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Messages - BG Sexpert

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21
General Discussions / Re: Trowing ?
« on: April 19, 2016, 09:50:49 AM »
then why i cant buff my secodery skills to 200

When you reach level 24, your secondary skills are capped at what your lowest secondary tag is.

For instance, you tag (1) small guns (2) first aid and (2) traps. By 24 your small guns is capped at 250, your first aid is capped at 200 and your traps is 155. All other secondary skills are capped at 155, and cannot go any higher.

22
General Discussions / Re: Next Season Faction Balance
« on: April 08, 2016, 11:44:17 AM »
Family, Hounds, and BB are too close in color. They should really be further apart on the color wheel.

23
Challenges & Accomplishments / Re: PvP Movies and Screens
« on: April 07, 2016, 03:21:30 PM »
GE fight from tuesday. Sorry it freezes once or twice per vid  :'(



GE has always been one of my favorite zones in the core. It has such a great PvP layout.

24
Challenges & Accomplishments / Re: PvP Movies and Screens
« on: April 06, 2016, 05:30:33 PM »
10/10 ez nades

25
Challenges & Accomplishments / Re: Re: PvP Movies and Screens
« on: April 06, 2016, 03:17:59 PM »
You completely neglect the fact that Ramon pretty much instantly died when shot, and even applauded when he did. As well you fail to notice the times that Ramon does not crit/bypass and does almost no damage for all his AP.

Yes, because killing someone in 2 hits for 400 damage is not OP  ::). Also killing someone with full combat gear (armor, stims, guns, ammo, drugs, epi's) that is worth way more than just a leather jacket and waki blade is completely fair. Ramon can easlily come back in less than 2 minutes cause he doesn't have to worry at all about gear.

"SNeaky snake ned nerf pls OPOPOPO make my bunghole ouchie"
>ok sneak is now heavily limited by carry weight
    - sneakers can now only carry a few SEC, a weapon and a LIGHT armor

"auahdhghh ouchy ouchy owwww owww my tender bung. Sneaky snaeeks carry so little its not fair!"

The sneak character likely can't even carry your stuff away due to the sneak carry weight malus. Why don't you just head back and pick it up?

26
Suggestions / Re: Critical Death and Armors
« on: April 06, 2016, 11:14:17 AM »
i think i would be nice IF upon a crit death there is a CHANCE that ONLY the armor could be destroyed

if its a go ahead I would say 100% armor destruction in goo death, fire dance.

And like you say a chance that only the amour is destroyed for other crit deaths.

I was going to suggest it be 100% armor destruction and a chance that other random pieces of gear be destroyed.

For example:

Loadout:
 
X1 CAMKIII
X1 Combat Shotgun
X50 Slugs
X5 Concussion Nades
X5 Smoke Nades
X5 Super Stimms
X2 Epi Pens
X1 Buffout
X1 Ripper
X1 FA kit

After Crit Death:

X1 Combat Shotgun
X37 Slugs
X3 Smoke Nades
X5 Super Stimms
X1 Epi Pen
X1 Buffout
X1 FA Kit

I would just be arguing with myself if I made that suggestion though....

I would apply this to all weapon damage types then. Similar to DayZ (I'm not saying thats a good game by any measure) but the idea of some stuff being ruined due to being shot has its allures.

27
Challenges & Accomplishments / Re: Re: PvP Movies and Screens
« on: April 06, 2016, 10:04:03 AM »
Yes, because stating my opinion on an OP weapon definitely makes me a "QQ idiot"

Especially on a server with the same 15-20 players and for some reason scared to share their opinions on weapons...or else some idiot like yourself sexpert claims they're "QQ"

Not enough players to provide feedback, if AoP were as populated as any other FOnline, I'm pretty certain wakizashi wouldn't be touched by sneakers.

Its your incessant whining about a weapon that is due to change, requiring a mechanic that is due to change (both likely removed or changed mechanically completely), on a server that is WIPING in two weeks. It is the very definition of QQ and very showing of a simple minded person.

You completely neglect the fact that Ramon pretty much instantly died when shot, and even applauded when he did. As well you fail to notice the times that Ramon does not crit/bypass and does almost no damage for all his AP.

28
Suggestions / Re: Critical Death and Armors
« on: April 05, 2016, 11:48:14 AM »
100% agree on the every item destroyed on goo transformation and exploding deaths.
The rest can be just with armor destroyed.

Less clutter all around, best way to live ;)

You say this now, at level 100+ with a years worth of hoardings and near limitless amounts of caps. Please try and differentiate yourself from your current loot. Destroying items on crits, plasma death, flame death, explosion death, and electro death is a very bad idea.

AoP is the first FOnline where these weapon types are actually viable for group use. Lets not immediately make them an inconvenience for flavor.

29
Challenges & Accomplishments / Re: PvP Movies and Screens
« on: April 05, 2016, 11:37:13 AM »
Music from Undertale  :D



STALKER is such a QQ idiot.

30
Game Tips & Guides / Re: Build help request
« on: March 29, 2016, 03:27:12 PM »
Welcome in v-kek, btw. Unlike other factions, we don't call people noobs here. So you made right choice.

how else they being called by ramon in v tecs ?

Hot and Fresh Comebacks almost a year after the thread has died.

31
Changelogs / Re: 29-03-2016 Changelog
« on: March 29, 2016, 11:19:50 AM »
That is quite an important change due to the rounding that takes place. With a pellet/subshot size of 12, it's only the multiplicatives of 12 that matter. A shotgun with 12dmg deals the same amount of dmg than one with 23 dmg, if using 12 pellets cause they all get rounded to 1. With the above change, you wont have any pellets that do 9 damage anymore. With 90-110, 6 (rolls of-) pellets do 7, 12 pellets do 8 and 3 pellets did 9. Those last 3 pellets now dont exist anymore.

The weapon damage isn't the component that needs fixing (although with bursts and subshots small amounts of damage make a large difference). Its the max range, the One Hex, and the ammo. Giving the Pancor 100 One Hex means that more "pellets" will hit further away, because the One Hex variable is used for after one hex formulas.

Because the Pancor hits with all 12 subshot pellets at 1 hex, the formula when coupled with its massive max range (compared to other shotguns) then calculates that after 1 hex its hitting with something like 66% of its pellets at 30 hex. (dist-1)(dist-1)*(15000-spread*MAXRANGE*ONEHEX)/(spread*MAXRANGE*MAXRANGE*MAXRANGE) + ONEHEX = 66.

so you take that and * the subshot then round down and you have 7 pellets hitting at 30 hex (when using the old 45 max range pancor) and 8 pellets hitting at 29 hex.

You should be able to quickly see how this is becoming a problem. With 7-8 pellets hitting at a range that is at the extreme range for other shotguns, you make a weapon OP. With 7-8 pellets hitting even after DT/DR from a 100+ average damage weapon and a now 1.5 (was 2x) bleed modifier, you are going to have MASSIVE amounts of bleed and decent damage to anything that isn't SPA.

When the weapon is bursted, this number becomes even more frightening.

You've countered a good portion of the problems but in an indirect way. The Pancor (which is really the only problematic shotgun) should have less range, a 75 one hex on single shot(like EVERY other shotgun) and the subshots on red ammo should be reduced to something like 10. Increase the burst spread, and significantly reduce the burst range (to something like 2/3 the single shot range). Changing the DT modifier of the red ammo has the same effect of reducing the average damage of the weapon, without effecting flachette ammo as well. So a change from -.7 DT modifier to a -.3 would be suggested.

I tested the pancor at the shooting range 2 days ago (ill test it again tonight) but I was doing 50+ damage at max range vs CAMKIII with SINGLE SHOT flachette. I easily killed the target within my AP bar and had only used half my magazine. Bursting killed the enemy in 2 shots. And that was with Flachette, the problem is exacerbated with the red ammo. I shot it a few times, looked at the bleed and just walked away because I didn't want to bang my head against the wall with a weapon that was due to change very soon.

32
The Lobby / Re: Sneaker / Pistol situation
« on: March 25, 2016, 04:09:19 PM »
Needler and its ammo is one in the same

No, not really

Nerf the weapon: use AP ammo or nothing
Nerf AP ammo: Player gets to choose between two different ammo types to fill two different roles

Also i really hate how bleed is calculated. Like Smalltime or someone on irc said bleed right now is just another word for hollow point ammo. Bleed should not always be just another multiplier thats applied to the direct damage done.

The reason why it is like this is because of how the Ammo is designed. There are really only 2 ammo archetypes:

1. For almost all weapons there is an AP ammo which has almost no bleed, but armor penetrative properties. This ammo is typically best for fast shot/bursting builds where you need armor penetration because you aren't getting critical bypasses.

 2. and a Bleed ammo. An ammo that has low (or no) armor penetrative properties, but big bleed modifiers. This ammo is objectively best for aimed shot crit weapons because those aimed shots have armor bypass potential.

Typically if there is a 3rd or more variant of an ammo, its a neglected, objectively bad ammo.

This however brings to point why the Needler AP ammo was broken. The needler has weapon perks that give bleed coefficient. This bleed damage was completely independent (but additive) to any ammo bleed modifications. Needler AP ammo also happened to have the 2nd best AP mods in the game (second only to the supreme 20 mm EC) with 50% DR and 50% DT reduction, a x1 damage multiplier (some ammo has a .x8 damage meaning 20% less damage), and NO bleed modifier.

Now the amount of bypass is dependent on the stats of the target, but the Needler has 2x Piercing Strike. Piercing strike adds 20% armor bypass on crit bypasses. Now this should be coming to point, but regardless of the targets stats (in ideal circumstance) the needler and its ammo BY DEFAULT are bypassing 90% of the targets armor without even having to roll for  bypass severity.

So the needler with AP ammo is completely ignoring the targets armor. The bleed damage is flat multiplicative of the damage done to the target. So the AP ammo actually does MORE bleed than the Bleed ammo because the damage is 100% unmitigated by the target. This is a problem that is already being addressed. But the solution is nerfing both the damage modifier of the AP ammo and the DR/DT modifiers.

If you want weapons doing "flat bleed" damage, you're going to have to create an ammo that has -100% DR and -100% DT modifiers (like 20 mm EC) and x.2-.3 damage multiplier with something like x3-5 damage multipliers. This will cause it to do the weapon damage converted almost entirely to bleed.

That or you give specific aimed shot weapons 3 or 4x Piercing Strike so they just bypass armor entirely.

33
Challenges & Accomplishments / Re: PvP Movies and Screens
« on: March 25, 2016, 03:52:38 PM »
Whats all this QQ?! I always thought spa was "uncrippable" (period) I've never suffered a crip while using it. Am I wrong again?

SPA has a -2 crit penalty, meaning the regular crit table for arms goes from:
 

Actually its -4 crit and it would be a non crit if you roll 1~4 and when you roll a 5 or 6 =>

/*LArm*/
         20,   HF_DROPPED_WEAPON , 6510,
         25,   HF_DROPPED_WEAPON , 6509,

how the hell they crippled my arm then lel , better crits op ... better gib spa anti better crits trait

My guess would be the 2x Piercing Strike that the needler has "-2 for target's stat roll when crit roll to cause armor bypass AND 20% stronger bypass if one is caused"

If the SPA crit modifier supersedes that (meaning it prevents the bypass so it prevents the -2) then it must be the Better Critical weapon perk "+1 to crit strength"

Making the SPA total -3crit making the tables:
         20,   HF_DROPPED_WEAPON , 6510,
         25,   HF_DROPPED_WEAPON , 6509,
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508

So literally only a top roll crit would be able to cripple, but with 5x people shooting you at once, its bound to happen.

34
The Lobby / Re: Sneaker / Pistol situation
« on: March 23, 2016, 05:48:46 PM »
People are quick to cry sneak OP for 2 real reasons:
1. They feel that sneak can attack them without recourse
2. They feel that sneak attacks are too powerful

The first is objectively wrong because sneak weapons have a range shorter than the range their are visible from (on characters with reasonable PE). Sneak doesn't make the attacker invisible until attacking, it reduces the range from which they can be seen. What this does is reduce the reaction time of the defender. Is that OP? Well lets look at the cost, guaranteed 100% (before Armor efficiency) critical bypasses on hits during and immediately after sneaking. That seems more than fair to me.

The second had some merit with the WAKI, but only situationally. The WAKI did OP damage when the enemy was hit in the back from a sneaking enemy within the 2hex WAKI range. The sneaker is completely vulnerable from X-Hex where they can be seen to 2hex where they can finally attack. You know how you countered a sneak WAKI? You closed doors behind you. You know what you did if the sneak WAKI was already inside? You stood with your back to the wall. I have never once died to a sneak WAKI player, because I PLAYED SNEAK WAKI a lot. Its not that I never ran into them, I just knew how to defend myself.

That brings to point the final statement: Can you claim something is OP and needing a nerf without actually understanding its mechanics?

I think not. As far as sneak rippers? I ran into a sneak ripper while looting. He hit me while I was looting from a body. You know how I countered him? I moved and bursted him. My damage was greater than his because every attack was a crit bypass. If being outplayed is OP, then I don't think there will ever be a game that is fair to you.

35
Challenges & Accomplishments / Re: PvP Movies and Screens
« on: March 23, 2016, 04:54:06 PM »
last video was total bullshit and shows why sneak needs to be more nerfed ... normally all this players dead. but spa crit winding conversions , magikal better crits on needler , one of my arms was even converted to black status and my ap hardly did regen because of winded effect conversions all weapons dropped , spa is really shit against imba guns , wud be nice to see the old spa back ingame ... its even more hilarious when u think about the fact that they should all be paper builds in leather jackets and nobody uses dat shit (spa) anyway from what u see and i got a twisted mind about it but i can see why nobody uses it ... it was totally frustrating and bullshit and thats the reason why no pvp accured afterwards. its shocking how quick non spa armored chars died to that shit also ... ranged ripper hahahaha ... fuck this and better ragequit.

Well thought out opinions backed by logic and reason. Don't listen to everyone else. You're a very bright boy.

36
The Lobby / Re: Particle Accelerator
« on: March 08, 2016, 08:31:35 PM »
Fuck you guys, that video looks awesome.

The only problem is long range weapons with sneak. This will be a problem with every weapon with 50+ hex range. It is not exclusive to the Particle Accelerator.

As far as damage. Its a tier 3 weapon. Sure you have it now, but when the server resets and there is a sustainable concurrent player base, it won't be such commonplace.

37
The Lobby / Re: Ripper
« on: March 03, 2016, 04:26:33 PM »
I'm not a fan of the MPF. Its AP cost is too high to finish off a player within 1 or even 2 full AP bars, even if they don't heal. Plus, half the time it knocks the enemy too far away for you to hit again. So they just get up and run away.

The situation with Komrade only happened because Komrade was literally in a corner taking damage from hitting the wall and not flying away.


38
The Lobby / Re: Ripper
« on: March 03, 2016, 01:39:47 PM »
The ripper does the job its intended to do pretty well. It may seem OP, but thats only because other HtH weapons are so underwhelming.

Objectively, for their range, HtH weapons should be more damaging than any other weapon. Point being; when you are in melee range, HtH should be the most powerful weapon. Ripper, Supersledge, and aimed Powerfist are the only HtH weapons that are arguably achieving that objective.

It becomes OP when a HtH character can charge from far outside its melee range, while being shot, and kill another player.

I've never had a HtH character close the range gap while eating bullets and kill me in an OP manner. Thats not to say the I have never been killed by HtH; I have. But being surprised by something and killed by it means that you were outplayed not that it was OP.

The only thing I can think of with the Ripper is the SEC capacity. With 30 capacity and 1 SEC per rip, you can practically use it for an entire fight without reloading.

39
The Lobby / Re: Color Nuka
« on: March 02, 2016, 11:36:34 AM »
lel Niamak, he got triggered xd 

@sexpert

1. Have you not read the changes I suggested? True that blue nuka and melee is a good combo, just like black nuka and 40mm incendiary grenade. I guess (IMO) would be lowering Dr protection to 20? with my other suggestion...this way players that use nuka would be risking being very easily killed while running away and vice versa when chasing.

2. Isn't the problem run speed is op without any malus? (What you think)

I could write a whole page on my faction history with good reasoning but let's not get into that.

1. Yes, I read some of the suggestions and I think they are pretty good ideas.

2. Yes the problem is run speed without malus.
As it stands, blue nuka is "better voodoo." With a malus it becomes "rare voodoo" and becomes redundant. This is why I believe it should have a different function entirely.

40
Suggestions / Re: Spears, Spears, Spears!
« on: March 02, 2016, 11:16:20 AM »
Maybe you can have plasma spear charging, similar to a Stealth Boy. Uncharged Plasma Spears don't stack. You engineer them with some SEC and they charge and stack. Have uncharged spears deal the damage of a normal spear. Once a spear is thrown it depletes its entire charge.


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