Commando Archive

Thread: New Armor Friday Feature Is Up...

garvin
Fri Jan 21, 2005 2:04 pm
#1



And






Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Fri Jan 21, 2005 2:06 pm
#2

One huge highlight of the Armor Doc (more to come as I scan it)...


The primary change seen in weapons is the removal of the armor piercing system and addition of an energy level setting on a player's weapon.


I seem to recall hinting left and right that we no longer had to worry about AP anymore and could strike that request off our list...lol



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Fri Jan 21, 2005 2:12 pm
#3

Armor Types:


  • 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).

Hmmm...so which one sounds "Commando-esk" to you guys?


Another big note about armor:


The proposed system will remove the hands and feet as valid hit locations. We will need a new type of armor clothing to prevent the additives of clothing enhancements and/or already disallowed bio components. These pieces will still remain crafted by Armorsmiths. This should encourage the use of some of our least used races because they are no longer suffering a massive combat disadvantage.




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 2:17 pm
#4






garvin wrote:

Armor Types:


  • 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).

Hmmm...so which one sounds "Commando-esk" to you guys?


Another big note about armor:


The proposed system will remove the hands and feet as valid hit locations. We will need a new type of armor clothing to prevent the additives of clothing enhancements and/or already disallowed bio components. These pieces will still remain crafted by Armorsmiths. This should encourage the use of some of our least used races because they are no longer suffering a massive combat disadvantage.







1. Does that mean hand/foot armor will no longer have stats, slots or and way to enhance your skills giving all creatures equal footing (no pun intended)? I think I read that correctly.


2. Will all ranged weapons have the mod settings?


Bring on the Shock Tropper Armor.





Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

Warmaker01
Fri Jan 21, 2005 2:30 pm
#5

The devs are moving a few steps in the right direction. They've probably heard the howl of a lack of useful news... I'm sorry, but a new painting and sculpture isn't exactly useful.

More Factional Armor = Good. I will happily give them that!

My only criticism is that the Shock Trooper Armor looks bad, IMO. I was hoping for the black Storm Commando Armor (/homerdrool), but I guess that is still too close to Scout. Also, simply put, Rebel Armor still looks bad.

Message Edited by Warmaker01 on 01-21-2005 01:33 PM

garvin
Fri Jan 21, 2005 2:32 pm
#6






Novock wrote:





garvin wrote:

Armor Types:


  • 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).

Hmmm...so which one sounds "Commando-esk" to you guys?


Another big note about armor:


The proposed system will remove the hands and feet as valid hit locations. We will need a new type of armor clothing to prevent the additives of clothing enhancements and/or already disallowed bio components. These pieces will still remain crafted by Armorsmiths. This should encourage the use of some of our least used races because they are no longer suffering a massive combat disadvantage.







1. Does that mean hand/foot armor will no longer have stats, slots or and way to enhance your skills giving all creatures equal footing (no pun intended)? I think I read that correctly.


2. Will all ranged weapons have the mod settings?


Bring on the Shock Tropper Armor.





1) Honestly don't know for sure...at the summit I asked "What will happen to the skill mods I have in my boots and gloves?" I was told that they'd try and figure out a way that they'd still be recognized (likely convered into clothing items and the skill mods already in there converted to clothing attachments)...As for the Stats of your Gloves and Boots, I'm guessing they'll just not be recognized anymore (they count like you are wearing cloth boots...BUT...it doesn't really matter since neither feet nor gloves will be targetted for damage...


2) I would assume so...but we won't know for sure until testing starts.


I'm eager to check out the Rebel Assult Armor...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Dextrix
Fri Jan 21, 2005 2:40 pm
#7

oh my...

I cant wait !







Dex Fay'Scatha
{Leader of Rua Dona }
\ Rua Ardan ~ Dantooine /
overbyte
Fri Jan 21, 2005 2:53 pm
#8

oh



my




goodness


















/cry



Ullunt Bik'El - Jack of All Trades, Master of None
(-DxD-) :: Yavin :: Chalistra
Commando :: TKA :: Pistoleer :: Imperial Pilot [>O<] :: Forum Grinder

Ye though I walk throught the valley of the shadow of death, I will fear no evil
For I am the meanest mutha in the valley, and I carry a big flamer


TKA-MC
Fri Jan 21, 2005 2:59 pm
#9

YES!!! YES YES YES YESSSSS!!!!!!! THANK YOU TH! THANK YOU DEV'S! and THAAAAAAANNNNKKKKK YOOUUUU GARVIN!



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
Evelas
Fri Jan 21, 2005 3:02 pm
#10

It'll be a letdown...


I left just in time.



Evelas - Jedi, Magnan - template pending
"I'm just dying for them to give Jedi that neat power that allows them to yank weapons out of your hand, so I can pull out a Grenade just as he's doing it." -Merc93
JohboBocal
Fri Jan 21, 2005 3:10 pm
#11






garvin wrote:

Hmmm...so which one sounds "Commando-esk" to you guys?






Hmmm. . . Well for the Imperials it is called SHOCK TROOPER Armor, and we are Shock Troopers, so well . . .



I think I need to re-read the weapon/armor info. I don't quite get the modes and armor pros/cons.









Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
JerecKatarn
Fri Jan 21, 2005 3:30 pm
#12

I think the new rebel armor is sweet, especially the battle armor. It looks like something a mercenary would wear. I also loke the assault armor, and I will probably get both, the battle just to wear around, the assault for fighting.


One question. They mentioned under battle armor that it would be player craftable, will this be true for all the armor types?


Thanks Garvin, I was looking for this and couldn't find it on the main page. You have made this a very good day!
JerecKatarn
Fri Jan 21, 2005 3:37 pm
#13

Also, another question. It has been said that certain armors will be made specifically for different profession. This does not mean that like Mandalorian, it can only be worn by the professions its created for. Like I was saying in my other post, I want to use Assault for combat, but love the look of the battle, which I want to wear around atleast just for show. Can I do this?


Thanks again.
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