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Just managed to get the MC´s armor handling to 6 with the token from the factory, now there are no penalties anymore for wearing the Granger Coat.
Admittedly, I really like the Grangers, but their coat is a heavy burden.
There must be some symbolism in there somewhere.....
I think that the evasion penalty is actually too low, because it is still too easy to get a solid evasion and a high dr. It would be probably an option to give heavy armors a 'natural' armor bonus equal to twice their ap penalty and reduce their current dr by the same amount to get the same total dr, but with a partial resistance against the penetration effect of weapons. It would be probably also an option to implement a negative evasion value, which increases the enemy thc, to make the evasion penalty always important.
1. is running around in heavy ballistic vest, evasion 54-1. Fine for me, Granger coat goes to Jed
2. dedicated armor char is running around in damaged combat armor/old riot officer armor and old riot armguards. Granger coat again goes to Jed, penalty to evasion is -4/0
3. the same as 1 but lower evasion thus bigger armor. No penalty
Generally the problem of Granger coat is that usually you can have just 1 of it and it only works well with just one vest in the game.
First, there's a strong all-or-nothing element to armor. Suppose you're trying to decide between two chest pieces, one of which gives an extra 2 DR across the board at the cost of 10 evasion. That's probably a good deal... assuming the enemy attacks unaimed. If they use Aimed: Weak Spot the deal is significantly worse, and if they aim elsewhere you've given up 10 evasion for nothing. You're thus highly incentivized to either wear the heaviest armor that gives no penalties in each slot, or just the heaviest armor period, accepting all the penalties. Balancing an all-or-nothing choice is obviously tricky.
The above paragraph discussed a fixed character trying to decide between two armor pieces, which is not too different from planning a character and trying to decide between e.g. tagging Armor vs. tagging Evasion. However, the situation changes drastically when you're planning a party rather than a solo character. Now, in addition to worrying that putting on a heavier armor piece will make the enemies target a different body part, you have to worry about them targeting a different party member, in which case not only did you accept initiative and/or reaction penalties for nothing, but also whatever investment you made into armor handling was wasted or even counterproductive, having made the enemy target your squishier party member(s). This leaves every party member wearing the heaviest armor that gives no penalties in each slot as basically as only reasonable option.
Of course, if this situation is embraced as part of the design (or was intended all along), improving the armor system becomes a relatively simple matter of matching the increasing armor penalties to the expected increases in armor handling.
You could also tag armor AND evasion, which makes a good balance even more difficult to achieve.
https://steamcommunity.com/sharedfiles/filedetails/?id=2821314301
^12 evasion but makes it up by having very high DR values. With such values you'll be taking 0 damage from most sources of damage in Shuttlebay content - haven't tested the character at ECLSS content, nor overclocked implants; though from what I've seen of epepe's build it's very effective with overclocked subdermal armor.
Or you instead opt out of armor and go full on evasion. Trying to strike a balance between the two stats wouldn't be as effective.
However, regarding this, I don't think it'll really work because there are certain thresholds you need to be hitting with evasion if you wish to be reliable in it; meaning heavy armor users won't be hitting those thresholds unless they stay low/mid armor.
It's from getting hit or grazed. Full explanation:
Ahh ok, thank you