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Pre-CU

Pre-CU.

John Smedley beat up my grandmother.

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Comments

  • ep103855ep103855 Member UncommonPosts: 47
    please state the reason for this poll. sounds stupid to me. and no i will not vote.
  • Harry-SackHarry-Sack Member Posts: 135
    Originally posted by ep103855

    please state the reason for this poll. sounds stupid to me. and no i will not vote.
    The reason is 'Pre-CU.'  Duh.



    Now go ahead and vote.  Do it now.


    John Smedley beat up my grandmother.

    image

  • SyrikRonoveSyrikRonove Member Posts: 19

    I voted OK, because as much as I love pre-cu, I also love CU.  At the very least I give a two thumbs up to anything pre-nge.  There were many great factors of the pre-cu, and many bad ones (i.e. needing doc buffs to even wear armor, everyone running around in comp, dominance of melee stackers etc.) and the same goes for CU (i.e. combat levels, taking out the need for buffs and wound heals, ents etc).  A mixture of the two would be perfect, but I would take either one stand alone.  In pre-cu social interaction took place in non-combat places like star ports, med centers, cantinas etc and CU it took place at mission terminals and in combat groups.  I would love to see a mixture of the two.  I prefer CU combat (aside from CL), and pre-cu everything else.

  • CasualMakerCasualMaker Member UncommonPosts: 862
    You didn't need doc buffs to wear armor, you needed doc buffs to wear full suits of Composite armor which had their resists maxxed without concern for the effect on the armor's encumbrance. "Everyone" wore Comp because it could be made with higher resists than any other armor; it also had higher encumbrance, which was supposed to be a balancing factor. The balance was broken by doc buffs, creating a "have your cake and eat it too" situation: have max armor resists AND use a max-speed/damage weapon AND use max damage specials as fast as every second, all without running down your HAM bars a single bit.



    I would have liked to see pre-CU with a diminishing-returns curve on the effects of increasing sub-stats. So that, even stacking all possible buff effects, you could never reduce a weapon's specials cost by more than 80%, and that is without wearing any armor. Armor encumbrance and weapon HAM costs would matter again, and you would see a lot more armor diversity (because other armors have lower encumbrance and still have high resists to certain damage types).
  • SyrikRonoveSyrikRonove Member Posts: 19
    Originally posted by CasualMaker

    You didn't need doc buffs to wear armor, you needed doc buffs to wear full suits of Composite armor which had their resists maxxed without concern for the effect on the armor's encumbrance. "Everyone" wore Comp because it could be made with higher resists than any other armor; it also had higher encumbrance, which was supposed to be a balancing factor. The balance was broken by doc buffs, creating a "have your cake and eat it too" situation: have max armor resists AND use a max-speed/damage weapon AND use max damage specials as fast as every second, all without running down your HAM bars a single bit.



    I would have liked to see pre-CU with a diminishing-returns curve on the effects of increasing sub-stats. So that, even stacking all possible buff effects, you could never reduce a weapon's specials cost by more than 80%, and that is without wearing any armor. Armor encumbrance and weapon HAM costs would matter again, and you would see a lot more armor diversity (because other armors have lower encumbrance and still have high resists to certain damage types).
    You're right of course about the reasons why things were the way they were.  I was mainly commenting on what everything ended up like.  I like your idea about the weapons special cost.  That would be great to see.
  • Harry-SackHarry-Sack Member Posts: 135
    Thank you for the votes and comments.



    And Pre-CU to all of you.

    John Smedley beat up my grandmother.

    image

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