Author Topic: In light of Crafting rebalance.  (Read 61 times)

Vagabond

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In light of Crafting rebalance.
« on: January 06, 2026, 02:58:02 am »
Seeing how Crafting and INT now need proper investment if you want top tier gear, alongside the newest additions of RLs, here are a bunch of ideas (some are old but remade).

-Reinforced Greaves.

From personal and read experience, I've never seen the usefulness in Greaves.

Theorycrafting says they should fill the role of Metal Boots for Sure Step users. But the recipe is underwhelming even at top tier quality. Defense stat wise, despite having visually more coverage, they provide less, while Kneecap Shot and 20% chance immunity is so-so and super situational. On top of that, the additional utility Boots and Tabi provide far outweigh it at the same levels. The other thing is Greaves being a substitute for Metal Boots for Exoskeleton Armor users.

So, I suggest Reinforced Greaves. There are several versions to it's implementation.

1. Combine Metal Boots and Greaves into one item at a huge investment of Mechanics and Tailoring.
A new recipe which can be learned after having Boots and Greaves BP. It combines the component requirement to craft both metal boots and greaves.
Or a recipe that just requires combining Metal Boots and Greaves, this allows to combine two items into one.

The result should be a heavier with more armor penalty item, but with the benefits of both Metal Boots and Greaves, alongside higher defenses.

2. Simply buff Greaves recipe by adding two more slots for metal plates. This will result in Greaves having the pure defense superiority niche compared to boots and tabi.

-Thermate.

Yes, thermate, not thermite. After the addition of White Phosphorous, I looked up my other favorite incendiary chemical, jk, my only favorite incendiary chemical. And surprise-surprise, I caught eye of thermate, or to be more specific thermate-th3. Since we have magnesium already, why not have two more grenade types?

One is a WP gas grenade that acts as chemhaze with it's instant spread. It has the same cooldown as Gas Grenades with Grenadier, BUT, it's just smoke. The recipe is Thin Grenade Case, 2 Starter Mixtures and WP. Alternatively it can spread as a normal Gas Grenade, but the recipe requires 1 Starter Mixture, however the gas spreads out faster compared to normal Gas Grenades.

There is no ignition of enemies on impact in either case. Also, the smoke is less dense initially than that from the rocket. The intent is to use it as it's semi intendent purpose, and that is to smoke out enemies from cover.

Recipe: Thin Grenade Case, Starter Mixture (1 or 2), WP.

The other is obviously Thermate Grenade.

Recipe: Thin Grenade Case, Magnesium, 2x Thermate-TH3.

This is a unique recipe. With the Drones getting the RPG-7, I thought that Protectorate should have it's own unique weapon.

The idea is simple: Combining HE and Incendiary into one, but at a smaller radius (2 tiles) and more emphasis on direct hit. Since all other weapon's ammo slots are filled, this is currently the best alternative I can think off.

Stats:
120-160 heat damage.
Ignores 60% DR/DT on direct hit (center tile) with higher ignite chance 55% and bigger burn damage, 180% of the original damage.
DR/DT ignore is reduced to 45% on indirect hit and ignite chance is 40%.

There can be additional versions of it, like having Bonding Agent, Starter Mixture, TNT and Hexogen be used a 4th component for additional effects.

These two grenades obviously have high chem requirements. As for Thermate-TH3, I'd put it at 75-90 chem req range. It's not as dangerous to handle as WP, but it is more potent and harder to ignite.

-Unique Armor Crafting.

Last but not least is a topic I did mention in one of my old posts, it was tied alongside the Unique Weapon upgrades. So, after this much time, I think it's time I tackle a small part of Unique Armors as an example, them being the Compound Exoskeletons.

They are underwhelming, to say the least, with only Technomedic being an obvious choice. But you see, I do not like that it is an obvious choice all because of the stat boost. What's the point of wearing the other versions?

With Exoskeletons it's easy, just follow the same rules as Fusion Cannon. Disassemble the Exoskeleton of your choice and receive the following:
-X Exoskeleton Suite (Inspection gives blueprint)
-X Exoskeleton Frame
-X Exoskeleton Blueprint

Since Compound Exoskeletons follow Metal Armor closer in their stats, using metal plates as main upgrade material is the most obvious choice, more so that players will use their high quality Super Steel.

Exoskeleton Suite, the components are Plasma Core, High Efficiency Energy Converter, Bio Vest (and additional Galvanic Vest for Psychophract)

Exoskeleton Frame remains unchanged and acts just like Fusion Cannon Frame. Although, Industrial Exoskeleton exists, so, hint-hint, wink-wink.

Exoskeleton Blueprint is Suite, Frame and 4 slots for Metal Plates.

The result should give us an upgraded Exoskeleton, with better defense and energy consumption, especially Psychophract with added Energy Res. Worthy of endgame gear and the effort to obtain it. Obviously with high Crafting skill reqs in mechanics, electronics, biology.

This is just a simple example. But imo the same can be applied to other unique/non-craftable armors. Like my favorite Spec Ops armor and helmet, or everyone's favorite ever useful Regalia. More niche armor, like CAU or Tesla most likely don't need such upgrades, as they succeed in their niche role with just a proper set of boots.

harperfan7

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Re: In light of Crafting rebalance.
« Reply #1 on: January 06, 2026, 03:50:36 am »
Greaves are for heavier-armor melee characters who still intend on having mp.  Even if you have escape artist, it still has a cooldown; greaves give you a chance to not get entangled while its on cd.  If you're relying on sprint and hit'n'run to have some mp during your adrenaline rush or whatever, greaves keep some asshole from critting you for 1 damage with a kneecap shot.  The crit-chance reduction is a nice little bonus. 
*eurobeat intensifies*