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Author Topic: Cybernetic armor in 0.9.9.7 ?  (Read 6724 times)

Evilpotatoe

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Cybernetic armor in 0.9.9.7 ?
« on: March 02, 2013, 06:21 »

Just found -again- that **** armor in the armory this morning, which makes me wonder if something has been tweaked in the upcoming version.

Sure, it may, sometimes, be useful, but does anyone consider it as good as the rare mod of the armory ? Even a firestorm (which I don't value at all), looks better to me.

I know roguelikes tend to have random aspects, but I really hate this one, since armoury is the only place where you are "sure" you'll find a rare mod (often the only one of your game), and I always feel screwd when I get this stupid armor instead.


So, has something been done to improve this armor in 0.9.9.7 ? There's a lot of room for it, here are some simple ideas.
-Just uncurse it. Would it be as good as a P-modded red armor ? I don't think so.
-Allow anyone to mod it, instead of only techies. Maybe uncurse it for techies instead ? (makes me think that I would probably uncurse ALL armors on them. It might not be very rolepray with skin armors, but I think it would suit techies concept, and be balanced)
-Make it regenerate in some non-abusable conditions (e.g. when you heal yourself with a bonus and/or item), so that you're not armor shards dependent once wearing it ?

So, do I underestimate this unique piece of junk ? Has it been reworked ? Is it intentionally a bad item ?
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Equality

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Re: Cybernetic armor in 0.9.9.7 ?
« Reply #1 on: March 02, 2013, 09:18 »

don't understand. We can get in armory
- Sniper mod when playing AoB
- Firestorm mod (which seems useless in most cases)
- and a lot of combinations not needed for us - and sometimes I even not take them. For instance, 3 bulk mods (1 + 2 in secret room). At this point we (usually) do not have a WK, so use what we can, take what we can, but inventory limited.

I think Cybernetic armor very nice reward. As for me, I never got it here...
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skarczew

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Re: Cybernetic armor in 0.9.9.7 ?
« Reply #2 on: March 02, 2013, 16:50 »

Maybe we could do something with Firestorm mod... For example:
- add certain resistances to armor / shoes (fire, plasma, for example).

As for Sniper mod on armor, it could reduce amount of damage received from bullets and melee hits- both by increasing protection and resistance values.
And I have no idea what could mod do on shoes - but maybe someone has :) .
« Last Edit: March 02, 2013, 20:59 by skarczew »
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tylor

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Re: Cybernetic armor in 0.9.9.7 ?
« Reply #3 on: March 02, 2013, 18:04 »

I like it. Firestorm and sniper is rather disappointing now.
Firestorm on armor: +30% fire resist +10% every other resist, both capped at 75%.
Sniper on armor: ignore +50% miss chance out of sight line. Second sniper on guns instead gives accuracy bonus, equal to (distance-3)/2 (so, close up it is penalty instead)
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skarczew

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Re: Cybernetic armor in 0.9.9.7 ?
« Reply #4 on: March 02, 2013, 21:01 »

I like it. Firestorm and sniper is rather disappointing now.
Firestorm on armor: +30% fire resist +10% every other resist, both capped at 75%.
Sniper on armor: ignore +50% miss chance out of sight line. Second sniper on guns instead gives accuracy bonus, equal to (distance-3)/2 (so, close up it is penalty instead)
Since the sniper is rather offensive, I would propose to make armor rather defensive...
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StarStorm

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Re: Cybernetic armor in 0.9.9.7 ?
« Reply #5 on: March 16, 2013, 07:39 »

Screw that, make it entirely offensive: sniper on armor becomes a glass cannon, reliant on taking out enemies before they see or fire at them~
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Flame_US3r

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Re: Cybernetic armor in 0.9.9.7 ?
« Reply #6 on: March 19, 2013, 10:39 »

I had a promising game going where I had found a necroarmor and energy shield. Then I stumbled on this *cursed* item. I died shortly after trying it on due to lack of armor repair drops. (I never asked for this.)

Maybe there should be a better warning before you put it on?
Are you sure you want to augment your body? (Y/N) :p

Regardless, I think the risk/reward of the item needs to be more rewarding.
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