end pieceslast longer and they just keep pumping money into the vendors inspite of it. The players are clearly exhibiting what they think the best armor is by the lengths they're willing to go to get it. You put a suit of the best ubese up for 900k it'll sit on the vendor til h3ll freezes over. There's just no balance to it.
Implement more faction specific armor schematics that have different strengths and weaknesses per armor type.
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 / Special Damage.
- Special Protection = Cold.
- Regular Storm Trooper Armor : Base Resistances = Composite.
- Special Protection = Stun.
- Vulnerability = Blast , Restraint / Special Damage.
- Special Protection = Stun.
- Storm Trooper Armor (Black) : Base Resistances = Composite.
- Special Protection = Blast
- Vulnerability = Acid , Restraint / Special Damage.
- Special Protection = Blast
- Red Imperial Guard Armor : Base Resistances = Composite.
- Special Protection = Heat
- Vulnerability = Cold , Restraint / Special Damage.
- Special Protection = Heat
- Imperial Scout Armor ( Jungle ) : Base Resistances = Composite.
- Special Protection = Acid
- Vulnerability = Electricity , Restraint / Special Damage.
Rebel Armor: Please forgive me but I dont know of more than 2 different rebel military uniforms in the movies:
-
Rebel Snow Trooper Armor: Base Resistances = Composite.
-
Special Protection = Cold
-
Vulnerability = Heat, Restraint / Special Damage.
-
Rebel Marine Armor: Base Resistances = Composite.
-
Special Protection = Stun
-
Vulnerability = Blast, Restraint / Special Damage.
Neutral Armor : Would be allowable by everyone but wouldnt offer any stun protection since most npc's only deal kinetic damage. The exclusion to stun protection could be the upcoming Mandalorian Armor which would be drop or quest based.
- Mandalorian Armor ( Rare ) : Base resistances would be at 70%
- Special Protection = None
- Vulnerability = None
- Special Protection = None
- Composite Armor would be changed to work as follows:
- Special Protection = Electricity
- Vulnerability = Stun, Restraint / Special Damage.
- Special Protection = Electricity
Restraint Damage / Special Damage would a special damage type that the dev's could add to certain npc's in the game that arent meant to be soloed such as krayts. 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.
Also I would change special costs to depend on the quality of Armor / Weapons instead of on buffs. Currently everything depends upon buffs therefore making Low HAM cost Weapons / Armor worthless and this needs to be changed so that smiths that create Low HAM items will actually be in demand.