Armorsmith Archive

Thread: Sheild Generators

Hatch_Hazard
Fri Feb 20, 2004 4:11 am
#1

I figured the best place to bring this up would be the forum of the people that make them.

Personal Shield Generators. I don't really think they're built right. Let me explain.

Apperntly, they take way to much work, way to much rez, and wear out way to fast (these three combined) to be worth the money. Lets take, oh I dunno, the Mark 3.

The highest amount of Integrity "Hit Points" A Mark 3 PSG will ever have is 781.25. Now, I TOTALLY understand that as an extra layer of armor, and a zero encumbrance extra layer at that, these things are might powerful. I offer that this, in fact, is the point. Anyone here played any of the great Lucas Arts FPS's? Those that have, have you tried to get through the whole game without using your Shield Energy at all? I did a few days ago, just to test something I was thinking about regarding the gens here. It's heinus. I did it once, and only in Jedi Acadmey. On easy.

Yet, rounded up, 800 integrity for what amounts to the most expensive version of something is...well...over compensating, basicly, in my hunble opinon. have you guys seen what PSG's run for on the Live Servers? First of all, they're hard as all get out to find in the first place. No one wants to bother making them, becuase of the above issues with them. Second, they're stupid expensive. I've never seen a mark 1 for under....20,000 I belive. Maybe I was just getting screwed. Third, it seems odd to make them so effective at stopping damage, then couple THAT with a high fragility. If you're getting tapped for, say a meager 200 energy per hit, my 20K+ PSG is going to fall apart in all of 10 hits. I dunno about you guys, but most of the battles I get into that would warrent me going all the way in protection are going to last a little longer than 10 hits. I admit ignorance when it comes to an item that is "broken". I dont know if you can fix them, or if they're totally shot. Either way, I'm betting that means "The shat don't work", and then you go right back to whatever you had on before.


My point is this. Keeping the protection values the same, and the system the same that treats it as a second layer of armor, how about simply raising the MK1 to...5000 integraty. That still leaves it at leass than half that of the weakest normal armor, bone, at a low of 7600 to a high of 12500, and with the current math would mean the PSG 2 would be 3750 and the PSG 3 would be 2812. Those are all the maximum numbers, mind you. So you'd still have the whole "you can't sit back and rely on it all the time unless you have a whole lot of money" thing, but they'd actuelly be worth while, at least to me.


Thoughts?



I live in this world. I exist in my own.

Hatch Harrison - Best dressed Scout in the whole city
Kristania
Fri Feb 20, 2004 5:46 am
#2

I agree whole heartily that they should last a whole lot longer. Odd that mk1's and mk2's have much higher durability when the mk3 should have higher than the other two. Now on intrepid I sell mk1's for 800 cr , mk2's for 4k cr and mk3's for 10k cr. With the hassle to make these , this is what i have to charge to get even a little profit. My fighter char uses these as she is a novice tka and while they save her butt a lot..she goes thro them like candy. Higher durability is really something that they need to improve...but mk3's durability ought to be the highest...not the lowest as it is atm.



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MadDog98
Fri Feb 20, 2004 5:57 am
#3



I agree with you completely on the price of PSGs Hatch. I ran into PSGs my third week playing SWG. I fell in love with them then. That extra boost to my decent chitin armor was great,but to tell you the truth it lasted a week. I paid 3k for my first Mk1 PSG and didn't think too much of it until it died. After that i didn't see one for about 2 months and then it was Mk3s for 10k each, not gonna repeat what i said to that. Now I am a Master Armorsmith/Artisan with Rifleman 4/0/0/3 on Shadowfire. From being a fighter I know what a little extra protection is like and understand that no PSG is not worth 10k, 15k, 20k or whatever I see them for due to thefrail natureAND the shifting stats. They should be priced much more like a power up for weapons. I sell an Mk3 PSG tops 2500 credits, Mk2s for 1800, and Mk1s for 1000. Considering the time and materials and nature of the armor thats all they are worth to me. The PSG has no armor rating not even light. Anyone who pays 10k for something that is going to wear out in 10 hits is a fool. The only PSG I might sell for 5000 tops is the imp prototype since it has better resists and 3 time the condition of the best Mk3s and a light armor rating, but i have to build one myself to determine the true cost of it. Unfortunantly they also have the shifting base protections. And also so you know my Mk3s have 928 condition not 7xx which i do believe beats your tops statement. Hope you appreciate these comments about PSGs coming from an armorsmith.


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Fzoul_Inost
Fri Feb 20, 2004 6:09 am
#4

That's the main problem - they wear out so fast that people don't want to pay a lot of money for them. Why should I waste a lot of time on a product I can sell for 6 cpu tops, whenyou can sell composite at 50+ cpu?


There's just no profit in them and they are a pain to make.





Fzoul Inost [Master Rifleman / Master Doctor / Imperial Pilot Ace]
Ariela Nassin [Master Merchant / Master Artisan / RSF Pilot 4444]
"nameless" [Jedi Padawan]

Mad-Jack
Sat Feb 21, 2004 7:06 pm
#5

OK I'm a newb for asking i'm sure but can Personal Shield Generators be "recharged"? I have a great MK3 but it's no longer offering any protection other then like 5% electricity I think. I know when I bought the generator it gave like 20 or 25% on all and more on electricity. But now it's at full condition like 975/957 but offers no protection. Any help is greatly appreciated and I appologize if this question has been asked a million times.



Mad-Jack
VIII
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LordPriest
Sat Feb 21, 2004 9:48 pm
#6

I believe this is a bug that still has been ignored by DEVs. Stat shifting has been happening for quite some time now.
owako
Sun Feb 22, 2004 7:39 pm
#7

On the recharge, no, not really. They have the small condition, and thats it. If it is listing large numbers of vulnerabilities, then it is a stupid bug that has been around since beta, and has never been fixed. . Try taking a shuttle ride or cross a server boundry (run a long way) and the protections probably will shift again. The energy protection will never become a vulnerability, but all the other stats can randomly shift into the vulnerablitities. The only thing that seems to help is having several and choicing the one that dosen't suck at the time. Also make sure you unequip it and reequip it before battle, as sometimes the system dosen't register that they are there. All in all, its really stupid. Not much we can do though, we've written bug reports for months, complained to the correspondant, yelled for the DEV's to look at this and yelled at the one DEV that mistakenly posted about the issue without reading about it. They claim they are working on it, but they say its complicated. So expect a fix in two years after all the other classes have been fixed and the torrent or bugs the space expansion introduces are fixed. This game needed 6 more months in beta.



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