Commando Archive

Thread: Might as well pick apart what C.U info we got so far.....(break it down)

TKA-MC
Wed Feb 02, 2005 9:51 am
#1

Since this is the only crumb for us to nible on, and since there was alot of additional info included in the New Armor/Damage changes as posted by TH that is included in the data. I decided to to do a little break down of how everything is going to be applied per the C.U.


As a side note. I appologize to Fondler for the truly malicious post I made on his thread. No good explination can be given as to why I had written that post, I am not usually such an angry person and to make such a statement was uncalled for and undeserved. I could blame life stress but that is not a good reason to snap that way at someone. Please accept my appology for I truly due feel one is in order of the highest order.


Continued:

The game as you currently know it will no longer exist. This is a good thing...read on. In the C.U there will be no AP (Armor Piercing). Damage dealing and damage taking will be completely different.....read on.

NEW DAMAGE/RESISTANCE TYPES

Energy Level Value
Mode
Mode 1 - Standard Damage
Mode 2 - Coherent Damage
Mode 3 - Focused Energy

*Ranged Mode Type
Pulse-Wave (mode 1)
Coherent Bolts (mode 2)
Focused Beam (mode 3)

*Melee Mode Type
Hand-to-Hand
Standard (mode 1)
Vibration (mode 2)
High Intensity (mode 3)

How does armor apply then? Well it is similar in familiar ways. Read on.......

*Armor Types*
None, Reconnaissance, Battle, and Assault. Each category has its own set of unique appearances. Each category will mitigate damage to a greater or lesser degree based on the weapon mode of the attack.

*None - Provides no additional damage mitigation
*Reconnaissance - Designed to disperse focused energy (mode 3), but weak against standard damage types (mode 1).
*Battle - A general purpose style of armor that is not as good as either of the extremes against specific damage types but which has a lesser weakness.
*Assault - Hardened armor designed to protect against standard damage (mode 1). Its drawback is that it is weak against focused energy damage types (mode 3).

**!!Important!!**
The damage mitigation stats on armor are being changed completely in the combat upgrade. While the names of the stats will remain the same, we have devised a new number range and backend meaning. The new types are General Protection and Specific Protections. General protection will range from 0 to 6,000. The general protection of armor will be the baseline stat that reflects how much absorption armor can take against all incoming damage. The Specific Protections will be broken out into familiar damage types of kinetic, acid, heat and so on that ranges from -1200 to +1200. The sum of the general protection and specific protection will provide final damage protection of your armor. For an example, armor with 5320 general protection and 300 acid protection would have a total protection of 5620 vs. acid.

How exact amount of damage mitigation that provided at each protection amount is something that will be looked at very closely in our Combat Upgrade testing. Based on these initial numbers, however, one can see that most of armor's protective value will be made up by general protection, while the specific protection portion will provide about 20% of the armor's value.

Encumbrance, the second functional characteristic of armor, will continue to have an impact. Not exact yet, but, the way encumbrance is added is as such. The more pieces of armor (type) you wear, the more encumbrance you will have. When mixing and matching armor the armor with the highest ecumbrance will take precedence. The Dev's have also added four new hindrance types that will be mitigated by various profession skills. These hindrances will not be able to be altered during the crafting process and will remain a fixed value on the armor to maintain an overall balanceAlso! The proposed system will remove the hands and feet as valid hit locations....this is due to the fact that certain races cannot wear certain pieces of armor (I.E Trando's can't wear boots...this is do to Starwars Cannon restrictions placed by Lucas Arts)



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
RagNoRock5x
Wed Feb 02, 2005 10:26 am
#2

Also Encumberance will no longer deal damage to your HAM bars

There will be seperat pool (similar to the force power bar for jedi)

1 concept is to have a darker line layered on top of the current ham system. The darkened area will represint the amount of ability pool you have left in each stat (Health Action Mind)

When it is depleted you can not do special attacks untill it recharges.

Not known yet (or not stated to public yet) wether there will be new sub stats for the ability pools.


All Faction armor will be craftable and be comperable to non faction armor.


Some weapons will be dynamic, they can switch fire modes.


Armor (non-faction) will be skinable. Bone armor does not have to look like bone armor, composit does no have to look like composit. (this is what i understand from what was sayed from the HOC DEV chat.)



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RankorCity
Wed Feb 02, 2005 10:36 am
#3


Nice thread....Shame we have to put it together based on spotty information, but I'll toss in my .02 to add to what you have posted....


Specials:

If a player has Master Rifleman and Master Pistoleer, it is rumored that /mindshot2 will be able to be used while holding a pistol, and healthshot2 will be able to be used while using a rifle (cross profession/weapon special usage). Another example is that a Commando could use what is currently strafeshot2 with a flamer, provided that the Commando has the Master Rifleman box


HAM costs:

Each HAM bar will have a "special" pool/line (a la force bar) that each weapon/special draws from. Rather than using health, it will use the health "special" bar...


Combat:

To incap a player, all three bars will have to be whited out.


Keep in mind, the above is merely speculation on what I have heard.....

Message Edited by RankorCity on 02-02-2005 12:38 PM



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
TKA-MC
Wed Feb 02, 2005 10:40 am
#4

hmmmmm, if that is true the it's a good thing we will be able to Re-allocate our skill points......I got a felling there will be alot of Commandos out there in the future......which I like.



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
BloodMonk
Wed Feb 02, 2005 11:12 am
#5

the all specials for every class REALLY sucks imo....they might as well get rid of the different ranged classes if they do that.


You will just get new FOTM combining the strongest weapons with the strongest specials....


Sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
MrBulwark
Wed Feb 02, 2005 11:28 am
#6






BloodMonk wrote:

You will just get new FOTM combining the strongest weapons with the strongest specials....





I imagine there will be some limits. Strafeshot2 with a rocketlauncher is a bit OTT.






BULWARK



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Bulwark.....simply brilliant.
As much as i would enjoy forcefully inserting Bulwark into a wood chipper, he has a point.
We've already went on record as saying you're fine with us Bulwark.
greatest... post... ever...I lay down my mouse and keyboard at your mighty postingness.
Bulwark, that is the best post ever!
BloodMonk
Wed Feb 02, 2005 11:54 am
#7

imagine last ditch with an LLC.....with current armor that would mean I would be able to hit THROUGH armor for 1k at full range



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
DragonSnack
Wed Feb 02, 2005 2:08 pm
#8

this part is stiolll a little vague to me...



-------

When mixing and matching armor the armor with the highest ecumbrance will take precedence


-------

to me mixing and matching is wearing pieces of armor from of diferent types;

composite chest protector and mandalorian helmet unless there is a way to wear two of the same pieces of armor at the same time.


If I put on a Mabari helmet with (for instance) 5 points of actionenc then my action pool drops by 5 points.

Then I put on a bone armor bracer with 8 points of action enc. My action pool should drop by 8 more points for a total penality of 13


The way I read the statement is that only the 8 ppints will be deducted.- The armor with the highest encumbrance takes percedence.


This is the sameintruptratation thatI had when I read the Fridaty freature.


Is my flamer focused or standard? How about my 'nades?










TKA-MC
Thu Feb 03, 2005 8:40 am
#9

/bump.


I myself don't quite understand how the encumberance thing will work with mixing armor types........perhap's a test to expound upon this for us. (hint)



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
Macshlong
Thu Feb 03, 2005 8:50 am
#10

To incap a player, all three bars will have to be whited out.



Where did you read this? Surely this cant be right otherwise everyone'll go TK




Shooter McGavin


|~RIP~||~Dantooine~||~Bria~|


Macshlong
Thu Feb 03, 2005 9:44 am
#11

To incap a player, all three bars will have to be whited out.



Where did you read this? Surely this cant be right otherwise everyone'll go TK




Shooter McGavin


|~RIP~||~Dantooine~||~Bria~|


RankorCity
Thu Feb 03, 2005 10:03 am
#12






Macshlong wrote:


To incap a player, all three bars will have to be whited out.




Where did you read this? Surely this cant be right otherwise everyone'll go TK






Not necessarily...


Just about every prof has a special that hits random HAM pools...Look at strafeshot2 for example...It primarily does more damage to health, but it does damage to other pools as well. Flamesinge1/2 and Flamecone1/2 hit random pools...




Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
aeuralis
Thu Feb 03, 2005 10:29 am
#13




I think i can explain it.





DragonSnack wrote:


this part is stiolll a little vague to me...



-------

When mixing and matching armor the armor with the highest ecumbrance will take precedence

This is where the confusion starts. There are TWO different concepts being confused here;encumberance and hindrance.

Encumberance is drain on your stats based on how many pieces of armor you wear.

Hinderance is something they have not yet explained.

The sentence above is confusing the two.


TH posted:

***********************************************************************************************

. A player will take full set armor hindrances for wearing any piece of armor of a particular type and the highest hindrance stat will take precedence.

***********************************************************************************************


Professions will get skills that will reduce hinderance


So if composte armor has a hinderance of 60 and bone has a hinderance of 2. If you wear any piece of composite armor, with your bone armor suit, your encumberance will be 60 not 2 because the highest factor takes precedence.

But if you are a commando and commando gets a skill that give hindereance -58, your hinderance will be the same as if you were wearing just all bone and had no reduction of hinderance.


Note: I am not in the Sandbox testing team and have not read the "docs". That is just how i read it.






Message Edited by aeuralis on 02-03-2005 11:30 AM



Boson Commando/TKM ----- Aeuralis Combat Medic/Doc
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