Armorsmith Archive
Thread: Advanced Layer Primus nerfed with v. 120884?
kneelocked wrote:
Blixtev wrote:
Yes all advanced layers protection was cut in half. One of the Armorsmiths on this forum sent me a great PM on why no one would use anything but Primus. As there are no downsides to using layers now (beyond the extra factory time and resource usage) I had 2 options, a)reduce their effectiveness b)remove them from the tree. I went with the reducing the effectiveness route for people who still wish to use them.
Am I the only one that finds it ironic that a change was made based on a PM from an Armorsmith on this forum where our previous Corrispondant was fired from his position from recommending we send Blixtev PM's about the bugs it the Armorsmith profession?
Nope! We should make a club!
Badges are 50 cents.
LonelyGhost wrote:
DeQuosaek wrote:
Um... so why not make a higher hindrance penalty for using layers? Movement, speed,etc... Something that can't just be mitigated away. Give smiths and customers some more decisions to make.
Well, you have a point with the resources bit, except you forgot to add in the "waiting for a month and a half for a decent spawn of a named resource" before the "pulling up a million resources" part.
This I think nails it. I would love to see another layer of strategic choice available to fighters. If an Elite combat player wantsall max possible resists, their RoF, movcement, and acuracy should be hurt badly. If they want standard resists with a tiny boost to one small part (kiinetic only, or extra elemental) then the penalty would be smaller, but still noticable. What this would do is make layers a CHOICE for armor, not a requirement, as it is now.
Also, I think having to wait for a great named resource is a good leveler. If its easy to get great resources, then great armor will become commonplace (sound familiar?). Having that extra 6% protection should be something you dont see too often.
Thanks. It's just the simplest solution that seems (to me) to address the problem in the most straightforward manner. It would be nice to be able to experiment on more than just reists, but what's the point of added hindrance if it can just be experimented away?
And yeah, I agree that the rareresources shouldstay rare. I wasn't complaining, just pointing out that it's not as easy as just pulling millions of resources out of the ground on a whim.
(in his defense that's not exactly what Blixtev made it sound like either... I was just saying.)
-Droideka- wrote:
Level based damage mitigation will make it more and more difficult to explore the worlds for new players. Was there any thought put into the game for that? People on speeders taking reduced damage because of their profession/LEVEL? Where in the hell is the logic in that? I've got to hand it to Blixtev for suddenly becoming responsive, but he's being very selective about the posts he responds to.
Heh i didnt expect one just hoped he reads it.. as there is a new system and that fact is not gonna change no matter how much we want it too Soo the only thing we can do is hope we can manipualte the new system into something that we can all live with..
ELEMENTAL DAMAGE....
I think weapons should have higher elemental damage as this would make layers mean something.. If someone was using a FWG5 that had a slightly lower over all damage than say a republic but the added heat damage could say shread thought a non dual layer heat suit..
you say that that would get everyone using FWG5's well if the target was wearing heat layered armor it would negate that whole bonus.. well that person could swtich to a DX-2 which is acid. and that armor is more vuln.. well maybe not maybe its a dual acid+heat suit.. Well now its energy light?? well isnt that what a psg is for? Oh maybe its a rifleman soo he breaks out that Cold damage rifle and wins cause depsite good, kin, energy, acid, heat... it lacked cold.. well thats what this is really all about right? you are talking about balancing damage vs protection and not get everyone using/wearing the same thing..
Well taking adavantage of the elemental system is the way to do that..
Be able to experiment on hinderance even if its only layers. to get um to zero would be a big help for small boosts in elemental with out puting the whole sys outta wack
Make using a double layer of something negate the effect of using say a FWG5 vs Republic or acually make it less effective than your standard energy.
Make the 4 layer cold, heat, acid, (energy, kin primus), armor as a base line in the combat system.. People could chose, do they want even protection across the boards.. or do they want to skip the cold and double heat, our double up on kin and skip acid.. this would bring in lots of complexicty and options to the combat system when it comes to the pvp.If people dont want complex let um go play quake.. this isnt a mindless game.. its a MMORPG there is a lot more than run/jump/shoot and he with the biggest gunwins, you wouldneed more tactics too.. Make sure you keep the rifleman off the tankers,, for example those head shots with the cold rifle will shread um.. when there armor is mainly kin/energy/heat
By uping the elemetal effects you add another lvl to the chess match that has suddlenly turned into checkers, You say if you did that everyone would goto flamers and fwg5's cuase its the way to go?? i beg to differ cuase it wouldnt take long for a smith to pump out some dual heat, primus, acid to combat all those flamers and then the tide is tiped to there side, as they have heavy on heat,, and before the flamer boys realized that they where not doing the kinda damage they thought they would.. those acid boys just shreaded um a new one..
to sum it up..
this reduction of elemental is just going to make it like it was.. there was a few weapons to use cuase they all did armor peircing with the expection of stun but that hole was filled with layers.. soo basically up kin/energy as much as you can.. and ohh yea its acually simpler cuase now we dont have to care about stun or encumberance.. How did the CURB end up being the biggest nerf to a crafting prof since... ummm since... ummm wait this IS the biggest nerf.. armorer=spice maker???
Je'Cy
Mordoc wrote:
As a non armorsmith, I'm just shocked and surprised you've had any responsivness at all from a dev. Not that it seems that the devs understand truly the impact of the changes they're making. They're trying to make sure their changes all mesh together and stay balanced, but in the process the total product is way worse off than the existing system. I'm just getting demoralized by all this. Hang in there armorsmiths. Why they had to hammer y'all with organic resource increases and the like, I'll never understand. Just keep up the testing and noise.
Frankly I was supprised too. If anything the showing of blex(sp) toss in support for the new Corriespondent, as well shows that they are "Trying" to address issues. Also shows "how they are thinking". I'd still would like to see another line of experimentation, Or some way I could make my armor different then say Aircartmen. I'm still curious how you guys get armor above 80% Icap at 80% for any layer I use ( kin, engy and blast are what I get demand for) my elect is 72, abd my base is at an 67% average. probably one of my resources is low. but this is using the thoerium that Okram posted for 10, 11, and 12 pt crafting. I'm only 10pt with 5 pts of experiment tapes.
one reason was to givethe rangers a bigger client base ( providing alot of AS don't jump profession) due to the watering down of Doc. if anything would could have happened was watering the doc's and Ent's time for buffs. 2hrs is more then enough time. if anything, 1hr to 1hr 30mins for buffs (but mostly an hour on buffs). cutting down on buff times would have them in need of docs more often.
Rinviero wrote:
TitanTen wrote:
JeCy wrote:
Blixtev wrote:
Again the problem between old/new systems was the "requirement" of layers to sell armor. Those massively layered suits in the old system "should" have caused major penalties on the wearer. Due to the power of Doctor buffs this never happened. Before the prevalence of Doctor buffs smiths did not make suits like this as they just caused so severe a HAM cost. Since the downside was mitigated by buffs and Brandy there was no reason not to get as much protection as you could and ignore the HAM cost. Had those layers made the armor difficult to wear in any way I would guess that layering wouldn't have become a requirement.
People have been saying this forever and there was a super simple soultion.. NERF SECONDARY BUFFS.. I fight all the time with no doc buffs and have been for over a year.. I use food to increase my ham.. a slight secondary boost..soo i can regen on rest. and i dontdrainmy pools super fast I get more haelthwith pixey.. Like say some won won, acc, brandy, pixey and some random food..like snow or synth or something this doesnt turn me into superman yet i can go out and have lots of fun and specials, heals and things all need to be thought about not just spam head torso 3 cause it does the most damage.... along with sacrificing on protection to lighten my armor.. or using a lower damage gun that doesnt kill my ham..
you never would ahve had people wearing 90% comp cuase no one could wear it.. not even humans and if they did.. they would have killed themselves using specials faster than they took damage. or would have needed 2 docs on him healing just to tank. the old system was not perfect but if tweaked it would have been..
You still would have had triple layer comp.. and people would ahve used layers but we would have made um lighter.. i was one of the few that made triple layer comp with 400 ham before slice.. i was also the only smith making triple layer comp that a trando could wear with out slicing. yes i had to sacrifice points in protection but it was still decent armor.. like around 50%.. in all protections. There was also a choice. do i take comp at 50% in all.. or do i grab chitin at 60% kin.. but low energy.. or do i use some nice bone with high energy but low kin.. everything was a trade off.. BEFORE superman buffs
You had the best system ever.. why didnt you just try removing secondary doc buffs first and saw what happened before you got into to this way way way over compliacted CU and have taken away good combat options for low lvl players.. My time of even killing low lvl spawns for harvesters is done.. i dont think i could even take out a small group of maulers anymore.. You made elite's even more elite...
btw why is it a elite combat person in a group riding a bike takes 1/4 the damage as a non combatant solo.. when they are not using zero skills.. and have the added bonus of wearing armor to reduce it even further.. even there damage mitigation works.. when they are using ZERO combat skills.. Seams way unfair.. from a non combatants point of veiw.. Hmm maybe there dodge is wiggling in there seat??
Je'Cy
Yay someone else gets it. It really IS this simple Blixtev. You may not see it. But it is. I actually feel sorry for you. You get brought into a system someone else developed and are told it is what ruined the game and to fix it. Well you were told wrong.
/sign
Gets my vote, it really is that simple. I remember when I started armorsmith all those many months ago, before the new chef foods and prevalence of doctors buffs - people wanted low ham suits, and prayed for a ham slice. The ham vs effectiveness system was there all along. It was just superseded by secondary buffs.
Blixtev wrote:
Yes all advanced layers protection was cut in half. One of the Armorsmiths on this forum sent me a great PM on why no one would use anything but Primus. As there are no downsides to using layers now (beyond the extra factory time and resource usage) I had 2 options, a)reduce their effectiveness b)remove them from the tree. I went with the reducing the effectiveness route for people who still wish to use them.
How about un-fcuking out profession while you're at it if you are gonna suddenly start listening to feedback?
Rancor418 wrote:
seteth wrote:I'm now having an issue with the Advanced Layer Primus I'm wondering if anyone else is.It's happening during the Resource Selection stage of the crafting process.I am using the following resources (from ahazi):Neutronium Steel - Epoa OQ 985/SR 759 = Exp value 808Polymer - Diwemeiam OQ 915/SR 958 = Exp value 936Gravitonic Fiberplast OQ 876/SR 802 = Exp value 839Pervoskitic Aluminum OQ 743/SR 768 = Exp value 758Vintrium Extrusive Ore OQ 836/SR 930 = Exp value = 883In the item description section of the crafting window, at the bottom, where it shows theExperimental percentages, it shows green values for the all the resources I had selected.But in the resource slots, where the Red/Yellow/Green indicator for each slot is, all showvery high green except for the Vintrium Extrusive Ore slot. This slot is yellow, and is not evenHalf way up.A full crafting attempt to completion, with full experimentation, only comes out as Kinetic/Energy10, Special Protections -11. There were no changes in these values during any stage of experimentation.Am I doing something wrong? or did they TOTALLY nerf Advanced Armor Layer Primus? Rightafter CU came out, I was getting something like Kinetic/Energy 36/Special Protections -35.-Walt Zydhek
I'm having the same problem..I can not exp with it..it stays at 9/9/-10/-10/-10 etc..
same problem.
Please get this addressed!