Armor Values in Module.ini Post Your settings

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Cataphract

Sergeant Knight
Now i find this simple thing a very welcome addition and makes different armor good against different things. Post your settings on armor reduction and soak factor here, and lets discuss what is the "most realistic" setting. IMO its a must to get this at least somehow cleared up  :smile:. Here's mine, by no means good as i dont fully understand the values, i made armor to protect against cuts more, still protects against pierce, but once pierced you get proper hurt. In my settings armor doesnt protect from blunt much at all, instead just dampens the blows.

armor_soak_factor_against_cut      = 1
armor_soak_factor_against_pierce    = 0.63
armor_soak_factor_against_blunt    = 0.05

armor_reduction_factor_against_cut      = 1.0
armor_reduction_factor_against_pierce    = 0.15
armor_reduction_factor_against_blunt    = 0.55
 
Not to say peeps arent interested, but im sure these armor value settings play a crucial role in getting satisfying gameplay experience, or are we a content over gameplay community? I've not seen yet peeps even interested in these new module.ini changes, yet alot of things have been discussed in suggestions, cmon bring your settings and tell why you use em :smile:
 
There are three factors people don't edit it;
1- Don't get it, it is quite a complicated formula
2- Default values are not broken
3- Moders are still experimenting with values
 
armor_soak_factor_against_cut      = 0.2
armor_soak_factor_against_pierce    = 0.2
armor_soak_factor_against_blunt    = 0.2

armor_reduction_factor_against_cut      = 2.5
armor_reduction_factor_against_pierce    =2.5
armor_reduction_factor_against_blunt    = 2.5

That is what I have right now for LOM, but I will certainly change things around.

Personally, I don't want a ton of soak. It makes it too hard to balance things out properly.

However, I am glad we can set differences between damage types. To simulate piercing I'd think that having ok soak but little damage reduction makes sense to me. For blunt, higher soak and less (but still signifigant) damage reduction.

Sadly, balancing is one thing modders neglect a lot or else go crazy on. I am hoping that they will use these settings to good effect, though....


 
Thanks for the replies fellas, although i realize soak factor makes the game more "uncertain" i respect ya settings, most armor at the moment just feels off for some reason, maybe in time we will get better settings.  :smile:
 
Agreeable,I was facing bandits in the mountians and I took a throwing axe straight to the head.
I was wearing a normal great helm and yet it only did like 7. pretty much what ever you wear, an axe to the head would hurt a tad more.
 
Oh really? It's a large chunk of plate, and it's well suspended and padded, so unless the axehead catches or somehow cuts through, I doubt it would do much of anything.
 
Cataphract 说:
Thanks for the replies fellas, although i realize soak factor makes the game more "uncertain" i respect ya settings, most armor at the moment just feels off for some reason, maybe in time we will get better settings.  :smile:

It works the opposite of how you seem to think.
 
James 说:
Oh really? It's a large chunk of plate, and it's well suspended and padded, so unless the axehead catches or somehow cuts through, I doubt it would do much of anything.

With enough force it might break your neck or take your head off completely even if the helmet is not penetrated. Those things have a ton of force behind them.
 
Really, if anyone hasn't thrown an axe to somebody's head while she's wearing a great helmet, we can't say anything. Lets stick with the topic, and cut the fertilizer.

I'm currently riding on default settings, since I haven't had too much time to play around, so I guess I'll try some crazy settings some day... Yah, maybe now.

*Imagines 200 fighters hacking and chasing each other without any damage, at all. Nice endless screen"saver"*
 
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