Smuggler Archive
Thread: Slicing armor adding hinderance????
Page 1 of 3
Phat_D_Har
Mon May 23, 2005 3:48 pm
#1
All,
A friend sliced his RIS armor set the other day, got some base slices..and all appeared well until the next time he logged in. Suddenly he has hinderences in his armor. Those were not on the armor pre-slice.
Yesterday, I sliced my brand spanking new set of Ubese armor, straight 7% slices for effectiveness across the board. I have screenshots of three of them pre and post showing that despite positive screen messages, not stats changed. Wore the armor and had some fun blowing things up. Today, I have hinderences for accuracy, movement, and rate of fire. Or at least I have the ICONS for those three hinderances. Viewing the armor shows my modified hinderances as 0 for each type. Only the HAM is showing hinderence.
Any ideas? Anyone else get this?
A friend sliced his RIS armor set the other day, got some base slices..and all appeared well until the next time he logged in. Suddenly he has hinderences in his armor. Those were not on the armor pre-slice.
Yesterday, I sliced my brand spanking new set of Ubese armor, straight 7% slices for effectiveness across the board. I have screenshots of three of them pre and post showing that despite positive screen messages, not stats changed. Wore the armor and had some fun blowing things up. Today, I have hinderences for accuracy, movement, and rate of fire. Or at least I have the ICONS for those three hinderances. Viewing the armor shows my modified hinderances as 0 for each type. Only the HAM is showing hinderence.
Any ideas? Anyone else get this?
TheWok
Mon May 23, 2005 3:55 pm
#2
Hindrance is tied to protection. More protection = higher hindrance. This was discussed long before the CU was pushed live. Slicing increases protection, thus increasing hindrance.
Phat_D_Har
Mon May 23, 2005 4:07 pm
#3
TheWok wrote:
Hindrance is tied to protection. More protection = higher hindrance. This was discussed long before the CU was pushed live. Slicing increases protection, thus increasing hindrance.
So if I understand this correctly, any slice will add hinderance to a piece of armor?
Dark_Jedi88
Mon May 23, 2005 4:36 pm
#4
Phat_D_Har wrote:
TheWok wrote:
Hindrance is tied to protection. More protection = higher hindrance. This was discussed long before the CU was pushed live. Slicing increases protection, thus increasing hindrance.
So if I understand this correctly, any slice will add hinderance to a piece of armor?
That's right.
SmokingFrog
Mon May 23, 2005 4:42 pm
#5
Broken and nerfed at once? ...if the devs can dual-wield why can't we?
Phat_D_Har
Mon May 23, 2005 5:22 pm
#6
Dark_Jedi88 wrote:
That's right.
I must have missed the meeting where this was passed. To boil this down, armor close to cap should not be sliced, but crap armor can be sliced without introducting hinderances, so long as it is not sliced over some predetermined cap for resistance. I'm just trying to figure out if I need to make AUKs any more.
/edit - was missing a <font> so all my pretty words were blue too.
Message Edited by Phat_D_Har on 05-23-2005 08:02 PM
lokidevil
Mon May 23, 2005 5:55 pm
#7
Basically if the armour has a base ofon or over5500 (elemental) then dont slice it.
Another thing, you didnt respec and change into a proffesion that didnt have the same armour mitagations?
Just checking..... LOL
Phat_D_Har
Mon May 23, 2005 6:01 pm
#8
lokidevil wrote:Basically if the armour has a base of on or over 5500 (elemental) then dont slice it.Another thing, you didnt respec and change into a proffesion that didnt have the same armour mitagations?Just checking..... LOL
Okay..that makes sense, some sort of guide at least. Also I've got Smuggler and Rifle at the moment though I'm very fond of being smuggler carbine. All those wonderful states from 65m is kinda fun.
I'll share this with some other friends. Can anyone point me to a document pre-curb discussing this? or something post-curb?
ealide
Tue May 24, 2005 6:52 am
#9
The thing is that hindrance is erronously tied to protection at the moment.
Posit:
1. I craft recon chest layered to 7200 energy 5000 kin 5000 base. The slice will take the hindrance over 60% on rate of fire.
2. I craft recon chest unlayered to 6500 energy 4700 kin 5200 base. The slice will still take the hindrance over 60% on rate of fire!
Answer:
You cannot slice recon without adding rate of fire hindrance (the same is true with assault and battle but for different stats).
This should be the number one top issue with slicing smugglers, as effectively a half of our slicing business has just gone down the hindrance hole.
Solution:
The rate of fire hindrance on recon needs to be redistributed by about 5% (at least) to movement.
The movement hindrance on assault redistributed by at least 5% to the lowest stat.
The accuracy hindrance on battle redistributed by at least 5% to the lowest stat.
Solution2:
The slice should have an upper limit that will mean that the stats will be improved until they hit 60% on any hindrance. The resistance and resource caps on crafted armour effetively mean it is practicaly impossible for AS to go over the hindrance mitigation limit. Why shouldn't smugglers have a similar cap?
Solution3:
The three hindrance stats should be shared equally for all armour types.
Armour hindrance was meant to stop players with low level combat skills from equiping high protection armour, not to take away a large chunk of our slicing opportunites.
EDIT: If it were possible for AS to go over the hindrance mitigation limit then at least there would be a shared burden as far as adding hindrance is concerned. As it is, we simply have a major drawback added to the smuggler profession that does not logicaly follow the field effectiveness of armour, but is merely a penalty for attempting to have your armour improved. Hindrance on master level armour does not perform any function in this game apart from undermining the usefulness of smugglers.
Posit:
1. I craft recon chest layered to 7200 energy 5000 kin 5000 base. The slice will take the hindrance over 60% on rate of fire.
2. I craft recon chest unlayered to 6500 energy 4700 kin 5200 base. The slice will still take the hindrance over 60% on rate of fire!
Answer:
You cannot slice recon without adding rate of fire hindrance (the same is true with assault and battle but for different stats).
This should be the number one top issue with slicing smugglers, as effectively a half of our slicing business has just gone down the hindrance hole.
Solution:
The rate of fire hindrance on recon needs to be redistributed by about 5% (at least) to movement.
The movement hindrance on assault redistributed by at least 5% to the lowest stat.
The accuracy hindrance on battle redistributed by at least 5% to the lowest stat.
Solution2:
The slice should have an upper limit that will mean that the stats will be improved until they hit 60% on any hindrance. The resistance and resource caps on crafted armour effetively mean it is practicaly impossible for AS to go over the hindrance mitigation limit. Why shouldn't smugglers have a similar cap?
Solution3:
The three hindrance stats should be shared equally for all armour types.
Armour hindrance was meant to stop players with low level combat skills from equiping high protection armour, not to take away a large chunk of our slicing opportunites.
EDIT: If it were possible for AS to go over the hindrance mitigation limit then at least there would be a shared burden as far as adding hindrance is concerned. As it is, we simply have a major drawback added to the smuggler profession that does not logicaly follow the field effectiveness of armour, but is merely a penalty for attempting to have your armour improved. Hindrance on master level armour does not perform any function in this game apart from undermining the usefulness of smugglers.
Message Edited by ealide on 06-16-2005 02:45 PM
Phat_D_Har
Tue May 24, 2005 11:42 am
#10
ealide wrote:
This should be the number one top issue with slicing smugglers, as effectively a third of our slicing business has just gone down the hindrance hole.
Solution:
The rate of fire hindrance on recon needs to be redistributed by about 5% (at least) to movement.
Solution2:
The slice should have an upper limit that will mean that the stats will be improved until they hit 60% on any hindrance.
Armour hindrance was meant to stop players with low level combat skills from equiping high protection armour, not to take away a large chunk of our slicing opportunites.
QFE.
Phat_D_Har
Tue May 24, 2005 11:43 am
#11
Phat_D_Har wrote:
Can anyone point me to a document pre-curb discussing this? or something post-curb?
No replies to this yet. Does such a document/thread not exist? Could this mean that SOE made an unannounced change to a profession? *GASP*
</sarcasmoff>
Phat_D_Har
Tue May 24, 2005 11:52 am
#13
Saarek wrote:
umm.. wth does QFE stand for anyways?
Quoted For Emphasis
Another way saying 'I totally agree and couldn't have said it better!'
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