Game Guides Archive

Thread: Friday Feature January 21st – Combat Upgrade New Faction Armor

Swashbuckler
Fri Jan 21, 2005 2:17 pm
#27



Swashbuckler wrote:

Now the question is how the new factional armor will work. You already said that the faction cost is moved to the crafters, but will there be demands of the people interested in using them too? Faction standing, cover/overt, stuff like that... Or is that something that is yet undecided?

That will all shake out during the testing...








Thought so and that's ok. Take all the time you need, I enjoy the game as it is as well


Having read the armor document as well, I'll say this is really looking up. Different tactics and different ups and downs for different types of armor. Impressive. Most impressive.



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Darksfallen
Fri Jan 21, 2005 2:17 pm
#28






RagNoRock5x wrote:





Darksfallen wrote:

This begs the question. Will each profession be able to deal all three type of damage? I know you mentioned energy weapon switches but will you be able to chance Vibro Knucklers to a nonvibro or put in weapons to cover all the damage types? Otherwise there will always be a best armor/weapon versus X Profession.


Vice Versa, you mentioned Profession requirements for armor, see the above question...







That is the point,they are trying to push group mechanics. In order to be really effective you will have to have a commando doing Pulse Wave (and posibly Focused beam), Rifleman doing but load of Focused Beam, Carbiners doing boat loads of Coherent Bolts, Pistoleeres doing Pulse Wave. Along with the Melee people to take damage and deal it out. TKM General damage to everything, Swordsman mode 3, Pike mode 2 and Fencer mode 1.


Each profesion will specilise in a damage type. Also each proffesion will specilise in a set of armor.






Not really true if ranged weapons can change at the "disarm and switch of a button"


But I see your point.





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Rhayven
Fri Jan 21, 2005 2:19 pm
#29

TH, I have a quick question on the notes about the armor upgrade...it seems that the feeling i got was that lightsaber damage will now be partially blocked by the "general stat" of the armor, just like every other type of damage. Am I misinterpreting this?

Rhayven



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str8line
Fri Jan 21, 2005 2:19 pm
#30






Night4554 wrote:
That's a Friday Feature





QFE



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Rancor418
Fri Jan 21, 2005 2:21 pm
#31

Good job guys/gals!! This is great stuff!



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PixellJ
Fri Jan 21, 2005 2:21 pm
#32






Thunderheart wrote:

The old armor will be converted to the new tiered system. I can't comment on the stats because item conversion is a big part of the testing process (and haas actually been one of the biggest tasks of the Combat Upgrade).





Now the yellow is an informative answer with real substance. "Why" is a powerful word, and thank you for providing real detail as to "why" things can be tricky.


Now, a question: a comment in the text implies that Trandoshans and wookies are getting treatment vis a vis feet and hands being removed out of damage model. Since it is not mentioned expressly, Am I to assume that Bothans, and Sullustans etc will be able to wear factional helmets then?



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DietPepsi
Fri Jan 21, 2005 2:21 pm
#33

do I see any new stuff for wookiees?



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dashbarron
Fri Jan 21, 2005 2:21 pm
#34






Rhayven wrote:
TH, I have a quick question on the notes about the armor upgrade...it seems that the feeling i got was that lightsaber damage will now be partially blocked by the "general stat" of the armor, just like every other type of damage. Am I misinterpreting this?

Rhayven




What is going to happen with the jedi anyways? Will people be effective against jedi, like BH set weapons to say "mode 1" and be effective against jedi, but then jedi switch their weapons to, what "mode 3"? hmmm?


Sounds intresting, as long as jedi aren't the kings of the game...and they are equals among us.





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KreyMerr
Fri Jan 21, 2005 2:21 pm
#35

TH- Question. Will the themepark armor have its special properties removed? The melee def and def vs a state. I suppose that will be gone once it is converted?

I doubt you know as of now, but its somethint to consider. Maybe get the art team to put the imperial insignia on the chest of the themepark armor to show that the wearer has the special favor of the Emperor himself.



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Thunderheart
Fri Jan 21, 2005 2:21 pm
#36

FYI - Ill be putting up a feedback thread for the new armor system shortly...


*in progress*




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diack
Fri Jan 21, 2005 2:23 pm
#37

I just wee-wee'd on myself



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TalusianRogue
Fri Jan 21, 2005 2:23 pm
#38

Question TH: Will Twi'leks sitll have 80% of their brians sticking out of the armor, or do our poor Lekku get some protection? I know mechanics-wise its not a big deal, but I kinda feel like an idiot running around with that much of my brain hanging around



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RagNoRock5x
Fri Jan 21, 2005 2:23 pm
#39






Darksfallen wrote:







RagNoRock5x wrote:


That is the point,they are trying to push group mechanics. In order to be really effective you will have to have a commando doing Pulse Wave (and posibly Focused beam), Rifleman doing but load of Focused Beam, Carbiners doing boat loads of Coherent Bolts, Pistoleeres doing Pulse Wave. Along with the Melee people to take damage and deal it out. TKM General damage to everything, Swordsman mode 3, Pike mode 2 and Fencer mode 1.


Each profesion will specilise in a damage type. Also each proffesion will specilise in a set of armor.







Not really true if ranged weapons can change at the "disarm and switch of a button"


But I see your point.






"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. "



Each proffesion will mostlikely have aSpecilised weapon mode. However some of the weapons in each proffesion will be able to swap to other modes. Kinda like how the Strike pistol sucks but is one of the few that does kenetic damage. The weapons that can change will probly not be as good as the weapons with set damage types, the advantage being that you can be more battle dynamic.



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