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Messages - BG Sexpert

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141
Suggestions / Sniper AIMED shots
« on: February 22, 2014, 01:46:05 PM »
Bleed damage is a pretty new thing to the FOnline universe, and it appears that it plays a pretty significant role in the damage of SNIPERS.

As it stands, the HEAD has the only bleed crit modifier. This doesn't make much sense.

Suggestion
Body parts have bleed modifiers that are anatomically correct.
For instance:
Chest crits have a low bypass chance to hit Aorta and cause extreme hemorrhaging.
Leg crits have chance of hitting the Femoral Artery for 2nd most bleed damage
Then Arm crits have chance to hit the Brachial Artery for 3rd most.
Sources:


Crippling effects could remain the same.

I feel like this would give some variety to the old aim for the eyes every shot (except vs BG then its right arm) strategy.

142
Suggestions / Re: Suggested Balance Tweaks: 2/21/14
« on: February 22, 2014, 01:28:15 PM »
I wholeheartedly disagree with your perspective on S.P.E.C.I.A.L.

I also don't agree with the shotgun perspective. After a bit of explaining from Cirn0 and testing, the shotgun damage has a natural spread within it effective range, in which its total damage is dealt in an area in front of you, much the cone for bursting (blunt explanation I know).This is for single shots, so as you move closer you get the listed damage of the weapon, then within a few hexes you begin to see damage increases (further checking needed for certainty). The DR/DT is there likely to prevent shotguns from doing 0 damage on hits at the farther ends of their effective range.

The weapon gets its strength from surprise attacks around corners, and for holding strategic positions (as seen in TC where I prevented 4 Lawyer members from entering a building for 30+seconds :P). With the existence of SMGs that have the ability to fire an entire magazine at once (reasonable),and high mid range, single shot damage, from Pistols; I don't think the Shotgun makes other weapons useless (Thank you Cirn0 and Slambliss for enlightening me on this opinion).

Small tweeks within the weapon archetype are needed however to make certain weapons more useful.

143
General Discussions / Re: Opinions of Shotguns/SMGs/Assault Rifles
« on: February 20, 2014, 09:35:52 PM »
I agree with pretty much everything except for the bit about pistols. I'm currently building a fast shot character based around pistols, and so far, the 14mm and desert eagle AE look deadly (Even with their AP cost and low mag capacity.)
Have yet to use it in any meaningful pvp encounter, as those are very, very rare.
Also, should have posted this in General Discussions.

I stand corrected, the 14mm is pretty damn good!

144
General Discussions / Opinions of Shotguns/SMGs/Assault Rifles
« on: February 20, 2014, 03:01:24 PM »
First and foremost, I want to again state that these are opinions, albeit opinions formulated from extensive use.

I will first begin with Assault Rifles:
Assault Rifles seem to be a good reliable weapon for long range fighting. The damage output and relatively low AP cost make them a must-use item for fast shot builds.
Full Auto for Assault Rifles however is a pretty useless feature, and let me explain why. What sets an Assault Rifle off from the rest of the SG's is its range (snipers obviously far better at farther range, but lets not get into aimed shots). When you switch to Full Auto, your range is dramatically reduced. When bursting you are within range of SMG's and Shotguns (+/- a few hex), which outperform the Assault Rifle at this level.
Best Assault Rifle (That I have found thus far)
-M14
What is fantastic about AoP, is the value of range. The fact that weapons have an effective range coupled with AP regeneration while running has given range all new value. YOU CAN KITE NOW. This is huge in EVERY scenario. I have on several occasions, beaten a player that was AP/Damage more efficient than I, but my ability to KITE won.

Suggestion:
At 200+ (open for suggestion) SG skill, you replace the Full Auto Firing method with Controlled Pairs.
    - For a 33% AP cost increase you fire two rounds, the second of which has a 5% accuracy reduction.
    - The effective range remains the same

Only untrained terrorists fire an Assault Rifle on full auto (if that is even a function of the weapon). I feel that controlled pairs more accurately represents how a skilled marksman will fire under contact. A fantastic example of this is:


Shotguns:
The heavy urban settings of The Core, make the shotgun an incredibly useful weapon. Each tileset is riddled with indoor locations, blind corners, and sewers; ALL of which give the shotgun incredible value. I really can't think of any issues with the current implementation of the weapon. I think you guys have done a fantastic job and I am loving this weapon. Some minor issues with balance per Shotgun may be needed.
Best Shotgun (before patch)
-Combat Shotgun

SMGs:
It feels as if there is a role of the SMG and stealth that I haven't gotten to engage. I have seen silenced SMG's but cannot craft them. I imagine that later patches will include some more of the stealth functionality of this weapon.
As far as raw, blunt data, when compared to the shotgun in damage output / range the SMG is outperformed across the board. As a non-stealth character, I can't think of one situation where I would choose an SMG over a shotgun.

Suggestions
The range on the SMG is quite short which is logical. When I do use the weapon, my goal is to spend my AP as fast as possible and empty my magazine into the enemy. So why not give the player this function?
     - at 200+ SG skill, you unlock the ability to use your entire AP bar to unload your entire magazine into your enemy.
      The lower base damage, and medium magazine size makes this the only weapon that would really be viable for this attack type. The SMG should be absolutely devastating at 1 hex.

Notes
Pistols seem absolutely useless, at a shorter range than Assault Rifles, and lower damage output than SMGs and Shotguns I find literally no reason to use a pistol EVER. I understand that the AP cost is low, and you can single fire incredibly fast but the small magazine size makes this next to pointless.

The damage reduction for bursting/full auto should be removed. It makes absolutely no sense that the same unaimed round being fired from the same weapon suddenly does less damage because it is being done fast. I understand that firing rapidly reduces accuracy, but that is reflected by the range reduction.



145
Suggestions / nerfing based on ZC results
« on: February 20, 2014, 12:11:35 AM »
 I can't help but feel like you guys are watching our PvP and ZC, and directly making your nerf decisions off what we are doing. Which I am actually fine with and let me explain to you why:
1. We play to win, we can't help our competitive spirits.
2. We tool around with our prospective character archetypes and use whichever items we find to be the most useful/best
3. If an item is obviously too good, or OP, we use it.
4. We enjoy FOnline and want to see this game be a success
So I'm okay with you nerfing the things that we are using in ZC, because we are using them for a reason.
I would prefer if you would ask us of our opinions of things, and give it some actual value, since it is often our input and actions that make your decisions. You may be missing something that we simply don't use because "it isn't very viable, or good"
all the while thinking that it is an okay mechanic.
I'm not a fan of suggestions being shrugged off, because you feel that you haven't seen them as an issue. Instead of nerfing an item, then gauging the response, why not ask our opinions? We want the game to be fair and balanced, why not consult the player about and item and see if they have suggestions for fixing it?
-AMERICA

146
Resolved bugs / Re: Pancor Burst AP
« on: February 19, 2014, 06:47:21 PM »
What of the double AP to burst? That is a significant AP spread. With reloads, that actually makes the Pancor less AP efficient and damaging...

147
Changelogs / Re: [BETA] 19.02.2014 Changelog
« on: February 19, 2014, 06:45:12 PM »
- NPC no longer have weapon explosions.

I don't see why they shouldn't fall prey to the same rules we do.

- Nerfed fire rate of Combat shotgun.
Does the rate of Pancor's or other bullpup designed shotguns remain the same?

148
Resolved bugs / Pancor Burst AP
« on: February 19, 2014, 04:50:19 PM »
The Pancor Jackhammer shotgun has 2x the AP cost as a combat shotgun when bursting. I'm sure this is simply an error from previous weapon changes. It also does less damage per single shot, and less damage per hit in burst.

Suggestion:
Give the Pancor more shells per magazine (currently 10, combat shotgun has 12). The Pancor shoots more per burst, but you have to reload after 2  bursts. As it stands, the shotguns regress from the combat shotgun which remains the king of its weapon type.

149
Suggestions / Re: Assault Weapon Breakdown vs Combat Armor
« on: February 16, 2014, 08:01:51 PM »
I'm sorry about the ext. ak's. we had multiple overhauls of the assault rifles over the past year and during the last overhaul, I first wanted to handle the basic version of the guns and then later on forgot to edit the upgrades as well. Similar thing for the rpk, it was the most recent weapon I implement and it was one of those "I'll fix it later" kind of things that I then forgot about.

It does seem that some of the upgraded versions of the weapons, don't actually upgrade the weapon, at least not significantly. There are buffs to bursting, but the severe loss of range and the reduced damage of bullets in burst, makes it a little less than functional.

150
Suggestions / Assault Weapon Breakdown vs Combat Armor
« on: February 16, 2014, 05:22:55 PM »
I was wanting to test the damages of various Assault Rifles vs an opponent in Combat Armor (thank you Lidae for the test dummy!) in an attempt to find the effectiveness of each weapon. I also wanted to see how the progression of the Assault tree. These are my results from 10 different Assault weapons from tier 1 and 2, from ten single shot attacks (Critical Hits were not counted)
Raw Data:
AK-47 (first assault weapon in game)
Tier 1
Max Range: 35
Max Effective Range: 27
Ammo 7.63x39mm Soviet
AP Cost: 22
23          19
22          23
19          21
21          21
18          18
Mean: 20.5
Standard Deviation: 1.8
DMG/AP: 0.93


AK-47 Ext Cap
Tier 1
Max Range: 60
Max Effective Range: 47
Ammo 7.62x39mm Soviet
AP Cost: 22
22          20
21          20
23          22
23          18
22          22
Mean: 21.3
Standard Deviation: 1.49
DMG/AP: 0.968


AK-74
Tier 2
Max Range: 75
Max Effective Range: 58
Ammo: 5.45x39mm NATO
AP Cost: 22
19          22
18          20
20          19
21          17
22          21
Mean: 19.9
Standard Deviation: 1.58
DMG/AP: 0.90
DMG/Cap: 66.33


AK-74M
Tier 2
Max Range: 45
Max Effective Range: 35
Ammo: 5.45x39mm NATO
AP Cost: 22
17          19
22          22
23          21
21          19
18          17
Mean: 19.9
Standard Deviation: 1.98
DMG/AP: 0.90
DMG/Cap: 66.33


FN FAL
Tier 2
Max Range: 50
Max Effective Range: 38
Ammo: 7.62x51mm NATO
AP Cost: 27
25          22
25          23
25          24
24          24
22          23
Mean: 23.7
Standard Deviation: 1.24
DMG/AP: 0.85
DMG/Cap: 43.09


FN FAL LAR
Tier 2
Max Range: 55
Max Effective Range: 42
Ammo: 7.62x51mm NATO
AP Cost: 27
25          24
25          27
24          28
29          26
29          25
Mean: 26.2
Standard Deviation: 1.83
DMG/AP: 0.97
DMG/Cap: 47.64


Enfield SA80
Tier 2
Max Range: 50
Max Effective Range: 38
Ammo: 5.56mm
AP Cost: 18
17          17
21          17
17          21
16          18
16          15
Mean: 17.5
Standard Deviation: 1.91
DMG/AP .97
DMG/Cap: 43.75


Steyr Aug
Tier 2
Max Range: 45
Max Effective Range: 35
Ammo: 5.56mm
AP Cost: 22
15         23
17         23
21         21
17         17
17         17
Mean: 18.8
Standard Deviation: 2.75
DMG/AP: .85
DMG/Cap: 47


M16A3
Tier 2
Max Range: 45
Max Effective Range: 35
Ammo: 5.56mm
AP Cost: 18
17         20
15         16
17         22
23         16
21         22
Mean: 18.9
Standard Deviation: 2.84
DMG/AP 1.05
DMG/Cap: 47.25


M14
Tier 2:
Max Range: 50
Max Effective Range 38
Ammo: 7.62x51mm NATO
AP Cost: 22
26         24
26         23
26         25
26         26
25         26
Mean: 25.3
Standard Deviation: 0.69
DMG/AP: 1.15
DMG/Cap: 46


I compiled the damage date into an easier to read graph which shows the damage and  standard deviations against one another.


I Included a DMG per Cap amount because I was interested in which of the weapons (AK_47 excluded because they get 50 per 5 metal part/alloy) was most economical. I think the results are pretty interesting. I didn't post this because I wanted to share my feelings about progression, i posted it so you guys could see the raw data and for your own opinions. Let me know what you think about the status of assault weapons! (I will be adding weapons in the future when more blueprints become available)

Edit:Ideally the number of shots would have been around 30 to more accurately portray the damage of each weapon. This would have taken significantly longer, and costed more as I was buying the ammo. In my opinion the data is still relevant.

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