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 Armor 

What changes would you like to see done to Armor?
None - the old system is the way to go. 23%  23%  [ 36 ]
All armor should be as good as comp to add some diversity. 23%  23%  [ 37 ]
Upgrade all the armor AND make faction armor craftable. 41%  41%  [ 65 ]
I Dont Know 13%  13%  [ 21 ]
Total votes : 159

 Armor 
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Private

Joined: Thu Mar 19, 2009 3:10 pm
Posts: 17
Post Re: Armor
i wasn't in pre CU for long, and when i was playing pre CU i couldnt really do anything... too much lag.

armor wise i didnt know much, i knew i couldnt afford comp and that was about it

in this emu will there be more than just comp ubese and faction?

such as RIS, BH, Mando?

will wookiees have all three of their armor types available or just ceremonial

ditto for ithorians


Thu Mar 19, 2009 5:02 pm
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Post Re: Armor
foolishmrtl wrote:
1) in this emu will there be more than just comp ubese and faction?

2) such as RIS, BH, Mando?

3) will wookiees have all three of their armor types available or just ceremonial

4) ditto for ithorians


1) Yes, all of them.

2) Those too

3) Yes.

4) Three types.

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Fri Mar 20, 2009 2:23 am
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Joined: Tue Apr 10, 2007 3:00 pm
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Post Re: Armor
picked upgrade

I don't want there to be a single "best" armor (composite). I don't want all the armor to be the same, and just look different, either.

I want real, actual diversity. Each armor should have it's own pluses and minuses. It's the one thing I think the CU got right: real honest to god armor diversity.


Sun Mar 22, 2009 2:49 am
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Joined: Tue Apr 21, 2009 1:20 am
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Post Re: Armor
I picked I don't know...well because I really don't. I was just told comp was best, so thats what I always bought and just kept 2 or 3 sets around just incase when it came time to needing a new set if I didn't have the money I didn't have to sweat it.

Did kinda suck seeing everyone in the same stuff though just because it was "the best"


Fri Apr 24, 2009 2:38 am
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Joined: Sat Apr 18, 2009 1:31 pm
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Post $20 mil armor no longer able to equip
I paid 20 million credits for 2 full sets of r.i.s armor I was a mb/mp. The day after the cu kicked in
when I logged on my toon was in his boxers and when i tried to equip the armor I got the message that I was not the right class to be able to use it, same as for my gun. that pretty much sealed it for me. I changed the name of all my structures" play WoW" and never went back


Fri Apr 24, 2009 11:05 am
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Joined: Tue May 26, 2009 5:07 pm
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Post Re: Armor
I honestly think that the armors that you have to loot rare components for (RIS, Mandalorian, etc.) should actually be worth the hard work you have to put in to obtain them. I was able to get a full suit of RIS armor that was crafted fairly well but there wasnt much of a bonus of using that compared to normal composite. I think they should have less hinderances, but also have high defenses against most damage types. This in my opinion would justify the hard work you have to put into the game to get the armor.


Sat May 30, 2009 5:46 pm
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Post Re: Armor
Leoki wrote:
I honestly think that the armors that you have to loot rare components for (RIS, Mandalorian, etc.) should actually be worth the hard work you have to put in to obtain them. I was able to get a full suit of RIS armor that was crafted fairly well but there wasnt much of a bonus of using that compared to normal composite. I think they should have less hinderances, but also have high defenses against most damage types. This in my opinion would justify the hard work you have to put into the game to get the armor.



I agree with this. I'd especially like to see Mandolorian Armor being used as something other than a fashion accessory :oops:

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Sat May 30, 2009 6:20 pm
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Post Re: Armor
during the CU, I saw a few bounty hunters using the mando armor (not just the BH armor, but real Mando armor) because it had really good base energy defenses. I never bothered because I knew an armorsmith that could craft comp armor to have energy resists that were higher than some recon armors. And I was too lazy to do stuff like grind for mando armor pieces.

When I suggested armor diversity like they had in the CU, I didn't mean to include the certifications and restrictions on their use. Just the diversity in their use. Some armors had great energy resists, some had super-hi base kinetic resists. The top-tier armors in their respective areas had high encumbrance, but also higher base resists. The lower and mid tier armors were less encumbering, at the expense of effectiveness. That sort of diversity is what I would like to see in the pre-CU.


Sun May 31, 2009 12:37 pm
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Joined: Sun Sep 06, 2009 3:20 am
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Post Re: Armor
Now okay, I am late to the party and didn't read beyond the fourth page. I apologize if I'm repeating someone's words.



The Pre-CU armor system was not good. Once you got yourself buffed wearing armor had no downsides. On the other hand composite armor could cut the damage you were receiving by 90%. That is not a good mechanic. Turning all armor into different looking composite is not good game design. It does nothing to address the original issue. We deserve better than some half assed short cut. We need to completely re-balance the entire system. So I suggest:


We should have at least three kinds of armor:

1. Heavy armor that gives serious protection but comes with many downsides.
2. Light armor that gives less protection but has fewer downsides.
3. Just plain Bad armor that has worse Protection/Downside ratio than the previous, but can be made cheaper and with less skill. Essentially Heavy armor=Bad armor+"Could I make this suit protect me from more damage?" while Light armor=Bad armor+"Could I make this suit less cumbersome?"

The HAM costs are a good starting point but unless doctor buffs are also re-balanced (A good idea, in my opinion.) they will simply not be a factor unless they are increased massively. Heavy armor should limit your mobility: 15-25 kg of extra gear slows any combatant down. This would translate to skill penalties to terrain negotiation and a penalty to base movement speed. Possibly also penalties to other skills which require mobility, such as dodge? Modifiers that mitigate (but not completely negate) these penalties could be given to professions in need of love. Light armor would come with lesser penalties but not give you as much protection.

Overall the system should be balanced so that armor is an advantage, high level armor a large one, but never a free one.

Within each category different suits should come with different weaknesses and strengths. For instance composite might provide pretty good resists against everything while other suits fare better against specific damage types.


Sat Sep 12, 2009 10:45 am
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