Smuggler Archive

Thread: FYI: Which Proff Get To Wear What Armor.

Ragnaat
Fri Apr 01, 2005 11:24 pm
#14

so with a tkm/smuggler template can one run around with a pistol and no armor and have all the "great" tkm defenses? Or will you have to throw the armor on when we equip a gun

(if the former my wook is gonna be *very* happy.. running around in a sigiled waist wrap like those pre funny armor days)



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Ackehece
Sat Apr 02, 2005 12:43 am
#15






xPREDATORx wrote:

al though i think this is good.... why an earth do tks get all defens eand no armour??? if they fighting a ranged guy they need armour bullets dont bounce off chests they go through them


i can also confirm that squadleaders get shock trooper armour.....







viewTk defencesas damage avoidance instead of armor. Ever watch Remo Williams?



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Sengis
Sat Apr 02, 2005 1:00 am
#16

so if im right i can master smuggler and pistoleer, adn take nov commando and commando allowing me heavy armour for certain ocasions,a dn some tasty pistols.. shame i cant mater sl though, the intim pistol looks sweet.



ex Colonel Sengis Ghean NVA
Founder, Arroyo, Dantooine and NVA - I²D²
Master Smuggler since 01/04 | | Spice for sale PST
"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres
Ackehece
Sat Apr 02, 2005 1:04 am
#17






SpinningCloud wrote:

If, for example, you are both MS and MP and get Recon reductions for both professions do they stack? Near as I can figure it would make armor without any penalties at all if you had two Masters that both gave reductions to the same armor type.


If not though then it might be more efficient use of a second master to choose one that gave you reductions for a different armor type.







they do not stack - wait till you see the penalties on the armor and then you will see why.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Ackehece
Sat Apr 02, 2005 1:07 am
#18






JohnyCrash wrote:
"I find it amusing that BH's would have to get Commando to wear the mando armor under this setup...I expect a lot of this to change as testers get to that stage of the TC5." -JediArashi


It'll be intresting to see how this plays out. It looks like commando will be a "nuker" class(one of the higher damage professions), yet they're getting the best armor.

In most games the highest damage classes get the worst armor, and the lowest damage dealers ie healer, get the best.

Overall though, I thought I'd never see the day they would make such a huge change to this game...so far I'm loving it.

I cancelled my sub last July and thought I'd never be back to SWG, but things are finally getting shaken up..for the good I hope.

The new weapons are sweet!



Jony Crash
Triple Master...not for long it seems






actually all the armors are very good. Some are little more specialized then others is all


Battle Armor always has a 10% penalty to all damage types


Assualt has a energy penalty and a kinetic bonus (poor bounty hunters... Jedi swords are energy!)


recon has a energy bonus and a kinetic penalty


recon = ranged combat


assault = melee combat




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Gundarkfarmer
Sat Apr 02, 2005 10:25 am
#19

I have collected parts to build 40 parts of 80% kin 80% base + low encum Interwoven RIS armor, all parts nearly takes up 2full medium houses (nearly 350 parts atm) and sinceI am not going to have any professions, but going with asmanypistol useful professions, itfeels... bad :]



// Hawi Carrod - Master Smuggler - Dewback farmer, Northstar Alliance, Naboo.
// Master Smuggler/Master Pistoleer/0440 Carbineer, Master Privateer
//
// Remember all: IT'S A TRAP!!

Ackehece
Sat Apr 02, 2005 11:05 am
#20






Gundarkfarmer wrote:

I have collected parts to build 40 parts of 80% kin 80% base + low encum Interwoven RIS armor, all parts nearly takes up 2full medium houses (nearly 350 parts atm) and sinceI am not going to have any professions, but going with asmanypistol useful professions, itfeels... bad :]







well to make you feel a bit better.....


80% will not be possible anyway.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Lixosskzzo
Sat Apr 02, 2005 11:35 am
#21






Ragnaat wrote:
so with a tkm/smuggler template can one run around with a pistol and no armor and have all the "great" tkm defenses? Or will you have to throw the armor on when we equip a gun

(if the former my wook is gonna be *very* happy.. running around in a sigiled waist wrap like those pre funny armor days)




According to the description of the center of being that tka gets, it only works with a melee weapon equipped. Thus a swordsman could get some advantage from using it, just not all the plusses the tkm gets throughout the skill tree.


From what the skill trees show, I'm not noticing a defense penalty that armor will inflict. I was hoping it would. Personally, I'd rather run around with no armor, but be able to dodge or move out of the way a little faster than my encumbered brothers and sisters. Instead I can just fire a bit faster.... Either way, I plan not to wear armor. Don't know, won't then.




------------------

Noone loves you, go away
Gundarkfarmer
Sat Apr 02, 2005 12:05 pm
#22






Gundarkfarmer wrote:


I have collected parts to build 40 parts of 80% kin 80% base + low encum Interwoven RIS armor, all parts nearly takes up 2full medium houses (nearly 350 parts atm) and sinceI am not going to have any professions, but going with asmanypistol useful professions, itfeels... bad :]







well to make you feel a bit better.....


80% will not be possible anyway.






It's quite more then possible, all depends on using NSlayers & yellow cubes that together adds upp to atleast 10-12% in the two first slots, then you can reach 80 base, and use the last slot to fill with ns shards which will lower ham.




// Hawi Carrod - Master Smuggler - Dewback farmer, Northstar Alliance, Naboo.
// Master Smuggler/Master Pistoleer/0440 Carbineer, Master Privateer
//
// Remember all: IT'S A TRAP!!

MISTagent01
Sat Apr 02, 2005 12:09 pm
#23






Gundarkfarmer wrote:






Gundarkfarmer wrote:


I have collected parts to build 40 parts of 80% kin 80% base + low encum Interwoven RIS armor, all parts nearly takes up 2full medium houses (nearly 350 parts atm) and sinceI am not going to have any professions, but going with asmanypistol useful professions, itfeels... bad :]







well to make you feel a bit better.....


80% will not be possible anyway.







It's quite more then possible, all depends on using NSlayers & yellow cubes that together adds upp to atleast 10-12% in the two first slots, then you can reach 80 base, and use the last slot to fill with ns shards which will lower ham.







She means AFTER the CU, 80% armor will not be possible.



V E E L A "her royal hawtness"
I am Jack's Smirking Revenge. I am Jack's Ignored Profession.
Theed was a bustling commerce city...people hawked their wares, danced, laughed, dueled, and had a rollicking good time. Cantinas packed with Entertainers of every race, shape and size...along with scoundrels, Stormtroopers, and drunks. People grouped up and stuck together in the wilderness, and you ALWAYS took a Scout or a Ranger with you. We lived our own Star Wars saga. We created our own personas, our own histories, and it all blended into this wonderful, magical experience that I will always remember...


That magic is gone now, but I'd pay 50 bucks a month to have it back.

Editor's Note: The author of the above post has quit giving SOE her money. She suggests you do the same, because this game will never be what you want it to be.


Gundarkfarmer
Sun Apr 03, 2005 12:18 pm
#24

Doh? Why talk of post-CU armor when I was clearly talking about pre-CU armor? The devs allready showed how the new armor protection values will work post-CU (when they showed the new factional armor)according to the plans they had then. Time will tell what really happens with armor post-CU.



// Hawi Carrod - Master Smuggler - Dewback farmer, Northstar Alliance, Naboo.
// Master Smuggler/Master Pistoleer/0440 Carbineer, Master Privateer
//
// Remember all: IT'S A TRAP!!

Gunga000
Sun Apr 03, 2005 11:12 pm
#25

Since a common template for Smuggler has always been Smuggler/Pistoleer. Dont you think its a bad idea to have both professions under the same armor cert? What the hell is my smuggler / pistoleer gonna do with his 2 sets or RIS armor? Are they gonna become display pieces for my house? This is unacceptable. I have put alot of time and money into making RIS for my Smuggler so he wouldbe uniqueand give me a sense of roleplaying, now the armor can't be used by him? YOU HAVE GOT TO BE KIDDING ME ! Please think about making the Mando and RIS useable by all classes, just like the KSE Firespray for any master pilot.




GIGGS
NSPYN

CHAMPIONS LEAGUE
Jaguarrr
Mon Apr 04, 2005 3:23 am
#26






Gunga000 wrote:

Since a common template for Smuggler has always been Smuggler/Pistoleer. Dont you think its a bad idea to have both professions under the same armor cert? What the hell is my smuggler / pistoleer gonna do with his 2 sets or RIS armor? Are they gonna become display pieces for my house? This is unacceptable. I have put alot of time and money into making RIS for my Smuggler so he wouldbe uniqueand give me a sense of roleplaying, now the armor can't be used by him? YOU HAVE GOT TO BE KIDDING ME ! Please think about making the Mando and RIS useable by all classes, just like the KSE Firespray for any master pilot.







You CAN use them. You just don't get encumberance reduction. A Smuggler/Pistoleer can still wear the heavy stuff if he/she likes but has to worry about more heavy penalitys, like slower moving, crappy accuracy, etc.


I don't see any CERTIFICATIONS but BONUSES for wearing certain armours in professions.




We couldn't play SWG without Tiggs. Now we can =)
Page 2 of 4