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Topics - mAdman

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41
General Discussions / Standing AC vs PE
« on: September 29, 2014, 02:19:03 PM »
Sorry if this is written somewhere but i missed it >.<

But how does standing AC work against PE, it seems like if the normal formula applies there is almost no chance it will be even slightly effective at such low numbers (1 for 1 luck).

42
Suggestions / Perk Suggestions
« on: September 28, 2014, 07:39:31 AM »
Because why not, right?

I'll get the ball rolling;

A serious one;

Bonus Move; (lvl 12); Your character moves 1 (or 0.5 maybe) hex per second faster.

And a lighter more situational one;

Tumbler; (lvl 6) Knock-backs no longer drain any AP from you and explosions are less likely to knock you down.

Any others?

43
Suggestions / Activity in the core warnings and messages.
« on: September 28, 2014, 06:17:07 AM »
Just a few ideas to highlight action going on in the core, for example, the white text is a bit pervasive, but I understand the necessity, perhaps though making this prevalent in the map screen more and leaving only basic details taking up a small part of the hud, which could perhaps be hide-able with a hotkey too.

In the map screen of the cheapboy, area's currently being fought over could be flashing red with crossed swords or something of the like (like little denotative caricatures of the factions involved displayed on the grid).

Another somewhat joined idea was that groups that were quite large would become a noticeable presence on the map also, huge group's (say of 15 - 20+) locations would be revealed on the map (possibly using the caricatures too) to all opposing factions if all 15-20+ are in the same location, this would not include when moving through their own gate or first grid over from their gate, to give huge teams a chance to break apart and rejoin later for the purpose of making movements hidden from other factions.

This way the presence of multiple huge groups can easily be detected and war parties can gather to intimidate other forces, or force somewhat evenly agreed upon huge group vs huge group battles.

It'd also make the map somewhat useful to monitor in a tactical sense also.

Just a couple of ideas anyway, thought they might be reasonably easy to implement and useful.

44
Bug reports / Sneaky rat found assignment exploit
« on: September 26, 2014, 08:45:38 AM »
The Rat, quite notoriously known (and self proclaimed) to be a rat for the lawyers, managed to sneakily tag me while i was in dialogue with the heart assignment granter, from there he brought a squad of Lawyers to the assignment location on the map, and managed to murder 2 unsuspecting members.

I applaud him for his creativity, but recommend a fix of sorts.

Perhaps a confirmation message for accepting people who tag you? So at least they can't sneak in while you aren't looking hehe.

45
General Discussions / Aimed shot time length variations?
« on: September 25, 2014, 06:20:11 PM »
What are the differences (if any) in taking a torso shot compared to eyes arms, legs, groin and eyes?

I ask because I'm wondering if leg shots extend the time taken to fire, In my thinking they shouldn't really take more than a torso shot as the mass is about the same , if not more in the legs (if you count hips), though they would be harder to hit admittedly.

46
Suggestions / Some cover at the family gate
« on: September 25, 2014, 03:53:56 PM »
I've noticed all the other gates have ruins or building cutting off large areas visually, but we have a no mans land that extends several hundred meters down the entire exit grid side. And on the other side of that is a street that extends the entire vertical length with very little rubble blocking sight.

Why is only the family gate a snipers paradise? >.<

47
Bug reports / [MISC] AP loss when shot not actually fired
« on: September 25, 2014, 03:32:00 PM »
I have noticed that occasionally my character will use the AP of a shot without actually firing, this happens most when a target moves out of sight or dies just before i fire, possibly linked to the delay in aimed shots, i use an m1c quite often, if that helps.

48
Suggestions / Cone-firing (hex shooting) available to more/all weapons?
« on: September 25, 2014, 11:52:57 AM »
Would it be possible to include the cone-firing mechanic for all of the guns? Even for snipers and the like (though they would be a thin line instead of cone).

I say because people moving in and out of vision, through windows and doorways etc are extremely hard to target with my horrible latency and it would be nice to put some suppressing fire down knowing there is a strong possibility someone will be moving into the spot fired upon.

49
Perhaps make 2 separate educated style perks, and make the post 24 one weaker, maybe only 1 per level?

I say because someone noticed they could take educated post 24, but I had already taken it so did not notice, it may be wrong, or a bug so I am not entirely sure.

Being able to boost pvp skills beyond 24 (even if restricted by caps) does seem to directly effect pvp though :P so I'm not sure if it should even be a choice, if it really is.

50
Bug reports / [MISC] NPCs on assignments not using their weapons
« on: September 23, 2014, 06:14:51 AM »
Just did what looked like a deadly force SS mission where only about half of the NPCs with guns actually used them, it was mostly the LMGs like RPK and M60 but also the flamer so it might be a strength requirement problem, not sure, but they worked in the past. This is definitely a recent development.

Just reporting, sorry if it has already been reported but i missed it.

51
Suggestions / Timebomb
« on: September 21, 2014, 12:13:18 PM »
I know a RC explosive device might be a bit overpowered. But how about some timed explosives, maybe that can also be thrown?

Or too much?

52
So, the two biggest factions have reached a peace agreement of some sort, displayed earlier in the battle for Global Electronics (which the family still won btw), when they sandwiched us and massacred a good lot of our men, including myself.

Further spying has revealed that there is indeed a truce of some degree between the 2 largest factions in the game.

So does this spell the end of the war? Surely 1500 cant stand up to 3000 (rough numbers) especially while divided.

Apparently the family is "too boring" anyway so who cares i guess :P

53
Suggestions / Disarming/Arming ones own traps
« on: September 21, 2014, 04:15:06 AM »
Is there a way for the game to identify when you are disarming a trap that you have set, and possibly give a bonus if true. It makes sense that disabling a trap that you yourself had placed would be easier that one another had placed.

Edited in;

Another thing I've noticed is arming traps can be a real bitch under walls and the like, would there be a way to arm them in inventory, or arm them by standing on top and using a hotkey to activate (only a single mine) the mine and give you the chance to walk off the hex.

To avoid multiple mine exploiting, you could just make the first explode if someone tries to drop an active mine ontop of another, or if he tries to activate multiple stacked mines.

54
Bug reports / [MISC] Got a free perk after rerolling (post 24)
« on: September 19, 2014, 05:58:07 PM »
I took a pic of the bug, but what happened is I used my second reroll (to move 2 agility into endurance which only gave me 21 health :( ), and once i had shot a gecko to regain my post 24 levels, I was re-granted a feat even though I still had mine.

I am level 31 and have my 2 post 24 perks already (strong back at 27, snake eater at 30).

I guess I should just take the perk for now, but I thought I should let you know there is a problem there, for the next time it needs to be done etc.

55
Suggestions / Getting paid for guarding your factions gates
« on: September 19, 2014, 08:31:38 AM »
Could be worked in somewhere between an assignment and a ZC, a player or group of players accepts a quest to guard (either the whole or just part) their particular gate, the jobs could vary from 10-30 minutes worth of guarding and the reward could be relative to the amount to hostile npcs and players you kill. Much like the guards that already patrol about but player maintained :D

There could be a max of say 2-4 gate guard patrols at a time and the patrol sizes could be limited to say 4-8 to stop any buildup of excessive amounts of players there.

Thoughts?

56
General Discussions / Map Zooming
« on: September 19, 2014, 03:51:30 AM »
I know this is currently done by holding Z and scrolling with the mouse, but I have 2 questions regarding this function.

Firstly is there anyway I can set it so I don't have to hold down Z and just zoom the map by scrolling the mouse wheel? I checked the hotkeys and couldn't find anything.

Secondly is there anyway to set the zooming so that it "bumps" the camera as you zoom out? So it doesn't get stuck on map edges, forcing you to move the camera about before zooming further?

57
Resolved bugs / Unable to change target shot with shift 1-7 anymore
« on: September 19, 2014, 02:45:31 AM »
Not sure what caused it, but I am no longer able to change targeted shots by holding shift and selecting 1-7.

I know others are fully able to do this, so it must be something that I have done specifically to break it, though I have no idea what.

58
Would it be possible and game friendly to add a hotkey that works similar to cone-firing (in that it follows the cursor position) that controls player facing?

While standing still would be nice (nicer and easier than the >< arrows IMO anyway) but also while walking, and to a small degree while running.

Walking backwards while covering friends who are moving forwards etc.

Again if this is already in game slap me upside the head with some logic and let me know how to do it pls. :D

59
Bug reports / [MISC] Crashed trying to save a txt log file
« on: September 17, 2014, 10:53:11 PM »
Probably nothing serious im sure, but it occurred, the messbox file saved but is empty.

60
Suggestions / Should clearing a weapon jam take some AP?
« on: September 17, 2014, 12:13:01 AM »
Should clearing a weapon jam take some AP?

I think it should, your thoughts? :D

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