DRL > Requests For Features
Less exotic/unique assemblies
Creepy:
Over a quarter of the assemblies require nano packs. Just under half require exotic/unique packs to use. I was under the impression that assemblies were, in part, a way to reduce reliance on unique drops to get yourself some nifty gear. Instead it's looking like a way to use nano packs to make godkiller equipment, instead of the ability to create not-quite-exotic gear out of mundane material.
Basic seems fine; it only has a couple of things in there that require exotic/unique mods to make. But more than half of the advanced ones require exotic drops. There are no advanced pistol assemblies that don't require an exotic, and the only advanced armor you can build without a unique mod is environmental boots. Chainguns and shotguns do get the Assault Rifle and Focused Double, which look pretty sweet (I haven't gotten the Focused Double, but the Assault Rifle served me well in the past), but other equipment types rely on exotics to get any better. Master is almost entirely nano-based. Except the new Cerebus gear, which I haven't tried yet (The 0 protection weirds me out, high resistances or not).
Considering that nano is already really powerful even without assemblies, can we get more that don't require it? Or the other rare mods, for that matter?
Game Hunter:
Part of the v0.9.9.5 overhaul will be me doing some major changes to the exotics, uniques, and assemblies (or, at the very least, running some significant analysis on all of these things to see if they require major changes). More likely than not a good chunk of this work will involve changing the assemblies around a lot, so expect some easier-but-lesser versions of the things you already know in the next version (or betas if you have access to them). In my humble opinion, however, I figure that all of the master assemblies should require exotic or unique mods in order to create them. At the moment this is vastly skewed in favor of finding Nano Packs, and there are even a couple that don't require any rare mods at all: I'll be experimenting over the course of development to create interesting combinations for the master assemblies so that they are powerful but aren't too impossible to assemble in a given game.
That said, if you want to point me in a specific direction, use this topic as a suggestion box for all assembly-related changes (or possibly additions, as I may end up scrapping some of the current ones if there's no reasonable way to redeem them).
Ander Hammer:
--- Quote from: Creepy on November 03, 2011, 13:57 ---Except the new Cerebus gear, which I haven't tried yet (The 0 protection weirds me out, high resistances or not).
--- End quote ---
Anyone who can assemble Cerberus armor can give it 2 protection with a power mod after assembly.
RickVoid:
I really have to agree with this post. Basic assembies should not require any more than Power, Technical, Agility, or Bulk packs. Advanced shouldn't use more than exotic, and even then only for a few. Master should be the realm of rare assembly pack.
I'm glad to hear that you'll be changing things around with the assemblies. I'll take a look at the weapon and armor stat over the next couple of days and see if I can hammer out some suggestions for you. I promise not to spoil any current .5 changes.
Sambojin:
Not actually a post for the assemblies themselves, but about the Technician class. Starting with a tech-mod is something that really does help make them (in my eyes at least) the best. Amongst their other amazingly good bonuses.
With WK as their normal advanced trait, it makes things a bit too good. I've posted about it in the "strongest build" thread, but having the tech mod can be a little overpowered. Once you've done the Chained Court, you've got the option of going pistols (1 Speedloader is done), rapid fire - a hyperblaster (an ag/tech'ed plasma rifle to play with until another tech pops up), micro-launcher for general explodyness (teched R/L is still good) or a tactical shotty (first power mod and a combat shotty means a free assault power-modded shotty basically).
Even just putting it on that first shotgun helps a lot to get through the early levels.
I understand it isn't exactly a gimme solution, and there's usually enough tech mods for all the classes/assemblies/builds, but by god does it make things easier in either the early or mid game. An almost definate choice of build type with weapons to match for which one you choose. Assemblies were sometimes a mongrel to get in earlier versions. We all (me) whined that you either needed WK, basic assemblies weren't good enough and that something should be done about it. I think I may have rambled on about normal modding still being better or something like that. I haven't done a run in ages now that I haven't assembled SOMETHING.
Technicians did fix all that that, but probably too well. Strong builds, strong weapons, good armour. The basic assemblies also all got a good boost. Do we need a free mod pack (of any sort) for an already strong class?
Navigation
[0] Message Index
[#] Next page
Go to full version