Commando Archive
Thread: New Armor Friday Feature Is Up...
My guess is that they'll offer some sort of secondary protective bonus, without encumberance (which will be nice). Perhaps innate defense against something of the crafters choice (ie. bleeding or disease) with potential SEA slots. Then again, maybe we'll see some cool suff like BH-augmened gauntlets with wrist-mounted FT's, dart launchers,or tracking devices (skill uppers)for BH commandos and the like... *hint, hint*
Message Edited by Guamarhea on 01-24-2005 11:09 AM
tacwraith wrote:
i like the info .. but the armor.. sigh.
Rebel armor looks like utter crap. Complete and utter CRAP. Id rather fight in underwear than in that.
I like the Assult version, but the other helmets aren't doing much for me...TH has already stated that he believes there will be a loot drop for a cooler Rebel helmet that better fits the movies.
One thing that does worry me though garvin.. if the armor rating system is gone, then what the heck are our heavy weapons good for anymore?
Damage!!! Our weapons SHOULD be capable of doing the most damage to certain armor types...we will maintain our level of Damage capability comparatively and should gain on our DPS (Damage Per Second). AP has been an issue holding us back...now AP will be gone. Imagine if you took every weapon in game and compared them...now imagine if you recompared them but removed all the AP from them...Commando weapons move up in the ranks once AP is removed.
i dont mean flamer or acid rifle .. i mean rocket launchers and grenades.
RLs and Grenades will need to be "rebalanced" once testing starts...remember that all of the numbers you see today will likely change with the CU. We can't compare any weapon damage levels or speed that currently exist to what's coming.
if practically every gun out there will have a switch that can be set to pierce X armor type, then our heavy weapons will be once again, nothing more than higher damage stat weapons with one ass-long delay that would make them almost pointless to use when a gun can do the same damage over the same period of time plus put state effects and stuff.
Again...we have to remember that in testing is where our numbers will be determined...DPS is a big issue for us on the Sandbox and will be strongly considered in testing.
Armor A Weapon Mode A
Armor B Weapon Mode B
Armor C Weapon Mode C
Armor A will do well against Weapon Mode A, average against Weapon Mode B, and horrible against Weapon Mode C. Basically from what i figure, its like the system they used in the rts Wc3, certain armor is better against a certain type of attack, and a certain type of attack better vs a certain type of defense.
Add in all the states and different defenses, this can be a really complex system on the outside, but simple really.
Craxus wrote:
Don't you think the same crap is going to happen?
The reason I think it will is that you have 3 types of armor
basically you have a recon armor protecting againstone end of the new damage specturm.A standard armor protecting against all three and then a Assault armor protecting against the other spectrum.
The likelihood that one damage type becomes the "better" damage type is very high, same thing goes with the armor. As the smith begin to make better and better sets, I think the "battle armor" willl become standard.
The draw backs to the armor I can't wait to see as I can't really image what they would be, aside from movement penalties based on the type.
Also I think they should do away with the elemental EQ damage types. It really doesn't matter if it's heat, cold, acid especially if you add the various new damage types.
The reason why I don't think "the same crap is going to happen" is because currently in game we have one type of armor that protects against pretty much all damage types (except lightsaber)...so the focus tends to be on high DPS when it comes to weapon type used.
In the new version DPS will have to be measured against the type of armor worn by the player you are facing...DPS on one weapon won't be the same against all armor types. If I face Opponent A in Armor Option A, then I'll want to use Weapon A against them to maximize my DPS, but if I face Opponent A in Armor Option B, then I'll want to use Weapon B to maximize my DPS. So the key is that Weapon A and Weapon B won't be in the same profession...hence, the removal of one end all be all armor type and weapon type.
PvE will likely see a smaller shift to being different in strategy (folks will still go with more often what works best, but some will have different armor/weapons ready for different targets)...PvP on the other hand will see a huge shift with players choosing armor based on who they face (as in, I'm going against a Rifleman using a T21, so I should wear this armor type to defend best against their attack...but wait, they also have Carbineer in their template, and they may use that carbine which my choosen armor type is weak against...better go with this other armor type that has less effectiveness but can protect against both evenly.
Seriously though...right now the choice on what armor to wear is easy...Post CU, it will be more strategic...If all goes well, there will not be one end all be all template, armor or weapon, and that's where testing will play an important role.
Craxus wrote:
This is my point though. If you are dueling and know your opponent you can cater your armor to that battle, but in an actual battle you'll need standard armor as you could face anything.
The different damage types being in different professions just encourages stacking again, just not defensive stacking like now. So the new key will be to get the most amount of damage types so you can switch weapons based on the armor you see. Which again, defaults everyone to the armor that protect against everything.
I think it is just a full switch from defensive stacking to offensive stacking.
The flaw in that is that not all damage types will be available to every template...250 pts spent will not buy all damage types...hence, the end of stacking...there will be no template combination that will effectively contain all damage types...Every template will have two or three things they are strong against, but will also have things that they are weak against...
Basically, no matter how you stack your template, some other template will have your weakness at their ready...and take into account, as previously hinted at, you haven't heard/read all the surprises regarding armor...There is a lot more to be revealed about Armor Vs. Weapons...I just think the devs are letting this info sink in before the reveal more...