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Re: STM "Final v1.7.5" Discussion
Here is the latest info on the next update.
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Re: STM "Final v1.7.5" Discussion
Hi there,
I ve a question about the armor Ratings - why is armor so weak (damage resistance)? Specifically the Borg Regeneration Armor - it has Damage Resistance of 7. But one of its abilities is to restore 30 damage points? Am I wrong or will this only happen when the enemy uses armor skipping weapons? btw: keep up the good work - its the best MOD !!! |
Re: STM "Final v1.7.5" Discussion
Yes, Armor III (leaky!) with tonnage of 10 and dmg resistance of 6 is very unusial. It has one of the smallest chances to be damaged amongst other comps (most part of viable comps have greater dmg res).
Compare it with shields: 700 hp for size of 40 kt at lvl 10. |
Re: STM "Final v1.7.5" Discussion
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It has nothing to do with Atrocities love of the Klingon race http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Funny I came to this topic to ask that very question! The answer does make sence. Should have never doubted Atrocities. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: STM "Final v1.7.5" Discussion
The armor was stepped down and made on par with the reduced weapon damage.
I will double check the Borg settings and reduce them as well. Basically armor should never be stronger than shields and should not provide that much protection. In star trek shields are the primary defense not armor. Armor is only mentioned on the defiant and really no where else except Enterprise. So armor is an earily use component but out dated by shields. |
Re: STM "Final v1.7.5" Discussion
Leaky armor MUST have more hit points than average internals, or else it will be hit after the internals most of the time. 6 HP is not enough by far. Maybe 60. Keep in mind that shields are a lot stronger than leaky armor, as they provide a barrier that must be penetrated before real damage begins to occur, whereas the leaky armor does not provide this 100% wall. It should generally have more hit points than shields provide because of this and the way that damage to components is assigned (components with more hit points have a disproportionally greater chance of being randomly selected to be damaged when a ship suffers damage), or else it is far too weak.
[ April 27, 2004, 05:42: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
When I left the armor with the high hp, it was far to powerful and not providing the effect of leaky armor that I wanted. http://forum.shrapnelgames.com/images/icons/icon9.gif I simply could not get it to work correctly as leaky armor. So I reduced it to its current value and now armor seems to work ok. My not be true leaky armor, but at least it is working.
Perhaps in SE V we will have true leaky armor. |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
I only took a quick peek, but if that is the case, then it makes most of the armor in this mod worse than filling your ship with a cheap component to absorb hits.
I can take a closer look tomorrow night once exams are done with for the year! [ April 27, 2004, 18:08: Message edited by: Captain Kwok ] |
Re: STM "Final v1.7.5" Discussion
Ok, give me a solution that I can use and it shall be employed.
I have considered bumping up Armor to these levels. Armor I - III 10/15/20 Emissive Armor I - III 15/20/25 Scattering Armor I - III 15/20/25 Federation Ablative Armor I - III 10/15/20 Borg Regenerative Armor I - III 10/15/20 Breen Organic Armor I - III 10/15/20 Cardassian Kelindide Armor I - III 10/15/20 Dominion Varethiel Armor I - III 10/15/20 Tholian Crystalline Armor I - V 10/10/15/15/20 Pirate Hull Armor I - III 10/15/20 |
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