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Topics - mAdman

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21
Suggestions / Inverting the sprinter perk
« on: October 10, 2014, 12:21:11 AM »
The armor perk sprinter gives more move speed for AP missing, while this is a cool mechanic, in combination with bloodthirst (as after hitting someone and killing them usually leaves you with little to no AP) and voodoo, it is scary to see how fast someone can fly across the map.

Inverting the mechanic to grant more move speed while on higher to full AP might calm the snowballing effect that all of these effects in combination have, but also make wearing light armors more effectively increase movement in general. (Also it would remove any need to "flush" your AP to boost movement speed, by equipping and removing a weapon etc, and not put people with a slower AP+ regen at an advantage to those with faster rates).

I also believe that leather armor should have a similar movement speed increasing effect (less so than jackets) and that metal and heavier should have an inherent malus to move speed, but that could be an entirely different discussion in itself.

22
General Discussions / Stealth detection question.
« on: October 09, 2014, 08:10:23 PM »
I understand detecting sneakers is now modified by your sneak skill. But does wielding a weapon or wearing certain armor that increases or decreases your stealth effect this detection rate?

IMO it really shouldn't, your base sneak should be the variable, as my choice of pants or current weapon shouldn't effect my ability to see invisible people, but my base knowledge of sneak should.

EDIT; the same would apply to the Ghost perks too, I.E. They shouldn't increase your ability to see sneakers, but do they?

23
Resolved bugs / [MISC] New weapon sneak malus higher than it states.
« on: October 09, 2014, 02:24:04 PM »
Technically, sneaking with a leather jacket and rifle while standing still, should make me a better sneaker than with leather armor and a pistol. But I can be seen from further instead.

24
General Discussions / The Ultimate tank build?
« on: October 08, 2014, 01:33:22 PM »
I was thinking;

Bruiser and Gifted for an abundance of special then spreading them like this;

S P E C I A L
9 7 9 9 5 9 1

And getting the perks;
Critical Strength, Critical Agility, Critical Endurance, Toughness, Adrenaline Rush, Armor Efficiency, Nerves of Steel and am currently undecided on the last perk, possibly Gain Charisma to get to 10, Critical Perception, Lifegiver or Dodger.

The theory is to be in a squad with a good leader who can dish out all of the tank squad buffs too, namely DR and less armor bypass (critical agility is said to work better) and maybe health too. From there, you would max big guns and just be a front line burster, who would only very rarely have critical effects actually effect him and have much less damage dealt to him by crits in general with improved bypass resistance, granted you will be getting crit all the time, but what does that matter when they don't effect you 95% of the time?

Recommended drugs would be Psycho and Voodoo.

Thoughts or suggestions?

25
Bug reports / [ITEM] Spring weighs 2 kilos
« on: October 08, 2014, 12:27:14 PM »
I would think it is maybe supposed to be 200 grams? But it doesn't seem intentional either way.

26
Suggestions / Examples next to formulas in the wiki
« on: October 08, 2014, 05:36:46 AM »
Now, I know my maths should be better, but when it comes to some of the formulas in this game I get about halfway through and my brain ceases to finish deciphering, perhaps if, when using these formulas in the wiki, example numbers can be placed with for layman explanation.

for example the detection formula; Detection Range = (Sight Range)*(1 - 0.2*{(Sneak - 50)/50 + Angle})

So detection range is 20% of my sight range and sneak -50, then modified a further 50% by each angle beyond front?

So a sight range of 100 with 200 sneak skill can detect sneakers from 50 hexes in front (25 front side, 12.5 side back and 6 behind) ?

27
Suggestions / Evil Scientist just doesn't seem worth it as is
« on: October 07, 2014, 04:51:14 PM »
Perhaps if it dealt the extra damage when the trap was also set off, it might make it more appealing. But currently it seems to pale in comparison to say bloodthirst or watchtower in terms of usefulness and power.

Perhaps even removing the electrical resistance (which sounds like a job for a whole other perk anyway), and boosting the attempted disarm damage while adding some extra electrical damage to your traps?

28
General Discussions / Weighing up perk options; Hawkeye vs Watchtower
« on: October 07, 2014, 04:23:05 PM »
So hawkeye would technically allow you to see sneakers from further away, while watchtower gives front sight radius to side sight radius, so while both are good and in combination with each other even better, but if forced to choose, which is the more practical in reality.

It would be nice to also know exactly how much watchtower increases potential forward view by compared to what it was, is it like 50% more? 100%? Does side view extend  180 degrees or more or less?

29
Suggestions / The problem with mentats
« on: October 07, 2014, 09:37:40 AM »
It costs about 60 caps worth of ingredients to craft mentats, but they are bought for 250 caps and sold to vendors for ~90. They are so expensive in comparison to other drugs, but their crafting requirements are about the same.

I say drop the price by 100 or so to also put the resale price just under the base crafting cost, but I'm mostly just pointing out the flaw and potential exploitable gap.

30
Resolved bugs / [ITEM] Stealthboy charged for 1000+ minutes???
« on: October 07, 2014, 06:09:25 AM »
Seems like a bug, i'm pretty sure it was the one I brought with me too (it could have been one i picked up), it should have run out around that time, but instead it now has a ridiculous amount of time, see picture;

31
Changing the Show; Range hotkey renders me unable to see max range anymore.

32
Suggestions / Area control weapons suggestions
« on: October 06, 2014, 01:51:41 AM »

An anti-camp weapon seems to be in order anyhow.

Fire was already mentioned in the post where this came up, so if you want to make a suggestion, fire is (hopefully) already being considered.

Either way, area control weapons;

Tear gas grenades (and shootable variant for GL and grenade pistol); Could function as AP draining over time, if you don't leave the area before you run out of AP (10-20 seconds), you will fall unconscious until the cloud clears, could have a long "explosion timer" or be very slow to animate to prevent abuse also would not stack in effect with multiple grenades (more grenades cover more area instead).

Stun grenade; thrown only; everyone in the effect radius has a chance to become disoriented, winded, blinded and/or lose 30 ap. Say a 50%-75% chance for each effect, so it isn't guaranteed to have specific effects every time.

Sonic trap; When set off (1 hex trap, 10 hexes effected) all in or any who enter area of effect have a chance to become suppressed/disoriented and take light damage with each sound wave (lasts 10-20 seconds, 1 wave per second), desneaks sneakers (as damage does) and disrupts deployment, effects could stack if multiple sonic traps are stepped on in the same area.

And my last one, which goes with the fire effects;

Grease-fire trap; Ignites an area in flames for an extended period of time, anyone attempting to walk/run through the area has a chance to become suppressed and/or fall down. De-sneaks sneakers and disrupts deployment with each tick of fire damage.

Any other ideas or criticisms welcome.

33
Suggestions / Sneak bandaid suggestion
« on: October 05, 2014, 01:05:01 AM »
EDIT; After realising some major points, I have changed the tone of the topic to instead suggest a reduction in the new maluses, but also to remove the bonus effect of jackets, to force sneak never to go over 200.

So for armors I would suggest;

Jacket and coat variants = No modifier
Leather armor variants = -5% to sneak
Bluesuit = -10% sneak
Support CA = -15% sneak
Combat Armor = -25% sneak
Metal Armor = -50% sneak
Power armor = -95% sneak

While weapons would be as follows;

Pistols/SMG/One handed melee (not including powerfist variants) = No modifier.
Rifles/basic shotguns/two handed melee/power fist variants = -5% Sneak while standing or walking, -5% additional sneak while running.
LMG/Heavy shotguns/GL/Flamer = -10% Sneak while standing or walking, -10% additional sneak while running.
Anything bigger = -25% Sneak while standing or walking -25% additional sneak while running.

Also displaying these penalties somehow, whether in the item description, or by showing a physical reduction in the character sheet when worn/equipped would be helpful to noobs, and forgetful types like myself :)

34
Bug reports / [MISC] Dead NPC bodies disappearing deletes intel
« on: October 03, 2014, 07:21:57 AM »
Retrieve intelligence missions which involve intel being on NPCs can be failed when the NPC bodies are deleted, could they instead drop near the body (like how a weapon drop works) or perhaps they can be flagged somehow not to be deleted when the corpse disappears, much like how player gear does not disappear.

35
Bug reports / [DLG] Knockouts displaying as Knockdown in floating text
« on: October 03, 2014, 07:18:47 AM »
Whenever you score a knockout hit the floating text over their head displays a Knockdown result instead.

36
Suggestions / Deathclaw Leather Coat
« on: October 03, 2014, 03:35:06 AM »
Combat leather coat just not enough for you?

Fire gecko leather too circumstantial?

Skin yourself a Deathclaw and try out the latest, most protective and sexiest post apocalypse fashion statement. The Deathclaw Leather Coat/Trenchcoat.

But honestly, it would make a good use for deathclaw hides and be a nice top tier light armor, one above the combat leather coat, the armor model can stay the same (a slight color change would be cool, but not needed).

stats;

Normal - 9/50%
Laser - 4/45%
Fire - 9/50%
Plasma 5/25%
Electric - 7/70%
Explode - 5/45%

perks

Confident
Sprinter
Quick Recover
BROF
Psychopath

Recipe

1x Combat Leather Coat, 2x Deathclaw hide, 1x Polymer, 2x Ceramic Plate. 190 Engineering required to craft.

37
Bug reports / [Misc] Taking more poison damage since taking Snake Eater
« on: October 02, 2014, 05:47:58 AM »
It certainly seems like it anyway, used to be 9 damage each tick now it is 10.

38
General Discussions / Do drug buffs take stats over 10?
« on: October 01, 2014, 10:15:35 PM »
I tried using mentats to increase my sight distance, but it didn't seem to have an effect so I wondered if the buffs from drugs are capped at 10?

39
General Discussions / Why is shooting the chest the least powerful?
« on: October 01, 2014, 07:50:59 PM »
(removed my post >.< oops)
I get that there are only so many target points, but shouldnt center mass shots be almost as deadly as head shots?

In terms of the game I think (opinion obviously) that groin shot could be removed and replaced with chest shots as an actual target (or even heart), as funny as groin shots are, perhaps that should take up the "unaimed" or "untargeted" shot slot.

Chest or heart shots could have very high bleeding effects (internal bleeding) winding and the generic knockdown attached to them, making it a very tempting target.

40
Suggestions / Aimed burst/CC crits
« on: October 01, 2014, 07:33:42 PM »
So as opposed to burst dealing no extra crit damage and only targeting chest, how about allowing bursts to deal crits that don't deal extra damage, but instead inflict the cripple effects as well as the temp effects (winded etc), and allowing a level of aiming even with heavier bursts.

I was thinking something along these lines;

SMG burst; can target head, chest, arms, groin and legs
Assault Rifle burst; can target head, chest or legs
Heavy bursters; Can only target chest or legs (high or low)

When fired in hex shooting mode, I guess it would have to auto target chest though.
Thoughts?

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