Author Topic: Run speed depends on Agility  (Read 4861 times)

paragon

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Run speed depends on Agility
« on: October 14, 2014, 06:12:42 PM »

As far as Agility seems to be not very balanced stat right now, one of the buff to it could be making run speed depending on agility.
I thought about actual value to be about 10% difference between 1 and 10 AG, although I didn't make any test and they should be done for the sake of the balance for sure.
AG builds like close range / runners will be able to run faster snipers, giving them more chances to actually get to them / get to cover. Same for scouts (sneakers with AG).

Although I expect CC being even more OP in killing loners / 1v1 fights. But main target for this suggestion is to make less builds 1 AG.


Suggestion 2: making aim speed depends on agility (and/or even Perception). So in close range AG build can beat low AG build shooting first.
« Last Edit: October 14, 2014, 06:15:43 PM by paragon »
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MuchaChota

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Re: Run speed depends on Agility
« Reply #1 on: October 14, 2014, 06:26:42 PM »

I know that with so few playing lately is tempting to go solo but CH is still the w2g. With running speed module you get +2 running speed(it'd be 20% i think)
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S.T.A.L.K.E.R

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Re: Run speed depends on Agility
« Reply #2 on: October 14, 2014, 06:43:56 PM »

Agility is fine imo
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mAdman

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Re: Run speed depends on Agility
« Reply #3 on: October 15, 2014, 02:15:41 AM »

Fine aside from the fact it is rendered almost useless with either CH builds and/or critical agility.

It wouldn't be a bad idea to link it to at least something else, to give more incentive to utilise it, movement speed would be good, aim time and/or deployment AP cost too would be good AG buffs too.
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The Brazilian Slaughter

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Re: Run speed depends on Agility
« Reply #4 on: October 15, 2014, 02:20:09 AM »

This makes sense, but...

Won't this lead to ridiculous kiter builds?

Also fighting critters is very run speed dependant - the most dangerous critters are the ones that can keep pace with the player (Alien Matriarch, Deathclaws, human enemies, centaurs and floaters, geckos, etc) while the weakest are the slower ones that lack some uber ranged attack or HP bloat (normal ghouls, radscorpions, wannamingos, mantises). The only exceptions to that rule are slower enemies with strong ranged attack and HP bloat, like Super Mutants and the odd well-armed and ridiculously tough ghouls from hell that pop up in the Core sometimes.

So anything that messes with Run Speed is a lot bigger than what it seems, because it messes with both PvP and PvE.
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Niamak

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Re: Run speed depends on Agility
« Reply #5 on: October 15, 2014, 02:26:25 AM »

AG will affect aim time and run speed, at 10 AG you will be able to go through windows and doors without opening them (also you get gm vision)

Confirmed by NASA

Agility is fine imo

Agility sux
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Myakot

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Re: Run speed depends on Agility
« Reply #6 on: October 15, 2014, 02:30:33 AM »

Agility is disgusting right now, as it is the only stat that doesn't have any builds dependant on it, you won't see any1 effective with 10 agi,unlike any other stat.
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Duke

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Re: Run speed depends on Agility
« Reply #7 on: October 15, 2014, 03:01:45 AM »

Quote
Suggestion 2: making aim speed depends on agility
Indeed. Especially for pistols.
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SnowCrash

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Re: Run speed depends on Agility
« Reply #8 on: October 15, 2014, 10:33:45 AM »

A buff in AP regen can be the way to go, make it 3.5 +AG *0.75,
So it will go from 2.5 (1 AG +bruiser) to 12.5 (10 AG+AB)
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