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Author Topic: Armor rebalance  (Read 2820 times)

NastyKhan

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Armor rebalance
« on: January 27, 2011, 05:05:33 pm »

I think some armors require few fixes, to make the game more balanced. Currently people are using only 3-4 of all 10 available and i don't like. Those are mine propositions of changes:

1. Robes
Changes:
- bonus CH +2

Expected effect:
- It will now become the favorite armor of slavers and leaders thanks to giving one extra follower slot. However because of low damage resistance they still wont be able to fight in open combat.
- Allow ugly-faces to do shopping.

2. Leather Jacket
Changes:
- bonus CH +1
- remove sneak penalty

Expected effect:
- Favorite armor to sneakers
- Popular between slavers and leaders who likes to do some minor fighting as well.
- Having CH = 4, 6, 8 or 10 is now less useless. Those people will get another follower slot.
- Allow ugly-faces to do shopping.

3. Combat Leather Jacket
Changes:
- bonus CH +1

Expected effect:
- Popular between slavers and leaders who likes to do some minor fighting as well.
- Having CH = 4, 6, 8 or 10 is now less useless. Those people will get another follower slot.
- Allow ugly-faces to do shopping.

4. Leather Armor
Changes:
- DMG resistance higher than Combat Leather Jacket

Expected effect:
- More popular between fighters.

5. Leather Armor MK II
Changes:
- DMG resistance higher than Combat Leather Jacket and Leather Jacket
- moved to Tier 2 list

Expected effect:
- Favorite armor for players who need high amount of APs.

6. Metal Armor
Changes:
- very low resistance to heat (fire).
- minus resistance to electricity (extra DMG from pulse weapons)
- penalty AG-1
- moved to Tier 1 list

Expected effect:
- Although having high resist against most of DMG types, people wearing this would be easy to hurt with fire weapons and extremely easy to kill with electric weapons.
- More popular.
- Having AG = 3, 5, 7 or 9 is now less useless. Those people will not loose an Action Point.

Note: Pulse weapons should be added.

7. Metal Armor MK II
Changes:
- low resistance to heat (fire).
- minus resistance to electricity (extra DMG from pulse weapons)
- penalty AG-2

Expected effect:
- Although having high resist against most of DMG types, people wearing this would be easy to hurt with fire weapons and extremely easy to kill with electric weapons.
- People wearing it will loose 1 AP.

Note: Pulse weapons should be added.

8. Combat Armor
Changes:
- moved to Tier 2 list

Expected effect:
- More popular.

9. Combat Armor Mk II
Changes:
- none

10. Brotherhood Armor
Changes:
- non craftable

Expected effect:
- Less popular.




« Last Edit: January 27, 2011, 05:09:04 pm by NastyKhan »
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Sarakin

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Re: Armor rebalance
« Reply #1 on: January 27, 2011, 05:12:54 pm »

I agree with most of your suggestions except:
-CLJ should give 1 LK also
-Metal mk1 and mk2 should stay tier 2
-Metal mk2 still - 1 agi, not -2
-CA BA should be craftable
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LagMaster

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Re: Armor rebalance
« Reply #2 on: January 27, 2011, 05:14:41 pm »

^same as above^
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avv

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Re: Armor rebalance
« Reply #3 on: January 27, 2011, 05:23:35 pm »

What about skill bonuses? I could see some armors provide bonuses to unarmed or melee.
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Crazy

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Re: Armor rebalance
« Reply #4 on: January 27, 2011, 05:27:20 pm »

What about skill bonuses? I could see some armors provide bonuses to unarmed or melee.

Mmmmh... No. It's not magic F3 item which give ya skill when you wear it. Item should give only SPECIAL or resistance bonus.
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Snackish

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Re: Armor rebalance
« Reply #5 on: January 27, 2011, 05:34:32 pm »

Mmmmh... No. It's not magic F3 item which give ya skill when you wear it. Item should give only SPECIAL or resistance bonus.
He means weight.
it would make your swings or punches harder due to the weight.
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avv

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Re: Armor rebalance
« Reply #6 on: January 27, 2011, 05:40:30 pm »

Mmmmh... No. It's not magic F3 item which give ya skill when you wear it. Item should give only SPECIAL or resistance bonus.

I think the bonuses in f3 were based on the fact that some suits had specialized pockets and paddings suitable for specific work.
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Crazy

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Re: Armor rebalance
« Reply #7 on: January 27, 2011, 05:53:47 pm »

He means weight.
it would make your swings or punches harder due to the weight.

So it's make you do more melee damage, but does not help you to touch your target.
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NastyKhan

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Re: Armor rebalance
« Reply #8 on: January 27, 2011, 05:58:12 pm »

So it's make you do more melee damage, but does not help you to touch your target.

+1
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Bantz

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Re: Armor rebalance
« Reply #9 on: January 27, 2011, 06:36:50 pm »

Loose clothing gives you +chance to hit advantage in reality, so no problem there. You wore a kimone you get better chance to hit then in metal armor.

Doctor Eex

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Re: Armor rebalance
« Reply #10 on: January 27, 2011, 06:58:30 pm »

Quote
2. Leather Jacket
Changes:
- bonus CH +1
- remove sneak penalty

What? Does it has stealth penalty?

Wee, magic armor from F3.
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Re: Armor rebalance
« Reply #11 on: January 27, 2011, 07:20:26 pm »

So it's make you do more melee damage, but does not help you to touch your target.
Heavy hand perk on armor? Hmm
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Lordus

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Re: Armor rebalance
« Reply #12 on: January 27, 2011, 07:24:58 pm »

I suggest, give leather based armors free perk: quick recovery..
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Reiniat

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Re: Armor rebalance
« Reply #13 on: January 28, 2011, 01:37:57 am »

i think in something like:

metal armors: high resistance against EW, low against Bullets
combat arnors: high ressistance against bullets, low against fire and EW

this is how works most multiplayer games: there arent really better armors, everyone have advantages and disadvantages
of course this is fonline, so leather armors and leather jackets are lvl 1,  metal armors and combat are lvl 2
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runboy93

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Re: Armor rebalance
« Reply #14 on: January 28, 2011, 07:20:28 am »

BA should be craftable.
We don't have PA and now you want take BA from us too?
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