Armorsmith Archive

Thread: CU Armor System Enhancement Overview

ShinjoKazuki
Tue Feb 01, 2005 12:43 pm
#27

i cant wait til the new armors come



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justapilgrim
Thu Feb 03, 2005 12:36 am
#28






Getoc wrote:


Why should they make a simple but effective armor revamp when it could also a complicated one with an unknown end as it is planned now ? by the time we get to crafting it, there will be a known end
They simply wanted to get rid of all the composite clones and reduce the effectivness of armor and make faction armor worth wearing .......... everyone normally should agree on that but i dont like the way they are planning it one bit . everyone wanted to get rid of composite clones and have good faction armor


Why not armor certs for the different classes compared to the role they should fullfill in combat ? you do not have all the info yet, dont get too upset


Why not make encumb really matter by calculating it only on the base secondary stats leaving buffs out? if u cant wear it unbuffed u cant wear it buffed . In this calculation u could also add the player speed . non encumb used = 100% speed and this is reduced by very piece of armor u put on.untill it is released, you should not jump to conclusions


Why not simply lowering the base especially for composite by reducing the layers ? we need to get rid of composite clones AND 90% armor


And as for the factional armor ..... if its only wearable overt then they could have used the time creating them much better ... at least the should have read the GCW forums to see why the players are refusing to participate in the gcw .



Sorry to be so negative but i think that part of the combat revamp is nonsense . If u wear the wrong armor u might be one or two shotted and ure done for ...... wait ...... wasnt that the reason why the damage reduction was introduced ?This will really encourage player to participate in the gcw ..... im quite sure about that . It might at least kill the last encouragement for participating in the gcw after the jedi knight flood .


Dont get me wrong ........ i hope so it wont turn out like this but i think its most likely unless theycreate an really effective addable lightsaber protection


Message Edited by Getoc on 02-01-2005 05:40 PM



last I checked, they had not released combat upgrade info. You are basing everything just on armor. Wait for all info to come out before you get too negative.




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Ilatzimep
Thu Feb 03, 2005 9:36 am
#29






IDarkEternal wrote:

Basically this means that when you see over the persons head "leg hit, hand hit, foot hit, etc... " that they will nolonger have those areas as attackable places, though that will make it so that you don't need to wear those items. Simply taking that area away isn't going to work. why aren't they just giving those species types a natural defense (( perminately armored )) in those areas?




You mean like giving them resists on their hands and feet? That wouldn't work because you couldn't give those species high resists to everything there while everyone else has to suffer because of vulnerabilities to damage types. By removing those two places as possible 'hit' areas you even the playing field. No one will need to wear boots or gloves, and the species that couldn't before won't be at a disadvantage any more.




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Thula
Fri Feb 04, 2005 8:13 am
#30

I was under the impression that the ability to hit foot/hands would only be removed on the species where it mattered, e.g. Wookies. Other races, e.g. humans, could still be hit there. Otherwise no-one will ever make a pair of boots or gloves again...


Looking at the comments from Team Armadillo members, I might have been mistaken.



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IDarkEternal
Fri Feb 04, 2005 9:30 am
#31






Ilatzimep wrote:





IDarkEternal wrote:

Basically this means that when you see over the persons head "leg hit, hand hit, foot hit, etc... " that they will nolonger have those areas as attackable places, though that will make it so that you don't need to wear those items. Simply taking that area away isn't going to work. why aren't they just giving those species types a natural defense (( perminately armored )) in those areas?




You mean like giving them resists on their hands and feet? That wouldn't work because you couldn't give those species high resists to everything there while everyone else has to suffer because of vulnerabilities to damage types. By removing those two places as possible 'hit' areas you even the playing field. No one will need to wear boots or gloves, and the species that couldn't before won't be at a disadvantage any more.







Right, but then you will always have the "cheater sets" and then there's no point in making those armor pieces like there's already no reason to make leggings and bicep and bracers. People need to realize that by picking a species that they are taking the good parts with the bad parts of being that particular species. You remove the negatives of some species and there's no point to playing another. It's liek playing a non-human for the empire. you know that you're going to get shafted when you want the faction perks, but you already know that when you picked that character and decided on imperial. When people pick to play wookies for example, they play knowing that they can not wear boots, but they have a bonus to crature taming and whatever else they have. If you don't want to have that vulnerability in the feet, then don't play a wookie. However, if they give natural resistances in the foot area the damage inflicted would not be so destrustive as an instant deathfrom a good shot. It obviously won't be as good as real armor but it'd be somewhat better.

Ilatzimep
Sat Feb 05, 2005 1:12 am
#32

By removing the hands and feet as 'hit' places you no longer have the need for boots/gloves. The way I see it is that when they remove these two spots, we'll no longer have cheater sets. I imagine that they will also fix the coding for that. So, folks will go back to wearing a full suit: helm, chest, legs, bracers, biceps. I would like to see them make it to where we are able to wear something else there.


I have no idea how it will all work out but thats what I get from reading it and what I hope will happen.



Ilatzimep Aho - a friggen chef....
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Thula
Sat Feb 05, 2005 10:22 am
#33

To me, a full set includes gloves and boots. Its going to look pretty silly with Imperial Stormtroopers running around without gloves and bare-feet after the CU. That said, there several fairly easy fixes:


1. Code it such that species that can not wear boots/gloves have hits diverted to leggings/bracers. Other species can be hit there as normal (this should not be very hard to code).

2. Remove stats on gloves/boots so people hopefully will wear them for continuity. This basically turns it into a tailoring piece.


I really hope they manage to keep a reason for people to wear boots and gloves.



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DBinky
Thu Feb 10, 2005 10:03 am
#34

My wet dream for the Armor Upgrade part of the Combat UpNerf is the possibility offf......


Ablative Armor!!!

Oooo, I can just hear the cash register drawers opening and closing now... these "resistance points" they talk about... it'd be sooo great for us, as a profession, if these were the max ammount of damages the thing could take in that damage type *total*. Like, you get a base 6000, and blast 2500, so the armor will take 8500 points of blast damage before it starts taking all blast damage. With this kind of system, people would be chaning their armor as often as their underwear!

We can only hope, though...

Dulita
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