Weaponsmith Archive
Thread: temp solution on how to survive in the wilderness
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EEMAN
Thu Apr 28, 2005 11:32 am
#1
As you are aware level 8 and level 10 creatures are hitting for 1200 points of damage to pure crafters (level 1) yet the same creatures pre-cu only hit for 30 points. This is due, in no small part, to the damage multipliers.
The devs have said to equip a PSG. The truth is they think that all crafers are gullible idiots and they have no repsect for us. Anyone with even an IQ of 86 (just above mental retardation) can tell at a moments notice that A) PSG's only block energy damage of which creatures do VERY little and B) the best psg has a rating of 1200 which is roughly 10-12%. Even IF it blocked the kinetic damage 12% of 1200 is only 130pts leaving over 1k of damage which unless your a wookie is enough to incap you on the very first shot.
BUT there is a temp fix. Make a guild member who is level 80 group with you when you go out in the woods to raise your group level to 80. Then those same creatures hit for tiny amounts of damage as they did before. If the guild member doesnt want to group with you tell his worthless but give you back all that crap you made for him over the past couple of years.
true long term fixes include one ore more of the following:
1 - pure crafters get a flag that eliminates damage modifiers, creatures still kill you but take more than a single hit and would buy you enough time to get on a vehicle and escape.
2. - make crafters armor with very high resists but very very high accuracy and weapon speed encumbrances. A 99% rate of fire and 99% accuracy penalty while wearing the suit but give it 80% resist would buy you time to get out of there. There is no way you could take with this armor becaue the new hate system will make the creature attack the player doing the most damage.. since 99% rate of fire means you would be lucky to get even 1 shot off, you would not be an eligible tank.
EdOWar
Thu Apr 28, 2005 2:05 pm
#2
A far more practical solution is to give crafters/non-combatants a few combat levels. So that an master elite crafter would be CL 10 or so (maybe a master artisan would have CL 5 or so). No health bonuses, no weapon certs, no armor modifiers. CL 10 would be just enough so that creatures on starter planets can't one-shot kill us while we're checking our factories.
Slim Vargo, Corbantis
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