Game Guides Archive
Thread: Friday Feature January 21st – Combat Upgrade New Faction Armor
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.
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.
Rhayven
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).
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.
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.
"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. "
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.