FOnline: Ashes of Phoenix
General section => Changelogs => Topic started by: cirn0 on April 01, 2015, 12:42:53 AM
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Fixes:
- Map fixes
- Fixed being able to target a critter because blocked by item sprite
- Fixed a possible bug allowing player to run with no-run weapons
- CTF name issues fixed
- Possibly fixed the leadership stat leaks which requires sugarmaning yourself.
- Fixed biggest swarm HOF
Changes:
- Simian Warfare: works with afterburner
- Increased the damage of all weapons using the .45ACP round (except Colt M1911)
- Added 10DRmod to .45ACP (Positive mod, resulting in less armor penetration)
- Decreased AP cost of M1C, MSG90 and DKS Sniper Rifles by 10
- Added cover triggers to Robco Enterprises and Junk Paradise
- Changed Junk Paradise, opening up more ways in the southeast corner of the map
Additions:
- Scoped weapons now lowers peripheral vision ( 10% per scope level )
- Night time now reduces sight range ( Co-efficient of perception ranges from 4 ~ 1 depending on time ).
Player chat commands:
~forgive 1 will not cause reputation penalty if player from same factions attacks you
~forgive 0 will cause reputation penalty if player from same factions attacks you
~reshoot and setting.ini [controls] reshoot=0
Settings for the case, If you shoot with not enough AP, the shot will or will not be made when AP restored.
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simian dont work at all
my field of view is drasticaly lowered in ALL directions with any scoped weapon
but even if it works it turns practicaly everyone into sneaker against sniper the corridor is u can see is too narow now and critters vanish in open spaces like snekers
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Oh, my! A number of significant changes. Nailbrain was it day or night?
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doesent matter on night it is just closer but tunnel shit is the same there are angles if u armed with x4 scopes u literaly can't shoot somene in 45 degree to u whatsoever u must travel sideway untill aligned
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I should try it myself, but that sounds overnerfed. Maybe 5% reduction per scope level would be more sound?
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try scoped 2 wep and u will see
tunnel vision is not bad idead for scoped shits but i dont see practicl way to be implemented on fonline hex grid
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try scoped 2 wep and u will see
tunnel vision is not bad idead for scoped shits but i dont see practicl way to be implemented on fonline hex grid
Yeah I agree, it's a good idea, but there has to be a way of activating and deactivating the use of the scope on a weapon.
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try scoped 2 wep and u will see
tunnel vision is not bad idead for scoped shits but i dont see practicl way to be implemented on fonline hex grid
Yeah I agree, it's a good idea, but there has to be a way of activating and deactivating the use of the scope on a weapon.
Hue - just switch to offhand. But Still think deployable Sniper Rifles need different rules when deployed to undeployed.
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I see the logic behind the tunnel vision idea and it's OK for me, but in current form it kinda cripples sniping and SG sniping is crippled enough in my opinion. Maybe implement a deployed stance for all scoped weapons?
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I see the logic behind the tunnel vision idea and it's OK for me, but in current form it kinda cripples sniping and SG sniping is crippled enough in my opinion.
try reading the whole changelog
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If you mean AP reduction buff, 10 AP is quite a lot, making named weapons much more competitive (though they never were bad) but personally I think that there is no real sense in more firepower if you can't use it properly because you just can't see enemy. And mentioning buffs it would be nice to see a comparable AP or damage buff on marksman rifles.
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for those who are complaining, It was pretty much normal on other servers that Sniper builds had 50-56 sight range and a weapon range of 50-54, making it part of the game to take care of your positioning to keep sniping on maxrange.
However, we do plan a couple of things to make things more convenient as well, a simply alt-click or smth to just change direction as well as perks/traits affecting tunnel vision in a watchtower way. This is just a test to see it work in a practice.
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there are positionings well inside the weapons range when u cant see the enemy no mater wich direction u look at namely roughly at 4'clock
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Is it me, or do all the critters have their own names?
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Oh, It's perfectly clear that that is a fresh idea, needed to be tested and a good one too. It's just a bit uncomfortable when you suddenly turn into a window shooter easily to be flanked.
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a simply alt-click or smth to just change direction
Mother of dragons :o
- Scoped weapons now lowers peripheral vision ( 10% per scope level )
- Night time now reduces sight range ( Co-efficient of perception ranges from 4 ~ 1 depending on time ).
Four eyes sneaker gonna be fun to play during night time. 8)
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problem is even if u lost you taret for split second all aiming time goes to hell or even worse u get ghost shot and i got tons of ghost shots
simian sems to not work but when fixed it will became mandatory just to be able to hit
and runing due to the zigzag nature of movements make hard even to folow something cuz critters gets instantly out of view but reapearing is not te same case
this to work must be tied to deploy aka take aim phase
and sg scopeds have no deploy
unless u are willing add deploy to sg and paired with the FOV will be total overkill
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I'm finding it difficult to understand what nailbrain is saying.
So simian doesn't work as intended and the new scope FOV nerf is too much?
Tunnel vision with a scoped weapon just seems a bit strange to me though, is it implying that we are running around with the scope at our eyes the whole time? Or is it directly attempting to nerf four eyes? Maybe tunnel vision should apply only when standing still instead (same with the scope vision bonus)?
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Wtf are these disgusting changes? ! :o
I seriously hope its an April fools joke
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Wtf are these disgusting changes? ! :o
I seriously hope its an April fools joke
i hope so too , nighttime pe penalty ehhh tunnelvision ehhh daym ...
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Hmm, so a sneaker with 10 pe at night gets reduced to 3 pe at the darkest times? Ouch.
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Hmm, so a sneaker with 10 pe at night gets reduced to 3 pe at the darkest times? Ouch.
use mentats non scoped weapons and u fine , its a huge sneakbuff changelog ... especially for sneaks without scoped weapons like plasma pistol , grenades etc. tunnelvision fucks up watchtower perk
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I usually used mentats before this while sneaking, now it seems like mentats are a must have for sneaking even without a scoped weapon, in case it turns to night. The last thing you want as a sneaker is people seeing you before you can see them.
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A much needed nerf on ranged fighting.
Bravo.
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first, the turn keys (,) (.) for turning left and right are useless. It that intended? why does the field of view not change when turning? that would clear the problems up for me.. -5 PE is too much also. It should only effect sight range and not actual PE. I can personally see very well, and that does not change much for me when it is dark out. Seeing and shooting are not the same thing of course.
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they arent useless, its just that the green lines dont update when you turn
try turning and then pressing q twice to turn green lines off and on
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WELL SHIT
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It should only effect sight range and not actual PE.
This please, I don't like the idea of losing critical perception if that is the case :)
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It should only effect sight range and not actual PE.
This please, I don't like the idea of losing critical perception if that is the case :)
Well something has to be changed because ATM you can make a fully functional max range DSR build with 1 perception that has 100+ sight range. (4 eyes, sharpshooter, mentats and Sight range buff for those interested).
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Well something has to be changed because ATM you can make a fully functional max range DSR build with 1 perception that has 100+ sight range. (4 eyes, sharpshooter, mentats and Sight range buff for those interested).
If that's true then that needs a fix for sure. Maybe the sight range module should go? Or perhaps 4 eyes should be changed or removed?
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Can nerf sight range a bit perhaps cos atm its a staple. But 4 eyes does allow any generic grunt build to use a DSR at max range without really losing something in terms of close combat. Then again tunnel vision is a nerf so idk.
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What about make the peripheric reduction a bit less (5% per scope lvl), but higher if you have 4 eyes? it will become part of the drawback of that trait
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I hope melee players will be full of forgiveness...