Armorsmith Archive

Thread: *prods the AS Community*

mistereous1
Mon May 16, 2005 9:33 pm
#27






Okram2k wrote:
actually, the affordable no layered stuff is hovering in the low 40's, yeah not a huge difference, but it's still some. And then if anyone out there makes basic armor for grinders... that stuff wouldn't last a day.




Not bothering with anything but advanced. I used virtually the same resources, so may as well go that extra mile.


How could I forget this. A spraypaint. I'm so sick of Can you make me some black and red marauder armor.



Please Make all Deliveries to vendor Corellia 314 -3356
Wallid
Mon May 16, 2005 9:49 pm
#28


due Crazed herd of foaming Banthas, (Or hungary people not feeling like they want to cook on a beautifull day( I am a Chef IRL)) I've been rather busy. That, and Needed a break from AS. I'm currently on Europe-FarStar server with a ranger hunting wookie (Scout /marksmen).


No new issues then what we've stated as our top issues.

Resources ( Quanity and local), Faction points ( lower it a tad or find a way to have it where we gainfaction exp when a factioned person wears the suit like when we get the exp when someone wears a normal suit in front of us), The fact that we NEED those layers (as much as the dev's are in denile about it, it's what the customer wants. Experience points back. a fixing of the new gating system. Almost a feel of "roll of the dice " with the resources. even though they "look good".

PSG's!!! (when all through the creation of psg mark 3, it said and showed everything to be exceptional, then the psg just DIESin combat (See example run of psg). Might as well nurf all together psg's if they are to be that useless when taking into consideration what it takes to create.


what ever else we stickied...


Oh, and battle Muarder armor is hit with my guild. so I have to give the dev's SOME credit (It does look good on Mon Calimari too).


hey Caile, ever use the "catnip" spray can? We got this catnip spray Fun stuff, My Cat Mew just goes bonkers







McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


BigfootKC
Tue May 17, 2005 12:57 am
#29

Hows this for accomplishments?
Reb armor

i still cant get the correct stats from armor i pull from Pre CU crates.

My pre cu layers are still 0000 stats (ive started to delete them to make room)
Pre CU Ns layers are also still at 0 (although shards are at +15)

Could it be a layer thing?

I inherited one of the greatest as on my server so im flying high!



Poti's Protection ~"~ Armor with no artificial additives of any kind!


Find me on Tatooine, near Bestine in Mos Bahamut (-1691 -6540)
JeCy
Tue May 17, 2005 1:27 am
#30


ive been saying the same think about assault and battle..


Battle should have assault stats and assault should have the battle stats..


Battle is a far more versital armor and much much better all around than assault Battle is armor that is ment for the melee tanks and melee profs.. with exception of carb and CM.. (personally i think they should both get recon.. but we know it was cause carbs and stormies go togther.


I guess one way to charge that would be to give both recon and battle certs to all melee and ranged elite.. and keep assault in commando, SL, BH soo what if lots would through in atleast one of those certs.. to beable to wear assault. Soo what if you where a primary combat prof and could wear all types of armor. I dont see a problem with that.


I see storm troopers with rifles. i see um with carbins i see them with rockets.. soo why shouldnt they beable to wear it?many of the other prof combos, like non crafter/combos or dancer or medic.. blah blah they pick a weapon and there other skills. soo your keeping assault (the best armor for heavy combat) in the hands of the full on combat profs. and all the single weapon dablers can choose.. ranged or melee.. or use layers to lesses the different.


Then another change i guess could be possible, padded looks more like a ranged armor high energy.. its padding.. to absorbe not deflect, where mabari is more metal and mesh which would be much more adapt at melee damage.. and seeing all these dabler classes could use both choseing between the armors is less restrictive.If im a ranger rifleman say i should beable to choose from high kin or high energy, just like if im a pistoler/armorer i really dont think that would be to game breaking yes? Your keeping the best all around armor assault in the hands of the people that know combat best.. the full on mega combat profs. and before the melee profs complain that bh and commando are ranged.. SL even though they get a weapon.. and some bonus its more a group think that a personal thing.. and the defence are all going to help you tons. Soo give master SL some melee bonus at master and a weapon and i think everyone would be happy.


another possible change could be to make assault have more segs, 4 total. think of battle with battle stats with the 4 segs. now if you put all energy in or all kin you could be capping the energy or kin the same as recon. with maybe a possible slight raise in the weakness say a 8k energy, 6k kin BUT.. make that extra seg only if the 4th seg (maybe its an optional seg) put it over the mitigations.. its HEAVY ASSAULT.. being harder to move slower to shoot should be the penetliy on some mega tank armor.. (its obvious this would need a bit of stat and numbers balancing to keep it from being the only armor to use.. but putting enough hinderance on the extra 4 layer seg that could balance things out.. (do i really want to be a bounty hunter in mando hunting jedi with armor hiderence?? or do i want my mando high energy and low kin ilke a recon.. with no hindernce at master.. where possibly a commando in mando (they still can wear right?) is full heavy assault slow moving in mando but soaking up tons of damage. I dunno seams to make a ton of since to me : )


Now BH could have there nice mando with many combos suited to there bounty hunting types.. the SL and commandos can be full on assault types.. and all the other profs and dablers can pick or choose between the 2 lighter armor types.. high kin or high energy...


Je'Cy

Message Edited by JeCy on 05-17-2005 01:33 AM

ealide
Tue May 17, 2005 3:57 am
#31

The rate of fire hindrance on quad layered primus recon needs to be lowered significantly. Even though the kin and base will only be at around 5200 and energy 7200, the slice will actually take the rate of fire hindrance over 60%.

There is no reason for this to occur as the armour is far from unbalanced (sliced stats on kinetic still are not even close to assault or battle). Using energy layers simply makes this armour too vulnerable to kinetic for most people except BH, which means that the vast majority of people will not be able to have their recon sliced without hindrance going over their mitigation. Not only is this a seemingly pointless and meaningless boundary set upon the quality of armour, this also means that one third of all high quality armour can no longer be sliced - which is a major source of income for already overlooked and impoverished smugglers.

I am interested if anyone has had similar problems slicing primus layered assault, as this would mean a further third of all high quality armour cannot be sliced without major drawbacks.

Message Edited by ealide on 05-17-2005 09:11 PM



Ealide--Dark Jedi Knight / Plutarch--Doc/Rifles / Myshkin--Smuggler/AS +2

/MYSH/ +2 Advanced Core Multi-Layered Sliced Recon/Assault/Battle armour
No longer in stock...
JeCy
Tue May 17, 2005 4:11 am
#32






ealide wrote:
The rate of fire hindrance on quad layered primus recon needs to be lowered significantly. Even though the kin and base will only be at around 5200 and energy 7200, the slice will actually take the rate of fire hindrance over 60%.

There is no reason for this to occur as the armour is far from unbalanced (sliced stats on kinetic still are not even close to assault or battle). Using energy layers simply makes this armour is too vulnerable to kinetic for most people except BH, which means that the vast majority of people will not be able to have their recon sliced without hindrance going over their mitigation. Not only is this a seemingly pointless and meaningless boundary set upon the quality of armour, this also means that one third of all high quality armour can no longer be sliced - which is a major source of income for already overlooked and impoverished smugglers.

I am interested if anyone has had similar problems slicing primus layered assault, as this would mean a further third of all high quality armour cannot be sliced without major drawbacks.




Recon is supose to be light and not ment for up close heavy kin damage. it should add hinderance when you raise the kin. Qaud energy layer recon is great armor, it has its place. Recon should be lower protect and more specfic.. its called recon for a reason get in get out.. and hope ya can deflect a few.. not like assault which means full on in your face.. heavy BFG kinda stuff



Je'Cy


CaileSathinor
Tue May 17, 2005 5:10 am
#33

Honestly, I'd like to see armor in play that doesn't have its hinderances completely mitigated by master combat professions. It might bring back some of an art to the profession. But that's me.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
Saarek
Tue May 17, 2005 7:08 am
#34






CaileSathinor wrote:
Honestly, I'd like to see armor in play that doesn't have its hinderances completely mitigated by master combat professions. It might bring back some of an art to the profession. But that's me.





Thats a good idea.


I would also like to see the ability for an AS to put any type of core in any appearance. Theres some obvious problems with that (like everyone running around in Comp armor again), but I think it only makes sense, considering they are only "appearances".









------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

Kodiak_Arrest
Tue May 17, 2005 7:27 am
#35


1. Factory Times

2. Specific Resources - some I understand, some make no sense when there has only been 10 spawns since game release

3. Basic and Standard are worthless - up the condition


Give xp that can be converted to FS for selling the final product, not just for making the item. Specially now since it is taking more time to make the armor then xp gained


Message Edited by Kodiak_Arrest on 05-19-2005 08:00 AM



Aynard formally Kodiak Arrest
Screwed Master Armorsmith - no respec for full combat
All points used, including FS and I get level 55 combat Char - whoopeee
Vendors Located at -634 -3409 outside of Dearic, Talus
Sony screwed all vet Crafters, no respec to full combat
leaving game - after 2.5 years
Okram2k
Tue May 17, 2005 8:18 am
#36

how about a request for the art team?

make this chart a painting I can hang in my shop instead of telling a million people what their armor resists.

Orrr.... stop beating around the bush and put the % resistance in the final product.



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
pitrik
Tue May 17, 2005 8:24 am
#37


AndJusticeForAll wrote:
The condition should be dependant on the appearance type too. Comp and RIS should have insane condition, whereas bone well.... its made out of animal remains. Give it a 50k cap or something.

I desperately hope the Devs NEVER consider doing this, as it will bring us right back to the situation we had pre-CU, of a "best" and "worst" armor.

Personally, I'm tickled to death that Bone and Chitin and Mabari are now equally as viable in combat as Composite and Ubese.

It's a GOOD thing to see variety out there, it has brought some fun back into Armorsmithing for me.



-=V=-
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ALL ARMOR PALETTES
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Thula
Tue May 17, 2005 10:47 am
#38






Arem wrote:



First of all I come to the conclusion that the devs had too much fear of imbalance when desingning the CU rules and this lead to some design decisions that make the post-CU game no fun at all. Those issues must be looked at imho. I can live with long factory times, increased resource requiremnets, missing armour enhancers, conversion bugsbut not with a crafting game that is no fun anymore and a world where armor has no logical existance anymore.


1) I must say the way Blixtev sneak-launched the resource gate change was a slap in the face for all CU beta testers. The point has been discussed in the weaponsmith forum and is imho a big issue I have not seen any armorsmith yet talking about the min gate problem.


There are some resources with a high lower gate for example our most needed Neutronium Steelhas a SR range between 685 and 765. I will illustrate the problem with a copy from my resource spreadsheet.


RESOURCE NAMECLASS OQ SR SR gategateRating
cor minmax
Amapaide Neutronium Steel 8697651000685 765 935
OmnilovalkooiteNeutronium Steel 920712338 685 765 629
Leluc Neutronium Steel964719425 685 765 695


Before CU Leluc was a very nice resource now Amapaide beats it by more than 200 points in rating. Such a change is far too strong to just go into the game without asking anyone of the crafting community before.


Message Edited by Arem on 05-17-2005 10:01 AM



I thought they just recently removed the effect of the min cap/gate, ie all resources are evaluated from 0 to max cap.




Thula Moonrider -UNA-
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Kelloch
Tue May 17, 2005 11:32 am
#39



Thula wrote:


Arem wrote:

First of all I come to the conclusion that the devs had too much fear of imbalance when desingning the CU rules and this lead to some design decisions that make the post-CU game no fun at all. Those issues must be looked at imho. I can live with long factory times, increased resource requiremnets, missing armour enhancers, conversion bugs but not with a crafting game that is no fun anymore and a world where armor has no logical existance anymore.

1) I must say the way Blixtev sneak-launched the resource gate change was a slap in the face for all CU beta testers. The point has been discussed in the weaponsmith forum and is imho a big issue I have not seen any armorsmith yet talking about the min gate problem.

There are some resources with a high lower gate for example our most needed Neutronium Steel has a SR range between 685 and 765. I will illustrate the problem with a copy from my resource spreadsheet.

RESOURCE NAME CLASS OQ SR SR gate gate Rating
cor min max
Amapaide Neutronium Steel 869 765 1000 685 765 935
Omnilovalkooite Neutronium Steel 920 712 338 685 765 629
Leluc Neutronium Steel 964 719 425 685 765 695

Before CU Leluc was a very nice resource now Amapaide beats it by more than 200 points in rating. Such a change is far too strong to just go into the game without asking anyone of the crafting community before.

Message Edited by Arem on 05-17-2005 10:01 AM


I thought they just recently removed the effect of the min cap/gate, ie all resources are evaluated from 0 to max cap.





Yep..they have and my armor is coming out with better results now.



Sune Omare
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