Author Topic: 06-02-2016 Changelog  (Read 9672 times)

cirn0

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06-02-2016 Changelog
« on: June 02, 2016, 02:11:39 AM »

S1man keeps doin it!
- Limiting deterioration of weapons per attack to 200 points (preventing too fast deterioration of specific weapons).
- Fixed PKS Durable trait (now should work).
- All tier 9 Plasma Rifles stats updated.
- Fixed hex-based fire ignoring bleed convert.

Combat Shotgun, Pancor Jackhammer:
- increased burst range from 20 to 25.

Incinerator:
- increased burst damage from 130-170 to 150-190.

Improved Flamer:
- increased burst damage from 150-225 to 180-245.

Solar Scrocher:
- increased damage from 35-55 to 40-60.

Jomini leadership module:
- only half the effect applies to direct damage (still full effect for hex-based damage, so at max +15% for direct and +30% for hex-based);

7.62x25 tokarev:
- changed DT mod from -33 to -40.

Fire Leather Armor:
- increased laser DT/DR from 4/40 to 6/50;
- increased explode DT/DR from 10/65 to 10/70;
- added Restless trait (AP regen+ buff 2 Agi worth);
- weight increased from 4500 to 5500 gr.

Mateba Unica:
- increased AP cost from 35 to 37.

RPK74M:
- increased OneHex value from 50 to 70;
- increased AP cost from 17 to 20;
- decreased damage from to 23-27.

Stoner LMG:
- changed 3rd perk from More Dakka to Bonus Ranged Damage;
- amount of rounds shot changed from 7 to 8.

M249:
- decreased AP cost from 31 to 28;
- increased ammo capacity from 150 to 200;
- increased reload AP cost from 155 to 175;
- increaed damage from 23-28 to 24-29.

SPAS-12:
- increased damage from 63-84 to 70-85.

Combat Shotgun:
- increased damage from 80-100 to 85-105;
- decreased single and burst OneHex value from 85 to 75.

Pancor Jackhammer:
- increased damage from 95-105 to 100-110.
- increased single shot and burst OneHex value from 75 to 85.

Remington M870:
- increased damage from 84-98 to 90-105.

Green Shells:
- changed DT mod from -60 to -80;
- changed DR mod from -25 to -30;
- changed normal damage from 100% to 75%;
- removed bleed;
- worse knockback (only 1xKnockback compared to 2x with white and 3x with red).

Red shells:
- changed DT mod from -80 to -60;
- changed DR mod from +10 to -5;
- added 1 more More Spread trait to total of 4xMore Spread.

Knockback and shotguns:
- 1xKnockback moved from all shotguns trait to ammo trait except green shells.

M240, UKM-2000:
- increased damage from 25-37 to 26-38.

SG-552:
- decreased ST requirement from 5 to 4.

5.45mm JHP:
- changed DT mod from 10 to 20;
- increased bleed from 50 to 60.

AK74M:
- 1st perk changed from Faster Reload to Bonus Ranged Damage.

Stun grenade:
- decreased AP cost from 50 to 40.
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Mad Matt

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Re: 06-02-2016 Changelog
« Reply #1 on: June 02, 2016, 04:19:16 AM »

Not bad, +1 from me.


Edit: Will you bring any patch that will allow us to find on core or craft normal flamers so we can finally craft those improved one?
« Last Edit: June 02, 2016, 05:00:21 AM by Mad Matt »
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S1mancoder

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Re: 06-02-2016 Changelog
« Reply #2 on: June 02, 2016, 07:50:56 AM »

There is a bug with detreioration now until next patch, all weapons deteriorate at about of speed of PKS (so very fast).
Update fixing it should be in 1 day, 2 days max.

Fixed, thanks to John.
« Last Edit: June 02, 2016, 08:05:25 AM by S1mancoder »
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Komrade

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Re: 06-02-2016 Changelog
« Reply #3 on: June 02, 2016, 08:04:06 AM »

Add that with red letters to the main post so players will refrain from doing pvp with weapons  :)
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Focus Him

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Re: 06-02-2016 Changelog
« Reply #4 on: June 02, 2016, 12:11:03 PM »

That's how you are losing more and more players. Except make another wipe, you have fun with pixels. Really good job.

s1man, maybe you should be a Dev and start making updates on your own, hm? Will be funnier than is now here, some sneak updates and other extra things? Think about that. :D
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Weasel

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Re: 06-02-2016 Changelog
« Reply #5 on: June 02, 2016, 12:40:44 PM »


Red shells:
- changed DT mod from -80 to -60;
- changed DR mod from +10 to -5;
- added 1 more More Spread trait to total of 4xMore Spread.

In what universe are shotgun pellets made to go trough metal-platings? And what's the use of green shells if the red shells have pretty much the same effect with + knockback + bleed +damage?
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Mad Matt

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Re: 06-02-2016 Changelog
« Reply #6 on: June 02, 2016, 01:16:07 PM »

Cause green shell doesn't spread so much and doesn't need to be shot from hex or two?
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S1mancoder

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Re: 06-02-2016 Changelog
« Reply #7 on: June 02, 2016, 01:59:58 PM »

In what universe are shotgun pellets made to go trough metal-platings?

Buckshot has less armour piercing ability than almost any other ammo. Compare damage to bluesuit/CAmk3/MAmk3 and you will see how much damage is lost due to armor.

And what's the use of green shells if the red shells have pretty much the same effect with + knockback + bleed +damage?

The damage is very different, as well as ammo traits and armour piercing ability.
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Mighty

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Re: 06-02-2016 Changelog
« Reply #8 on: June 02, 2016, 02:04:41 PM »

Another +- 10DT/DR upadate
  When normal updates with something like this - http://fonline-aop.net/nigerianprince/opcraft.webm
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Weasel

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Re: 06-02-2016 Changelog
« Reply #9 on: June 02, 2016, 03:40:31 PM »

Buckshot has less armour piercing ability than almost any other ammo. Compare damage to bluesuit/CAmk3/MAmk3 and you will see how much damage is lost due to armor.

With -60DT it's pretty much one of the MOST armor piercing rounds lol. -5DR is pretty basic, yet still better than slug shells....(they had 0/0 DT/DR last i checked...correct me if im wrong) If anything, slug shells should be the ones with penetration, since it's a single projectile.
Birdshot/Buckshot is to hunt birds and small game like deers....Slug Shells were made to hunt elephants and rhinos....
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RazorRamon

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Re: 06-02-2016 Changelog
« Reply #10 on: June 02, 2016, 03:45:36 PM »

once again weasel proving he doesnt know how ingame mechanics work but he needs to shitpost on forums about his wrong opinion

here calculation so he can learn:
lets assume pancor shotgun rolls a 108 on its damage range

With slugs its one big 108 damage projectile
with red ammo, thats 12 projectiles hitting for 9 damage each.

we are shooting metal armor mk3 with it: 21DT and 55DR
the slug round (0DT / 0DR) will do (108-21) * 0.45 = 39 dmg (and 30% of that as additional bleed)
buckshot (-60DT / -5DR) will do 12*(9-(21*0.4) * 0.4775 = 5 dmg (and 150% additional bleed)

but according to weasel, buckshot has higher armor penetration in aop
« Last Edit: June 02, 2016, 04:08:45 PM by RazorRamon »
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John Porno

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Re: 06-02-2016 Changelog
« Reply #11 on: June 02, 2016, 03:51:27 PM »

Weasel, noone blames you for not knowing all the details of the game mechanics because in the end it's our fault for not conveying them clearly enough, but what people dont fail to point out is your smug know-it-all tone you use when making wrong statements on the forum while accusing everyone else who's not of your mostly wrong opinion of shitposting.
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S1mancoder

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Re: 06-02-2016 Changelog
« Reply #12 on: June 02, 2016, 03:55:55 PM »

With -60DT it's pretty much one of the MOST armor piercing rounds lol. -5DR is pretty basic, yet still better than slug shells...

I do consider round have good armour piercing qualities if it is able to inflict about same damage on medium and heavy armour, I am not really speaking about specific parameters like DT/DR mods.

Let me give you and example: if you do 100 damage to leather and 80 damage to metal - it is good at armour piercing. If you do 100 to leather but 20 to metal - it is bad. All in all - actual ingame performance is the only factor that can define ammo as being AP or not.
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Weasel

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Re: 06-02-2016 Changelog
« Reply #13 on: June 02, 2016, 05:27:58 PM »

Green shells with same armors and 108 damage rolled.....:
5*(21.6-(21*0.2)*0.615=53.505*0.75=40.12875
4*(21.6-(21*0.2)*0.615=42.804*0.75=32.103
3*(21.6-(21*0.2)*0.615=32.103*0.75=24.07725

So only if all the shells hit, i can achieve damage similar to slug shells? And there is no bleed either/less knockback.

Seems weird shotguns have such high base damage and low range but cant seem to do more than 40 damages on a perfect hit.

As for red shells: good that's what it's suposed to do against a metal mk3 +/- nothing. But instead of having such high DT-, would'nt it be better to have a bit less and slightly better DR- maybe? Almost all armors have 50% DR at least, so that would ensure good penetration on low DT armors, and little to no penetration on CA and metal mk3.

@John: how was i being smug? lol. You all seem to think that coming on your forum to express one's opinion  is ''being smug'' or ''shitposting''. I was expressing my opinion, nothing more. I wasnt holding a glass of chardonnay and smoking a 500$ cigar as i was writing this either.... ;)
''your smug know-it-all tone'' Aint THAT a pretty smug thing to say?  :P

@Ramon: Congrats! That's your first actually helpfull post i ever read! One thing tho: ''wrong opinion''
I dont believe there is such a thing as a wrong opinion, only different ones.

''once again weasel proving he doesnt know how ingame mechanics work''
''Weasel, noone blames you for not knowing all the details of the game mechanics because in the end it's our fault for not conveying them clearly enough''
What can i say? Your both right!

DO come back to me on toughts about red shells tho: Wouldn't less DT- and more DR- make it better against robes/jackets while being useless against CA/Metal mk3?
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John Porno

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Re: 06-02-2016 Changelog
« Reply #14 on: June 02, 2016, 06:12:53 PM »

With the overall elevated armor stats, you need a good chunk of -dt to even get any damage out of buckshot at all. Keep in mind that even the leatherjacket has vanilla CA like stats so giving it overall slightly less armor pen than green shells while focussing on the spread and 1hex mechanics is the way to go here. At least until leatherjackets are changed to a 0DT type of armor, at which point buckshot would be more of a sneaker type ammo.
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S1mancoder

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Re: 06-02-2016 Changelog
« Reply #15 on: June 02, 2016, 06:30:18 PM »

DO come back to me on toughts about red shells tho: Wouldn't less DT- and more DR- make it better against robes/jackets while being useless against CA/Metal mk3?

Well I think now reds are working as intended, if you will have any specific suggestion on red shells mechanic you could create topic on dedicated forums: http://fonline-aop.net/forum/index.php?board=65.0

The great help for you may be a damage calculation algorithm from wiki: http://fonline-aop.net/wiki/index.php?title=Damage_Calculation
Its pretty hard to get through but its 100% correct.
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