Smuggler Archive
Thread: More new CU stuff: Armor changes...
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Daturaze
Fri Jan 21, 2005 3:50 pm
#2
Well that is really interesting.
It seemed that the information concerning weapons and armour were more PVP directed - but I'm curious as to how the PVE will work (well, how smart the AI will be - will they be able to adapt attacks depending on your weapons, etc).
The goal oftrying "to avoid a "one best type" of weapon or armor from evolving" is pretty cool - based on the information given though I'dsuspect the Battle armour will be the new composite - it seems to offer the best all round protection. But there isn't a lot of specifics to help one form an opinion - like are there speed and/or damage modifers specific to each mode? Like Mode 1 - would it be faster than Mode 3, and therefore kill things faster (which would likely mean more people running around with Assault armor) Or how long does it take to change modes? I'd hate to be in a fight with Assault Armour and have the opponent change to Mode 3 then as I change to Reconnasonce, have the enemy go back to Mode 1 ya know.
It's fascinating - and being a Trandosian I'm thrilled that my dang feet don't get me killed anymore!!!
Bottom line - not enough information to make an informed decision - but I certainly like what I see!
Cheers
Dat
Dat
RebelKangaroo
Fri Jan 21, 2005 4:14 pm
#3
Daturaze wrote:The goal of trying "to avoid a "one best type" of weapon or armor from evolving" is pretty cool - based on the information given though I'd suspect the Battle armour will be the new composite - it seems to offer the best all round protection.
I don't think that will be the case at all. Did you read part about hinderances at the bottom of the page? It seems to me that, although you're right battle armor does offer the best all around protection, it won't be the best for all professions based on how it slows you down. If it slows down say, pistols, too much then it would be a better idea to wear scout armor. Sure it has a bit less protection, but if you can move and shoot dramatically faster then it's a worthwhile trade.
ana-mo-cara
Fri Jan 21, 2005 4:19 pm
#4
I think I like what I hear. If I am following this right all the armors will be generally the same. I am guessing things like composite will be assault armor while a chittin would be a recon armor. Plus players will be able to adapt getting away for the best armor. While the middle armor is a middle of the road kind of thing. Players chooseing the other armors will get a 1 on 1 advantage.
I also like the resists on the armor going way down aswell.
Alot of it was technical, but I generally liked the overview. It looks like any armor you choose will have value. I would love to be able to use a pair of chitten armor. I just always thought it looked cool but in pvp it made you toast. I am guessing that from what I read that armors can have dramatically different resists. Which is fine with me. It would keep groups from being composed of one type of fighter. If your group just decided to all wear say kinetic armor you would be better prepared.
I most definately like the armor peirceing removal.
The real question about this though is exactly what will this actually mean for weapons. I mean I can make a dh17 pistol that is 1.8 speed, and does 99 to 151 damage. Plus its real low ham. Will this just become a spammers special in the new system. There are alot of guns that most of you ignore for haveing no armor peirceing that are rather fast and low hammed. This is kind of disturbing in a sense. Seeing as I always hated the armor peirceing, but are we just tradeing up one bane for another in some areas. Weapons designed with APs being slower for the AP. While weapons with no AP being faster. These are serious questions..
I suppose they could have the limited options on beam settings, but if these weapons have limited settings are they really valualbe. I mean what if all these low level weapons now were say limited to the two lower levels then wouldnt that be incentive to focus on the higher armor whenever faceing a low level player?
I feal informed and yet confused lol. Five stars to the poser hip hip hooray.
TomoRainer
Fri Jan 21, 2005 4:42 pm
#5
Presumably the DH17 or Scout Blaster won't become a spammers' special since, according to other things they've said, specials in general won't be as frequent or as large a part of combat as they are now. In fact, it's looking like everything is going to be changed so drastically we won't be able to speculate about how current weapons, attacks, etc. are going to translate into the CURB system, as it's not so much that we're going to have the old stuff modified as it's going to be replaced altogether.
Nice link, Drev.
Nice link, Drev.
Nicolas_Frost
Fri Jan 21, 2005 11:03 pm
#6
From what I've heard, the specials will be based off a new specials pool, instead of your HAM. This pool will regenerate at its own pace, and cannot be buffed. So if you run into a crowd spamming an area effect with a high speed weapon, you'll drain this pool and be SOL.
As for the armor holes, instead of removing hands as a viable hit target, why don't they grant natural armor protections to these un armored portions of the Transdoshan and Wookiee bodies? Doesn't seem like it'd take too much time. And then you wouldn't have to worry about specially crafted items to cover other player's hands/feet.
CorellianCowboy
Sat Jan 22, 2005 2:06 am
#7
I just hate the thought that recon armor will be the preferred armor type for pistoleers and TKs... I hate the rebel recon helmet.........
riotcontrol
Sat Jan 22, 2005 2:40 am
#8
Did anyone notice how they went to great trouble to design some, uhm, manga-esque cyberninja armor instead of just taking bits and pieces from the movies and assembling them, or perhaps even letting Rebel players assemble them into suits? What's wrong with this helmet, seen on the Tantive IV Rebel troopers? Or the Endor helmet? They even invented a whole new set of Stormtrooper armor, despite having a few of unwearable ones in the game already. But at least they actually look like Stormtroopers.
Is there some design document I missed saying that this game must be as close to the most obscure EU and as far from the Star Wars OT canon as possible or what?
Is there some design document I missed saying that this game must be as close to the most obscure EU and as far from the Star Wars OT canon as possible or what?
EnderUK
Sat Jan 22, 2005 6:47 am
#10
What I think would be go if AAs got chucked but CAs stayed. You could were armour with no mods in it or you could were clothing with uber mods in it. Balanced of course
Nicolas_Frost
Sat Jan 22, 2005 7:36 am
#11
What about allowing non-factional armor the ability to have sockets which attachments can fit in?
Then you're post with the choice of more damage resistant factional armor(according to what the devs have said), or less damage resistant non-factional armor, but that enhances your skills?
Message Edited by Nicolas_Frost on 01-22-2005 08:40 AM
maxtheusher
Sat Jan 22, 2005 9:36 am
#12
I get to adjust settings on my gun AND wear a lightweight armor!?! SWEET.
maxtheusher
Sat Jan 22, 2005 9:54 am
#13
man, just saw the new faction armor too, really cool, although, as someone pointed out, the new rebel stuff is fairly "cyber-ninja" esque. I have a feeling that the assault and battle armor for rebels will be very popular.
hope the next feature is a peak at the new weapons...
hope the next feature is a peak at the new weapons...
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