Swordsman Archive
Thread: stun weapons
What I would like to see are weapon powerups that let you change a weapon's damage type - so instead of powering up speed or damage, you modify your weapon to emit stun/electric/heat/whatever damage types, not as efficiently as the base weapon, but enough to be useful.
Alternatively weaponsmiths should be able to modify base weapons when they're created to alter a weapon's damage type from certain presets, but that would then be built into the weapon and wouldn't be changeable.
Maybe comp armour should carry penalties to skills like dodge whereas lighter armours wouldn't ? But that's getting into nerf territory and I don't want to see that.
There probably should be some new drawbacks put in place to wearing armor. HAM encumberance was supposed to do that, but with the slew of doctors sitting at starports doing buffs thats become pointless. Heavy armor was highly restrictive upon movement, so lowering certain defenses like dodge considerably would keep the classes that depend on those mods out of heavier armor and those that have none would have more incentive to be in heavy armor (i.e. TKAs/Fencers shouldn't be in heavy armor because they have the ability to dodge attacks completely, where as Bounty Hunters, who have no innate defenses, would benefit from the damage reduction because they're going to get hit practically all the time).
I also agree that weapons/armor should be more customizable at the crafter levels, letting them make considerable (but logical) changes to the products. Like a weaponsmith could take a Scatter Pistol and change the damage type to heat, kinetic, or energy but not other damage types (this way you don't have people having a whole line of Scatter Pistols with one for each damage type). Stun damage should also be less of an achilles' heel than it is now, after all, the stun effects on blasters and such weren't what you would switch to when you wanted to kill someone.
xCruelAngelx wrote:
There probably should be some new drawbacks put in place to wearing armor. HAM encumberance was supposed to do that, but with the slew of doctors sitting at starports doing buffs thats become pointless. Heavy armor was highly restrictive upon movement, so lowering certain defenses like dodge considerably would keep the classes that depend on those mods out of heavier armor and those that have none would have more incentive to be in heavy armor (i.e. TKAs/Fencers shouldn't be in heavy armor because they have the ability to dodge attacks completely, where as Bounty Hunters, who have no innate defenses, would benefit from the damage reduction because they're going to get hit practically all the time).
I also agree that weapons/armor should be more customizable at the crafter levels, letting them make considerable (but logical) changes to the products. Like a weaponsmith could take a Scatter Pistol and change the damage type to heat, kinetic, or energy but not other damage types (this way you don't have people having a whole line of Scatter Pistols with one for each damage type). Stun damage should also be less of an achilles' heel than it is now, after all, the stun effects on blasters and such weren't what you would switch to when you wanted to kill someone.
I think this 80-90% resist composite is WAaaaaY outta hand and im sick of seeing it... Just cuzz its not as uuber as youd hoped you cry NERF STUN WEAPONS!!! ughhh