Armorsmith Archive
Thread: Next 19 Questions question
Nothing to do with Jedi please. Let's see...
I'd ask if Armorsmiths will be able to craft items that could go into Armor Sockets or if armor will be able to be crafted with skill mods built in.
OR
I'd ask for details on the craftable faction armor!
Silvadeus wrote:
Ok mine is really two questions.... i can't decide
1. How will force experimentation affect our current armor experimentation, will it stack, be seperate and will we see 14 point AS then?
2. Will they make the RIS/Mandalorian suits "uber" (god i hate that word) as in above the normal as far as resists go...?
3. If PSG's are AP-0 and Lightsabers are AP-3 (i think) what good is a PSG with lightsaber protection, as the damage will go right through?
1. It's confirmed, they stack. There is a possibility for 14 point smiths.
2. No answer for you
3. I think Lightsabers will be AP-0 since the new damage will not be resisted by hardly anything. If they were AP-1 or higher, there would be no point in having the resists on PSGs since anything with AP doesn't get blocked by a PSG.
2. Is there any plans to introduce an Item to increase Armorsmith Experimentation as in Doc apron, wepsmoth toolkit, droid engineer belt.
Those are two questions I would like to see answered.
my requests in order:
#1: Are we going to have an armor repair skill?
#2: Do the devs care at all about those who do not have any combat skills at all? Everything in this game seems to revolve around the stacked uber fighters, what about those of us that put all our skill points into crafting professions? Will we ever get anything for us besides more creative ways for us to die on our way to our harvestors?
#3: Will we be able to craft faction armor?
#4:What's the ETA on the next two types of wookie armor?
Faction armor.
Make faction armor craftable at the master level, and run in the same stat rangeas Comp. This solves several problems at one time.
1) adds new usable armor without having to actually model the armor as it is allready ingame.
2) has the ability to have the same stats as Comp so not everyone runs around looking the same..
3)You can also mix and match sets to have a unique set.
The addition of RIS, and Mando armor is great but with the incredible difficulty of making it all you will ever see is Comp. This game needs some difference in look, and allowing players to own high quality armor, and not all look identical except for slight color differences. There really needs to be more options when it comes to armor.
hmmm, acouple choices from me.
1) Where's our crafting apron? Why wasn't one added for armorsmiths when most other crafters got one? Be sure to specify that it better not be a bandolier.
2)Explain armor repair. Do we get a bonus? Are we supposed to get a bonus? Will we ever get a bonus? Why is it so screwed up?
1.) Craftable faction armor?
2.) Will we ever get new armor to craft besides the new wookie armor? (RIS and Mando don't really count, neither do the Interwoven RIS or Bone schematic). Weaponsmiths got like what, 15 schematic drops at least added?
3.) An armorsmith toolbelt? Everyone else got something.
4.) Subcomponents in crates of 1000? Too hard to manage like 40 crates of 25, I might use more resources if they stacked more, but all my output hoppers are full!