Armorsmith Archive
Thread: *prods the AS Community*
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.
2) Slicing of armor is a joke, though not directly a armor issue it is very much related to our profession. Very bad I feel about the fact that 6000 point armourgetsa 7% bonuswhich is a joke but even worse is the fact that you also get a hindrance of 64.2% whichresults ina not mitigatable 4.2% balance. So a player with the best equipment has to live with 3 stupid debuff icons all the time, are you really seroius about that, devs?
3) The cap of armour at 6000 points general protection is in line with many of the other changes that turns the crafting aspect of the game more and more intoa fabric softener. The goal now is to get to the cap with the cheapest availabel resource combination.
4) Fundamental things in CU armor are just wrong. Assault armor being naturally weak against lightsaber is a joke considering Mandalorian Armour being Assault. The hindrance model is also out of line. An assault armor is for tanks and even if some dont like the phrase it is common MMORPG speach and means in the first place 'ability to take damage' eg. having the best protection in form of armour. To make the TKA the primary tank of the game is just wrong. An avoidance master isNOtank by definition. The heaviest armor needs to offer the most protection and bringing with it the most hindrances. but hindrances and protection are all the same between the 3 armor types now in the sum. They are just shifted around slightly which makes no difference in the real game. That would be like making plate armour, chainmail and leather armourall equal in ability to take damage - absurd imho!
The tanks need to wear Assault armor and as drawback move slowly(logical hindrance of heavy plated armour)but be able to take 2-3 times the damage compared to a damage dealer withlightwight Reconnaissance Armor.
Message Edited by Arem on 05-17-2005 10:01 AM
JeCy wrote: 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 stuffJe'Cy
There are quite a few powerful kinetic damage ranged weapons out there, which may mean recon may become unviable in large scale PVP, because unlayered it is too weak, primus layered and sliced adds hindrance, and only energy layered may be like having a stun armour hole pre-CU.
I suppose it may be possible to mix and match primus and energy layers, but it just seems obtuse that primus layered recon cannot be sliced without adding hindrance.
EDIT: I suppose on reflection this might be considered a slicing bug, so I think perhaps a satisfactory compromise would be for slicing to take resist stats on armour up to the maximum hindrance mitigation for a single mastery (60%) and not beyond.
As it is, players will not be aware that slicing may add hindrance on high resist armours and smugglers will catch the flack.
Message Edited by ealide on 05-17-2005 10:04 PM