Armorsmith Archive

Thread: CURB & PSGs

Ragnaat
Tue Apr 12, 2005 6:39 am
#1

Can someone explain to me how PSGs work post curb?

I was only able to get on a few minutes but I did grab one from the frog and see that it was all enegy resists with a space like recharge on em.

- Other resists on em were listed at 0 - does this mean crafed ones might get a chance at blocking more then energy?

- Whats the difference between Mk I, II & III

- Anyone go after an Imp PSG schem to see if there is a difference there still?

- With this space like power mod now, do PSGs decay? If so when, just from dying or does decay start when the protection ends and they bascially get blown up in a second at that point?

- What kinda protection do they offer, because from the stats on the PSG (MkIII), the combat spam and the lack of any major loss in efficiency on the PSG it was hard to say it was doing much of anything for me. (still getting immediately incaped by NPCs inside bestine)



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agent156
Tue Apr 12, 2005 1:43 pm
#2

I've only managed to get hit with a Mark III on. Criters Ranged attacks are all energy now so they hit your PSG.

It did a tad more for the first hit and the next three it was fixed. Affter that I was dead or the criter was dead

Not much help I know but...
-FireStorm-
Tue Apr 12, 2005 2:04 pm
#3








Ragnaat wrote:
Can someone explain to me how PSGs work post curb?


they suck and are completely useless :/

I was only able to get on a few minutes but I did grab one from the frog and see that it was all enegy resists with a space like recharge on em.

- Other resists on em were listed at 0 - does this mean crafed ones might get a chance at blocking more then energy?


Nope all energy now, and only RANGED energy not melee

- Whats the difference between Mk I, II & III
more protection faster "recharge" rates



- Anyone go after an Imp PSG schem to see if there is a difference there still?


yeah so far no change just a higher energy resist than the mark 3 can give

- With this space like power mod now, do PSGs decay? If so when, just from dying or does decay start when the protection ends and they bascially get blown up in a second at that point?


The psg now has 2 decay rates it powers up takes a few hits and shuts down, takes some minutes to recharge for more hits again (takes about 3 hits then shuts downand takes 5 mins to recharge back up again to reuse so its basically useless) aside that "temporary" decay meter the main durability will also decay with each charge, each time a psg recharges it will loose some of its main durability/condition till once it reaches 0 it wll be broken like any other armor/weapon

- What kinda protection do they offer, because from the stats on the PSG (MkIII), the combat spam and the lack of any major loss in efficiency on the PSG it was hard to say it was doing much of anything for me. (still getting immediately incaped by NPCs inside bestine)


its CRAP id say around 5-10% TOPS its basically like not wearing anything so as i said PSGs are now useless, sure they last longer but now they are pointless so who cares about the longer durability :/






I believe this whole 2 condition modifiers were implemented to avoid ppl ADKing a PSG and using it forever, but by doing so they rendered psgs useless :/, oh well they already rendered THE ENTIRE PROFESION useless so why stop there, figures PSGs were just gonna be another casualty of the CU






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FireWindXel'Dar
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Keeper32
Tue Apr 12, 2005 2:26 pm
#4






-FireStorm- wrote:








Ragnaat wrote:
Can someone explain to me how PSGs work post curb?


they suck and are completely useless :/

I was only able to get on a few minutes but I did grab one from the frog and see that it was all enegy resists with a space like recharge on em.

- Other resists on em were listed at 0 - does this mean crafed ones might get a chance at blocking more then energy?


Nope all energy now, and only RANGED energy not melee

- Whats the difference between Mk I, II & III
more protection faster "recharge" rates



- Anyone go after an Imp PSG schem to see if there is a difference there still?


yeah so far no change just a higher energy resist than the mark 3 can give

- With this space like power mod now, do PSGs decay? If so when, just from dying or does decay start when the protection ends and they bascially get blown up in a second at that point?


The psg now has 2 decay rates it powers up takes a few hits and shuts down, takes some minutes to recharge for more hits again (takes about 3 hits then shuts downand takes 5 mins to recharge back up again to reuse so its basically useless) aside that "temporary" decay meter the main durability will also decay with each charge, each time a psg recharges it will loose some of its main durability/condition till once it reaches 0 it wll be broken like any other armor/weapon

- What kinda protection do they offer, because from the stats on the PSG (MkIII), the combat spam and the lack of any major loss in efficiency on the PSG it was hard to say it was doing much of anything for me. (still getting immediately incaped by NPCs inside bestine)


its CRAP id say around 5-10% TOPS its basically like not wearing anything so as i said PSGs are now useless, sure they last longer but now they are pointless so who cares about the longer durability :/







I believe this whole 2 condition modifiers were implemented to avoid ppl ADKing a PSG and using it forever, but by doing so they rendered psgs useless :/, oh well they already rendered THE ENTIRE PROFESION useless so why stop there, figures PSGs were just gonna be another casualty of the CU









Was this a crafted or frog issued PSG? I would imagine that frog Issued are of poorer quality than crafted ones. If it was frog issued it may simply be poor by the stats, not by design.

Message Edited by Keeper32 on 04-12-2005 11:28 PM



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-FireStorm-
Tue Apr 12, 2005 2:38 pm
#5

unless frogs started giving out imperial psgs yesterday id dunno where ud think its not crafted lol


yeah these are crafted, we didnt even bother with mark III psgs the resists were absolute garbage, but yeah the imperial one seems to have a much more decent resist ratio, but at the rate of 3 hits = shield gone, then thats not much use either :/ with a 67% experimented PSG we got somwhere around 25% energy resists for around 3 hits then its gone.



__________a______________________________________________
FireWindXel'Dar
X'Core Engineering Labs · Custom High Performance Starships & Parts
XCS Leader · Elder Everything · 1x18, 1x9 Pilot · Crazy Mexican SOB
Shop & Vendors @ /way 4185 5630 · Varia City, Naboo · Shadowfire
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Ryche_Mykola
Tue Apr 12, 2005 4:47 pm
#6

I used a Mk3 PSG doing NPC missions.

I'm level 14 and I was fighting level 14 NPC, they were doing 200-250 damage to me and the shield was absorbing
20-25 damage (when it worked).

With the difficulty in crafting these, not even worth it. Maybe if they were as easy to craft as a fiberplast panel,
but total junk now.



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Fobok
Tue Apr 12, 2005 4:53 pm
#7

3 hits would be an incredible use to keep someone from being one-shot killed during harvester runs. It's not much use to combatants, but it should be very useful to the pure crafters. (Still doesn't stop melee attacks, but those are easier to avoid.)



Asen Lieglama
Level 72 Jedi / X-Wing pilot, on Starsider

Ewas Ibon
Master Entertainer / Imp Pilot, on Bria
Ryche_Mykola
Tue Apr 12, 2005 5:05 pm
#8



Fobok wrote:
3 hits would be an incredible use to keep someone from being one-shot killed during harvester runs. It's not much use to combatants, but it should be very useful to the pure crafters. (Still doesn't stop melee attacks, but those are easier to avoid.)



Damage scales based on the difference in level. So, with crafters being level 1. Any hit will be more than 1000 damage.

I was getting hit for 1500-1600 from level 20 NPC's.

As a side note also: A level 428 Ancient Krayt Dragon hit me for 27,770 damage.



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Fobok
Wed Apr 13, 2005 2:58 am
#9

Hm, that is odd. My artisan/entertainer/armoursmith got aggro'd by NPCs the other day, level 24 I believe, and survived. This was before getting a PSG from the frog. Now, any higher might have done it, but as it was there was no problem. I just used the same techniques I used on live to avoid aggro/get away when I caught it. With PSGs, it would have been even easier.



Asen Lieglama
Level 72 Jedi / X-Wing pilot, on Starsider

Ewas Ibon
Master Entertainer / Imp Pilot, on Bria
AndJusticeForAll
Wed Apr 13, 2005 4:59 am
#10


does anybody know if resource quality in the subcomponents plays a role?!


god, id love to make some psg for 14 pt artisan comps and the psg comps made with near-perfect resources... that alone might be enough to keep me in the profession.


too bad they dont add an enhancement slot to our vehicles to place shield components in.... might help with survey runs etc.

Message Edited by AndJusticeForAll on 04-13-2005 07:00 AM



Mauro Onaic Imperial Colonel
Retired Master Armorsmith

Master Smuggler
Master Reprobate
Kesslan
Wed Apr 13, 2005 8:16 am
#11

Hmm. Yeah from what I saw of them PSGs were by and large useless. For the quick get away they are ok. The'll take a hit or two. pop and your on your own again. Personaly I prefered the ones that actually offered decent protection but died quickly over the new system.



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AndJusticeForAll
Wed Apr 13, 2005 8:22 am
#12

how long do they take to recharge?



Mauro Onaic Imperial Colonel
Retired Master Armorsmith

Master Smuggler
Master Reprobate
NiBorg
Wed Apr 13, 2005 8:27 am
#13

i know the frog mk3's take a minute or two to charge up when initially equiped but havent tried to see how they do during combat.


if anyone feels like doing the quest for the imp schematic i'd be happy to give it a shot and see if they are any different. or if anyone has a group doing imp missions i could tag along for, i've got pistols 3! lol
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