Rifleman Archive
Thread: Weapons/Armor CU/R/B
Ackehece
Fri Apr 01, 2005 1:15 pm
#27
also for our edification and the clarification of one of our long standing bugs:
Helios_SOE wrote:
SeaRaptor wrote:
The explanation is much appreciated. Please let me know if it would be permissable to pass this information on to the WS community. They're likely to find it out when they start crafting stuff on the CU server anyway, at least this explanation details why the change was made (and that it was done consciously, so you don't get a thousand /bugs about it).
Helios_SOE wrote:
Unfortunately, as you know, the customized barrels/scopes had issues with other people seeing them as well as some issues with factory crafted weapons that had visual customization on them. In addition to those legacy issues, the crafting changes introduced in CU (aimed at ensuring balanced weapon crafting) caused more non-trivial breakage with the scope/barrel customization system. A decision was made to disable weapon customization for now - in favor ofcompleting a working & balanced weapon crafting system within the scope of CU.
It wasa hard decision because we all think that customized weapons definitely add some good flavor to weapons, but one that had to be made for the time being. Unfortunately, fixing customization the "right" way is out of the scope of CU so we'll have to look at it again afterwards. The flip side to this is that we now have some pretty good variety in weapons (new and old) which might make you want to use different weapons at different times, so perhaps we'll at least see people carrying a wider variety of weapons.
I agree with youand don't see any good reason not to share the info.
David665
Fri Apr 01, 2005 2:19 pm
#28
I have2 Wookie characters and I like for them to use only bowcasters as an RP thing. I must say that the new 'casters damage SUCKcomapred to what I have now. The 'caster has recieved a serious nerf if the frog 'casters are indicative of the average.
Ackehece
Fri Apr 01, 2005 5:15 pm
#30
Kitten_Starsider wrote:
Your ideas about armor sound reasonable
Unfortunately it is currently based on an incomplete understanding of the system. Unless it has changed since I last looked. Really wait till you have the chance to try out the armor and see how it works before trying to revamp the system ^_-
Atobusarragra
Fri Apr 01, 2005 8:40 pm
#31
Very good point regarding the armor. I will wait to see how things work, but it might be better to have 2 sorts with differeing mitigation as suggested.
Bermag
Sat Apr 02, 2005 3:14 am
#32
To me it feels there are just to many weapons who are overlapping each other in capabilities. Of course this might have to do with the blue frog generated weapons and those stats do not reflect how it would be in live. There might be different caps for different stats, let say T21 will go much higher in raw damage but cap lower on speed (I read on ws forum that speed and damage can now be experimented separate).
There are no reason to have many weapons with overlapping stats, remove some or make some of them have identical stats (so they actually become different "skins" for look/feel of same basic weapon). Saying this as both WS and combat player.
Not much use to test weapons at the current point. Testing is in this stage more geared at testing leveling.
Did not have much time to test yesterday, server crashed or something. i was able to kill kreetles but a gorgon wa simpossible to touch lol.
There are no reason to have many weapons with overlapping stats, remove some or make some of them have identical stats (so they actually become different "skins" for look/feel of same basic weapon). Saying this as both WS and combat player.
Not much use to test weapons at the current point. Testing is in this stage more geared at testing leveling.
Did not have much time to test yesterday, server crashed or something. i was able to kill kreetles but a gorgon wa simpossible to touch lol.
Ackehece
Sun Apr 03, 2005 1:15 am
#33
Please If you are a testor
Pick the professions you want to try out in combo with rifleman and consider the questions posed earlier.
I also suggest you read the documents about profession role that TH posted so you can see how professions are supposed to work.
Please test and don't just randomly pvp (unless you are on the pvp team ^_^)
whatever you do - do not pvp inside the cities near the frogs. If you do you will probably be kicked and possibly be banned from the server.
I will be at work till later tonight So you will not see me much today
name on TC-5 is Ackehece (same as my forum name)
feel free to add me to your Friends list and drop me a line if I am on.
Message Edited by Ackehece on 04-04-2005 05:58 PM
PTtech
Mon Apr 04, 2005 4:40 pm
#34
So what it sounds like is that ppl are making judgements and "facts" based on incomplete data sets. Glad to see the human race hasn't changed a bit.
Rifleman need better ranges for there weapons period. If a jedi can throw his LS and hit me, I'm too close and if I'm too close because of my weapon there is something seriously wrong.
As far as armor is concerned, I am praying I can keep my MRifles/TKM template so I can move without worrying about my armor hindering me.
Remember the rifleman's motto: You can run but you'll only die tired.
Rifleman need better ranges for there weapons period. If a jedi can throw his LS and hit me, I'm too close and if I'm too close because of my weapon there is something seriously wrong.
As far as armor is concerned, I am praying I can keep my MRifles/TKM template so I can move without worrying about my armor hindering me.
Remember the rifleman's motto: You can run but you'll only die tired.
ScruffyNerfH
Mon Apr 04, 2005 11:26 pm
#35
I tried getting this question answered in the armorsmith forums but it got ignored in a completely disfunctional thread.
Currently, I am a near-master rifleman (working on it) with some CH and some Ranger.
In the new system this theoretically means I'll have access to both Recon and Battle Armor.
So, if anyone knows, will the mitigation stats stack such that my part-CH, part-Ranger skills will come close to the mitigations of a master in a prof that should be using battle armor (carbineer)? In other words, will +20 in Ranger and +20 in CH equal a +40of a master carbineer (made up numbers as an example).
Also, does thechoice of weapon affect the mitigation of armor?There's some debate in the armorsmith forums that everyone will be TKA (as if they weren't already) for the "free" armor-like defenses and then some high damage dealing prof as their offense or another prof which allows assault armor to double their defenses (and thus unbalance all over again). On the one hand it seems like what weapon you equip (or none in case of TKA)would be the only way to enfore which mitigation stats are used, but on the other hand it makes the rifleman/ranger mix silly.
I know that little if any of this has been tested yet, but perhaps someone with more inside knowledge can attempt to address.
The other thread is here but it got WAY OFF topic and most, if not all, the legit questions have gone unanswered.
Message Edited by ScruffyNerfH on 04-04-2005 11:28 PM
Ackehece
Mon Apr 04, 2005 11:31 pm
#36
ScruffyNerfH wrote:
I tried getting this question answered in the armorsmith forums but it got ignored in a completely disfunctional thread.
<snip>
All I can say is that you really should wait to learn more about the system. The armorsmiths don't know anymore then you do at the moment. I will say this - armor mods do not stack but that does not preclude you from all armor.
dimmu-borgir
Wed Apr 06, 2005 3:05 pm
#37
Ackehece wrote:
KardenTyrell wrote:
The E11 seems a bit weaker from all the other elite weaponry (yes I'm bothering about the E11 again), but unless it has somekind of advantage in a different field...damage should be increased a bit?
I would rather the flipped the Jawa with the e11 for main damage stats and position in the tree. Maybe we should push for that?
defintly E11 Should be Far superior to the Jawa
Almightyrastus
Wed Apr 06, 2005 4:46 pm
#38
I would like to see the weapon certs being done slightly differently even if it was purely done as a simplification idea.
I would like to see riflemen being able to use all the rifles (with the poss exception of the special heavy ones such as the acid rifle and the llc) and the professions that have the aditional weapon certifications to still get them in the locations they are in now or where ever.
I would say the same for any ranged weapon (and I have in the carbineer forums).
It seems a bit daft that somoene who has trained in everything there is to know about rifles (we would be masters after all) is not able to even touch some rifles because another prfession gets to use it, after all the guns all have a dangerous end, a bit to hold and a trigger to make it go bang.
This way things would be a lot easier to get one's head around nobody would be losing out on anything plus as someone who plays the game for more how it looks and feel that what I can do in it I would love to be walking around with a gun a really like and a doing a profession that I love the idea of.
Just my 2p on the situation and no doubt it has been said many many times before.
Kona_Combine
Thu Apr 07, 2005 1:19 pm
#39
All the Recon armor looks like crap, except if your an Imperial, Scout armor is pimp. All the standard armor sets that looked crappy we got. The Assault armors are PIMP!