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Messages - Anza

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241
Changelogs / Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« on: November 18, 2014, 06:57:33 AM »
It will be hard to balance it but I like the idea

242
General Discussions / Re: Enemy faction player nicknames
« on: November 18, 2014, 06:55:19 AM »
Well before I thought it should be good to be able to identify people (especially leaders so you can remove bonuses by taking out the leader) but with the leadership nerf i'm not sure they are targetted first now.

A good thing should be to set a generic name depending on fame (like MMORPG Dark Age of Camelot)
For VTech it could be (random names just to show my point) :
VTech student
VTech researcher
VTech scientist
Family :
Family wastelander
Family thief
Family ringleader
etc etc

And when you have very high fame or high enough bounty on you, your name should be displayed as it is now

243
Changelogs / Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« on: November 18, 2014, 06:48:42 AM »
But what if a faction has a lot of PvE players who don't want to ZC ? I know it is the goal of AoP but some people maybe just want to craft / do assign / dungeons but no ZC ?

244
Changelogs / Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« on: November 18, 2014, 06:31:17 AM »
Knowing ~ number of people in core is a nice idea for ZC fights but it will make scavengers too easy preys to sneaks but also squads. It is hard to balance it as scavenging is in the same area as ZC, which is good gameplay system but not compatible with core population infos displayed.

@Parangon : dont feed the troll  :)

245
Suggestions / Re: Balance of melee/sneak
« on: November 18, 2014, 04:18:42 AM »
Anza's solution is to have a mule or a friend to carry your weapons and small energy cells for you all the time, so it's not really a downside for him. I'm like okay... but in reality I'm laughing in my toilet.

You can try being sarcastic all you want, I did carry sec for our squad scout, it works and if you cant manage to do it, well it doesn't mean it is not doable... Again we're talking about ZC situation for this carry thing (just to be sure we are not misunderstanding)

About the sacrifice from melee sneaker compared to gun sneaker, if you think you do not have versatility well i dont agree. As i said before, you can always shoot with guns, the fact that you dont have perks doesnt make you useless, ofc it will less optimized but numbers count. Moreover in most ZC fights, buildings are involved so melee weapons are viable. You also have some combat medic using melee, so as i am pretty sure most melee sneakers have doc or fa, they can still be useful.

What I mean is that melee sneakers and sneakers have their place in ZC, they may not be as optimized in group vs group fights as pure tank or other builds, but they can play as sneak very effectively, and still be able to play in ZC, while the ZC characters cant sneak. Moreover they are the scouts in ZC. I wonder why people say they lack versatility while i think it is quite the opposite.

246
Suggestions / Re: Balance of melee/sneak
« on: November 17, 2014, 12:25:21 PM »
It's weird because it means if you have 225 sneak, people can see you at 30% of their sight range, and i'm pretty sure it is less than that from game experiences.

247
Suggestions / Re: Balance of melee/sneak
« on: November 17, 2014, 11:39:26 AM »
What does max_range mean in your formula ? The max range you can see a sneak ?
What about min_detection_range ? The minimal distance you can see a sneaker ? How is not related to sneaker_skill ?

Thanks for formula

248
Suggestions / Re: Balance of melee/sneak
« on: November 17, 2014, 10:50:34 AM »
I have watchtower and the few times I encountered sneakers I could see them at 5 hexes from sides and behind (although "behind" is hard to tell as I was moving). I won't say it nullifies sneak build as they are ready for you while you have to react and if you dont manage to KB/KO them they still slaughter you  :P Aiming is too long so weapons like combat shotguns etc

One time i tried to run and the sneaker drew a gun to shot me to make me fall  :'(

249
Changelogs / Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
« on: November 17, 2014, 09:34:34 AM »
I like the fact that it did add more battles, but it is true that there are some downsides

- every character not stealth trigger a timer, making a global radar on everyone in Phoenix -> Hello sneakers please come and kill me
- you can know where the enemies are coming from if they dont have the zones around the one you are in, by activating timer. So you can either be ready facing the right direction, or even choose to avoid fight and leave safely from opposite side
- taking zones in a second as Nao said

250
General Discussions / Re: Encounters
« on: November 17, 2014, 07:42:50 AM »
Dayum   :-X

251
Suggestions / Re: Balance of melee/sneak
« on: November 17, 2014, 07:28:37 AM »
Im not saying they can't use DSR or pipe rifle, Im saying they can't use guns as effectively as other build because instant kill wakizashi builds are power builds meant for wakizashi. It's only a small detail, I guess.

I understand what you mean, of course they wont have the perks, but when their scouting job is over and fight starts, they can use mirkor to KB or supersledge if in buildings, that makes them usefull and that is to be added to their usefulness for scouting, so they have their place in ZC atm

252
General Discussions / Re: Encounters
« on: November 17, 2014, 06:30:15 AM »
We'll need far more people then ..  :-\

253
Suggestions / Re: Balance of melee/sneak
« on: November 17, 2014, 06:01:34 AM »
Why can't they scout ? Their job is to locate enemies they don't need sniper vision for that. 200 sneak I believe they have it. They can't use gun ? Yeah they can't use mirkor to make some KB you're right they need the bonus dam perks on the weapon. And lots of ZC happen in buildings anyway, so sledge etc

And what's the problem with people carrying SB ammo for them ? I meant while sneaker runs out of ammo, one the squad drops him some so he can refill SB

The carry is irrelevant as well, I mean if the sneak is a loner yes of course but we are talking about ZC situations where he can be dropped other stuff before engaging (not 100% of time but most times)

@Parangon : I'm mostly answering to the "Sneaks have many cons", making the assumption it requires a lot of skill to play sneakers (to stay alive on 1v1..) and to the fact that they are useless in ZC, which again i don't agree at all, but if the meaning was that they can't 2-shot a sniper with his friends around without dying, well again he's not the only one hehe

254
Suggestions / Re: Balance of melee/sneak
« on: November 17, 2014, 05:26:28 AM »
Quote
His sneaking protect him far more than any armor.
Armor bypass, jacket ( paper wall , low dr/dt ), i also forgot to add you can desneak with burst hex shooting but nobody uses it since its a new mechanic to AoP

You can't talk about armor bypass and low dr/dt when you 2-shot someone without any chance of retaliation. Moreover there is also the sprint perk that allows you to run into safe area after you dumped your PA killing someone. Burst hex shooting to destealth is very situational, you can't expect people to randomly shoot everytime but yes on some occasions it is usable to detect a sneak. Is it enough ?

Again we're talking about 1v1 situations. Sneakers have the ability to choose fights, to kill very fast, to run away at insane speed after that, or even to chase anyone who is trying to flee. The ability to choose fights also allow them to use drugs/food at maximum efficiency, while their targets could have drugs down or not taken yet.

In ZC, they can scout areas, while in sneak mode they dont even trigger timer if i'm not mistaken, so you don't know when they are in your zone, but they know while someone is in. They can use guns to support in fights, again Sprint makes them quite efficient in a lot of situations... People can carry ammo for them so they can scout all day long. And they can flee more easily if fight is lost. What do you mean Sneakers are useless in ZC ? They can't tank in front line ? They are not the only ones you know ? They have to switch to guns, making them useless in this situation ? Well snipers have to switch to other guns when enemies are closing distance, EW have to switch weapon too when they see Tesla Armor etc.. It is not as if Sneak Melee were the only ones who have to adapt to enemies... And I mean on ZC only

255
General Discussions / Re: Encounters
« on: November 10, 2014, 12:10:21 PM »
Very nice idea indeed, if there are wipes each time one faction is last one standing, people who actually stay will start to fill the empty factions so the season will last longer. Maybe also put a decent limit in a platoon size to ensure there will be several platoons making bases and outposts ?

For people who think shorter seasons is bad, look at MOBA games it's very popular so I think it will fit well here too  :)

EDIT : If your faction is destroyed, will you have the option to move to another faction ? (I guess so but to confirm)

256
General Discussions / Re: Encounters
« on: November 10, 2014, 12:00:48 PM »
Do you mean there could be shorter seasons, something like wipe everytime a faction destroys the other 3 ? That could be interesting ?

Or something more like revive a faction after being destroyed ?

257
General Discussions / Re: Encounters
« on: November 10, 2014, 11:52:48 AM »
Ultimately, when you can reach the enemy faction's HQ from the WM with sector control, you'll have a chance to destroy that faction.

Aren't you afraid that a faction with swarm will destroy a smaller faction ? Even during prime time ? And that people from factions with no swarm won't get the motivation to build strong bases as they can be swarmed anyway ?

Hope there will be some balance on faction populations, although I don't really know how

258
He seems to be a medic so him not running alone makes sense, doesnt it ?  ;)

259
Suggestions / Re: Nerf modules
« on: October 16, 2014, 07:05:56 AM »
I do change bonuses during fights and it is not that hard.
AP costs for changing bonuses and the SL/FTL info with awareness are very good ideas anyway.
And having some mechanisms to avoid lead bots in toilets is important too yes ! But it is understandable that a leader cannot perform as well as his soldiers, so having a leader not shooting as much as others and focusing some of his time into taking cover and staying alive is OK imo

260
Suggestions / Re: Nerf modules
« on: October 16, 2014, 04:44:37 AM »
I agree with the fact that teams using leadership properly should have big advantage, but it is true the values are a bit high. And again, why do so many people use 10 charisma, it is because atm, you have the bonuses almost all the time, leaders hunting should be something important during fights.

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