Commando Archive

Thread: New Armor Friday Feature Is Up...

StarNick
Fri Jan 21, 2005 3:38 pm
#14

To further tease (seems trendy now with Garvin/TH doing it all day!)...I saw the new Rebel Battle Armour and said to myself eh ok (cant picture Stern wearing that! lol)...

But when I scrolled down and saw the Rebel Assault Armour...I jumped for joy...



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StarNick
Fri Jan 21, 2005 3:40 pm
#15

Oh and just my 2 cents...if you reveal the defensive side of combat (the armour) then you pretty much reveal a big portion of the CURB to close readers and analyists...there is A LOT in that outline of the CURB Armour they gave, especially with the energy/kinetic modes...

Id say this is the single most important "Thunderpants reveals all" for commandos in the past year, as now you all can get some insight on how the CURB will really affect us...



--Stern Synex-- --Master Commando-- --IDI Forces--
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We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

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garvin
Fri Jan 21, 2005 3:41 pm
#16






StarNick wrote:
To further tease (seems trendy now with Garvin/TH doing it all day!)...I saw the new Rebel Battle Armour and said to myself eh ok (cant picture Stern wearing that! lol)...

But when I scrolled down and saw the Rebel Assault Armour...I jumped for joy...



So you caught that one did you...getting bad in my old age am I...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Novock
Fri Jan 21, 2005 3:52 pm
#17

OK here we go LOL


Just thinking here, If my gun is able to change settings from mod1/mod2/mod3 then don't i simply change to the mod that armor is weaker too? There's got to be more to it otherwise the armor strength seems easily avoided. Ahhh can't process still in shock......



Novock
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StarNick
Fri Jan 21, 2005 3:55 pm
#18

Since we're NDA bound we can't really answer that...but you may be onto something...also how bout this:

Not every weapon may have all three mode types... Who knows? We don't even know if they will or not



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

RagNoRock5x
Fri Jan 21, 2005 3:56 pm
#19

"Weapons all have an energy level value and we will enable the players the ability to change this value for certain weapons on the fly. To provide different weapons with different utility certain weapons will have a mode switching option. While some weapons will have mode options many will remain single mode of fire weapons. "


NO, not all weapons will have switchable modes.


Flame throwers im assuming will beswitchabelbetween mode 1 and mode 3. /flamesingle = mode 3 and /flamearea = mode 1. One might even have to be in specific modes to do certian attacks, who knows....................TH...............Tiggs



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Cpl_Fisher
Fri Jan 21, 2005 3:58 pm
#20

The rebel helmets still look aweful in my opinion, think I'll stick with a comp helmet, wish they would have used the helmates in ROTJ. oh well, this kinda scares me though, on the rifleman side, unless they change our High offense, low defense metality, or tweak the specials damage modifiers, or timers... hmm.. something to think about anyway. I have one question though, I understand that if I use 1 "Assualt" piece,all my armor pieces use the Assault armor encumberance values right? Aslo if I use an assualt helmet, but use a scout chestpiece, a high focus weapon recognize all armor would have a high succes against my helmet, but not my chestpiece right? or does the system recognize all my armor pieces as Ausault type?



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StarNick
Fri Jan 21, 2005 4:05 pm
#21






"Weapons all have an energy level value and we will enable the players the ability to change this value for certain weapons on the fly. To provide different weapons with different utility certain weapons will have a mode switching option. While some weapons will have mode options many will remain single mode of fire weapons. "


NO, not all weapons will have switchable modes.


Flame throwers im assuming will beswitchabelbetween mode 1 and mode 3. /flamesingle = mode 3 and /flamearea = mode 1. One might even have to be in specific modes to do certian attacks, who knows....................TH...............Tiggs






Well there goes my close reading ability right out the window, didn't see (well i didnt really read the Armor outline...asIread the actualdocument instead just lightly perused it namely if they mentioned the weapon modes - which they did ) they said that some weapons won't have all 3 weapon modes...


And for mix-n-matching armour types...thats simply *NDA Censored* *NDA Censored* *NDA Censored*...and thats what happens when you mix-nmatch armour....


Edit: Yeah...I wished they changed the Cone head armour a bit too...but eh, it sorta fits as a Recon Armour now...

Message Edited by StarNick on 01-21-2005 06:06 PM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Ackehece
Fri Jan 21, 2005 4:08 pm
#22






Cpl_Fisher wrote:

The rebel helmets still look aweful in my opinion, think I'll stick with a comp helmet, wish they would have used the helmates in ROTJ. oh well, this kinda scares me though, on the rifleman side, unless they change our High offense, low defense metality, or tweak the specials damage modifiers, or timers... hmm.. something to think about anyway. I have one question though, I understand that if I use 1 "Assualt" piece,all my armor pieces use the Assault armor encumberance values right? Aslo if I use an assualt helmet, but use a scout chestpiece, a high focus weapon recognize all armor would have a high succes against my helmet, but not my chestpiece right? or does the system recognize all my armor pieces as Ausault type?







you get the worst encumbrance penalties but the pieces of armor you use should still have their correct defenses - just the cost you in some manner to use them. (so be sure to get cert's for both


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. We wanted to ensure people do not try and beat the system by mixing and matching high and low hindrance items, hence why we added the rule about the highest hindrance value determining your overall hindrance level. Encumbrance to the drain stat however will remain cumulative for the total amount of pieces you actually wear.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




garvin
Fri Jan 21, 2005 4:09 pm
#23







Cpl_Fisher wrote:

The rebel helmets still look aweful in my opinion, think I'll stick with a comp helmet, wish they would have used the helmates in ROTJ. oh well, this kinda scares me though, on the rifleman side, unless they change our High offense, low defense metality, or tweak the specials damage modifiers, or timers... hmm.. something to think about anyway. I have one question though, I understand that if I use 1 "Assualt" piece,all my armor pieces use the Assault armor encumberance values right? Aslo if I use an assualt helmet, but use a scout chestpiece, a high focus weapon recognize all armor would have a high succes against my helmet, but not my chestpiece right? or does the system recognize all my armor pieces as Ausault type?





Regarding your question...Looks to me like you are assuming you'll be able to wear all armor types...I don't remember reading that all armor types will be available to all professions...I'll have to go back and reread TH's post ...And if it turns out you can't wear all armor types legit, the question becomes will their be penalties for not wearing the "right" armor type...remember, they are focusing the Armor revamp around making armor more "strategic"...


And as for rifleman...remember that, along with everything else, the devs are "tweaking" all stats, specials, weapons, etc...so, rifleman as they are today is not likely how rifleman will be post-CU...They will likely be "balanced" with armor in mind...


The other key issue to keep an eye out for is more details on the effect of wearing armor will have on a player vs. not wearing armor...Some players will want to go with the strategy of not wearing armor at all based on their game play strategy and set-up...

Message Edited by garvin on 01-21-2005 03:11 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

BravenIrish
Fri Jan 21, 2005 4:09 pm
#24


FINALLY!


A worthwhile FF. How many times have we all told the devs...just a little taste is all we need. Now, I'm even more entusiastic!


Oh, and Stern...I did the exact same thing!


  1. "Oh no! The 'conehead' remains...was hoping for the Battlegrounds Vanguard armor...hmmmm"

  2. "Now that's a pretty cool Rebel armor...might have to get that one somehow...Hmmm"

  3. "Whoa! **stares in awe**", "I love my Commando!"

Overall, a big HUGE SLAINTE to this weeks Frifay Feature! All though IMHO I think the Imperial Shock Trooper Armor needs a little more "Intimidating" type pizzaz. Once again I can say, "Hang in there Commandos!", brighter days draw near.


Slainte

Message Edited by BravenIrish on 01-21-2005 05:10 PM




§BravenIrish§
Loyal Commando for 18 months
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M
Ackehece
Fri Jan 21, 2005 4:15 pm
#25






garvin wrote:







Cpl_Fisher wrote:

The rebel helmets still look aweful in my opinion, think I'll stick with a comp helmet, wish they would have used the helmates in ROTJ. oh well, this kinda scares me though, on the rifleman side, unless they change our High offense, low defense metality, or tweak the specials damage modifiers, or timers... hmm.. something to think about anyway. I have one question though, I understand that if I use 1 "Assualt" piece,all my armor pieces use the Assault armor encumberance values right? Aslo if I use an assualt helmet, but use a scout chestpiece, a high focus weapon recognize all armor would have a high succes against my helmet, but not my chestpiece right? or does the system recognize all my armor pieces as Ausault type?





Regarding your question...Looks to me like you are assuming you'll be able to wear all armor types...I don't remember reading that all armor types will be available to all professions...I'll have to go back and reread TH's post ...And if it turns out you can't wear all armor types legit, the question becomes will their be penalties for not wearing the "right" armor type...remember, they are focusing the Armor revamp around making armor more "strategic"...




  • We would like to distinguish combat roles through armor appearances by the use of various hindrances and profession skill modifiers that mitigate those hindrances.

And as for rifleman...remember that, along with everything else, the devs are "tweaking" all stats, specials, weapons, etc...so, rifleman as they are today is not likely how rifleman will be post-CU...They will likely be "balanced" with armor in mind...



  • more true then I care to admit T_T

The other key issue to keep an eye out for is more details on the effect of wearing armor will have on a player vs. not wearing armor...Some players will want to go with the strategy of not wearing armor at all based on their game play strategy and set-up...



  • lol... garvin naughty naughty

Message Edited by garvin on 01-21-2005 03:11 PM









"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




skotadi
Fri Jan 21, 2005 4:19 pm
#26

just a thought but if


"The proposed system will remove the hands and feet as valid hit locations."


and


"Encumbrance to the drain stat however will remain cumulative for the total amount of pieces you actually wear. "


why would anyone have boots and gloves on
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