Armorsmith Archive

Thread: Armor Equip Delay on Test Center Now

dacotua
Fri May 28, 2004 6:31 am
#1

Just made a char on Test center Last night, and guess what......i bought some armor when i tried to equip it i got a message


"please wait for armor to be equiped"


there was a 3-4 second pause from the time i double clicked on the armor to the time i actually equiped it. i do not know if combat will delay you equiping it or anything like that. i hate this and you guys should go test it out and get rid of it before it goes live. most armor macros are going to suck if you have to wait 3-4 sec to equip new armor.. the bazzar was broke so i do not know what happens if you have somechestpiece equiped and you equip another type of chespiece. just wanted to inform all you, i did not see anything about that in here.


thanks for your time.


apahc


TKM rules!
JaatoWaals
Fri May 28, 2004 7:42 am
#2

Yes, this is a new change. It sounds like it still had some bugs in it and the tailors are somewhat concerned about the effects, but overall I think this change is probably a good one. You should not be able to simply switch armor types in the middle of combat.



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
Asir_SWG
Fri May 28, 2004 8:11 am
#3

This is good as it makes people more aware of the overall quality of the armor - including HAM - as they will need to ware the armor all the time and not just macro some food / spice / armor on all within 1/2 a second.......


/sign for this change





ERHAMSTERHAMSTERHAMSTERHA
MSTERHAMSTERHAMSTERHAMSTE
RHAMSTERHAMSTERHAMSTERHAM
STERHAMSTERHAMSTERHAMSTER
HAMSTERHAMSTERHAMSTERHAMS
TERHAMSTERHAMSTERHAMSTERH
AMSTERHAMSTERHAMSTERHAMST
ERHAMSTERHAMSTERHAMSTERHA

MSTERHAMSTERHAMSTERHAMSTE

dacotua
Fri May 28, 2004 8:14 am
#4

thank you for the response.


one thing i would like to point out that this just adds to the wait times that makes this game not fun. shuttle/vehicle/pet now armor. i think this will be too much change with the combat revamp coming up and everything getting nerfed armor/weapons/specials i mean do you know why this was implemented or just part of the combat revamp? <seems to be the excuse for everything these days >


thanks again for your time

Fappun
Fri May 28, 2004 8:25 am
#5

the swg code is so fugged up that windows operating systems look like linux, the swg programmers prolly tried to change the 10min shuttletime or the cm poison/disease appling delay and it made the armor with a delay... this is unbelievable

Asir_SWG
Fri May 28, 2004 8:37 am
#6

How does this add to wait time...... If you're likely to be attacked (out in the wilds or overt) you have armor on. You don't try to expolit the system by using armor macros, thus no additional wait times.


This will make people think twice before only using super heavy triple layerd comp, this is good.


As to wait times in general - we have only had improvements since launch - shuttle wait times are now half what they were, as as to pets / bikes - do you want to go back to not being able to call them at all when outside camp / town?



ERHAMSTERHAMSTERHAMSTERHA
MSTERHAMSTERHAMSTERHAMSTE
RHAMSTERHAMSTERHAMSTERHAM
STERHAMSTERHAMSTERHAMSTER
HAMSTERHAMSTERHAMSTERHAMS
TERHAMSTERHAMSTERHAMSTERH
AMSTERHAMSTERHAMSTERHAMST
ERHAMSTERHAMSTERHAMSTERHA

MSTERHAMSTERHAMSTERHAMSTE

DraftHorse
Fri May 28, 2004 9:14 am
#7

First off how is using an armor macro an exploit?I don't use one, but whats the difference between clicking it off, and pushing one button to do it? I use very few macros actually, but lets face it this game was made for doing it, and SOE expects us to use them.


Anyways, this has got to be one of the stupidest ideas yet... If I run a mission buffed, 99.9% of the time the only thing that gets effected is my mind, and so normally I will dumpmy armor afterwards to heal up my mind as I'm destroying the lair or traveling to my next waypoint. If there is now a delay, how is this benificial to anyone?


With all the warping from speeders and getting chased by agro's it'lljust mean that we have to look for a safe place to stop and put on our armor. This game is played for fun, and simple things should be left simple. Why complicate it more, and give everyone one more stupid thing to worry about.


(Oh, yeah.... while they're at it, how about putting in a self destruct button on lairs. Pretty dumb to sit and smack a 60k lair for 3 minutes when nothing more's gonna spawn from it.) - my 1.3 cents



YatYas - Elder Jedi
Tommi - Master Medic
Stin - Master Trader (Engineering)




- SHO -
Slider067
Fri May 28, 2004 9:33 am
#8

I use a macro to equip my armor, so this is going to effect me. Typically, I unequip after a fight to speed regen.


I see it as a good thing though. It's more realistic that it would actually take a little time to put the stuff on.


I'll just have to adjust my play style a little.


All in all...this is pretty minor. I'm sure we're in for some major changes that will really cause some of the more vocal crowd to express their displeasure.



__________________________________________
Slyder, FS Master Crafter, 12point maker of brand-X armor 2894 5097 Tatooine
Come shop at SPS...it's just as good as the next guy's...
For a small fee, I'll train your chimpanzee how to make armor under the new system
drezbizkit
Fri May 28, 2004 9:36 am
#9

hopefully this isn't double posted (stupid pos forum login crap)


Anyway, if you look at the Mandalorian Armor Helmet someone posted, (which is supposed to be the best armor in the game), you will notice that it has several vulnerabilities.

So, my assumption for post combat rebalance was that all armor will have different vulnerabilties. Gone is the days of Stun layered composite, that has vulnerabilities to nothing (except perhaps the unused restraint). So, with that, other suits will be probably be in demand. So, let me tell you why I think the Armor Equip Delay hints at this, and is a good thing...

Say, the a post combat rebal composite suit has good def vs. elec and energy, but vulnerable to heat,blast. Say, a post combat rebal chitin suit has good def vs heat. A character is wearing his suit of composite, and doing battle against another character who is using a republic blaster (energy)...but then pulls out a flamethrower (or an fwg5, heat) and starts hitting the characters vulnerable spot. So, click the macro, and now the character is in chitin, and is protected.



Now, that is the scenario, based on my assumptions on what the combat rebal is going to be. I think that the devs don't want the switching of armor to be that easy. It has to have some tactical disadvantage to switch armor. So, if the player in my example wishes to switch to Chitin, he can do so, but then, his opponent, can then switch to another weapon, while the character is effectively unarmored. So, armor will become a little bit more complex then just, PvP, composite, PvE ubese, or composite.


JeCy
Fri May 28, 2004 11:43 pm
#10

Drez couldnt of said it better myslef,,, thats exactly why its going in there

Macoot
Sat May 29, 2004 8:02 am
#11

Once the combat rebalance goes in and our favourate Composite armour suddenly gains vulverabilities to things (or very low resists) we will need different armour in order to cover those holes.


Now if you have sufficient cash you just buy a set of every armour required to cover the holes and put them all into your toolbars - using a macro to switch. Problem solved


Introducing this minor nerf before the combat balance is a way of getting you used to the idea that your armour macro is less useful so that when the rest of the balance comes in you will notice it less. It is just one method of "managing" expectations....





Askillian of Infinity
~ Master Armoursmith~
~ 12 Point Master - RIS Certified ~
Architect of Old Denobia on Rori

jassi007
Sat May 29, 2004 9:21 am
#12

so yeah. Its a darn shame the you won't have an armor to win in every situation at your fingertips. Darn shame people will be able to shoot you and deal damage occasionally.

Look at it this way.

1. this has zero impact on pve.

2. in pvp, one of the long standing complaints is that at any given time there is only one viable tactic. Long ago you had to be a CH, then a Commando, now a rifleman/combat medic. If they makes these kinds of changes that means on any given day, there will be a chance you've got the right gear to win, and a chance you've got the wrong gear. Gasp! Shock! Awe! a fair chance for all!



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
tasius
Sat May 29, 2004 12:18 pm
#13

Switching armor during PvP is one of the only thigs that constitutes as an actual "skill" in PvP currently.


I have 3 helmets that I PvP with. My primary is a 90% base, 42% stun RIS helm. This works for everything except the occasional clever opponent who will use a DXR6. When I hear that, I switch to my 96% pre-nerf comp helmet, which has no stun potection. If I have more than one rifleman on me, then my 90% base, 18% stun helm keeps most of my bases covered, but Jawas still eat me up.


Since it looks like the way they are "balancing" armor in the near future will probably be to give composite more vulns and lower resists, a savvy PvPer will be one who can switch armor based on what he is being shot with.


So they do a pre-emptive nerf, that makes my RIS helm a death-trap against anyone who is clever enough to use acid damage.



Fantastic.



Kain





-----------------------------------------------------------------


Kain,Tasius,Kif,Stager Lee,Clamps,Space-Pope


2003 Champions of this game
FIGHT Club Founders


-----------------------------------------------------------------
Page 1 of 2
Previous Next