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Topics - SnowCrash

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1
Suggestions / Sneak Overhaul
« on: May 10, 2016, 02:39:51 PM »
A lot of discussion has been lately around combat sneak.
I think that one solution will be to give combat sneaker some specific roles where it should perform good (counter specific target, kill enemies on certain conditions), but outside those roles there should be still able to offer support to the team (providing information and weakening enemies).

So the power (damage wise) should be low in most scenearios. But the problem of decreasing strength of combat sneaker is that you dont kill your enemy fast you are mostly dead (like when waki was nerfed and end becoming useless).
Sneak character are most of the time in a bad position because they tend to be near the enemy team, so if they expose to attack or get caught, most of the times is a certain dead, and have almost no chances to get revived or supported by the rest of the team. So only nerfing damage will make combat sneak unplayable.

Better escape mechanism

I think that attack power should be low damage wise but escape mechanism should be stronger. This way combat sneak could be effective to lure, disrupt, and finish weak targets and have increased chances to survive after each assault

Make bloodthirst more reliable
Bloodthirst: increase move speed by 20% after each hit you make, duration will depend on AP used to attack and additional hit will increase duration. During bloodthirst duration you will also have increased resistance to suppression.
So if you hit someone  with an 40 AP attack, you will gain bonus speed for 4 secs, after a second,  you hit your target again you will get 4 additional seconds, so 7 seconds of speed bonus
Killing a target will increase duration by 5 seconds, to keep its original purpose of escape after killing or try a kill spree.

With current bloodthirst, you are almost forced to kill your target to get the speed bonus to escape, so its all or nothing. With this approach you can stab enemies to lure/weak/debuff them and run to safe again.

Sprinter armor trait
Sprinter is good to hit and run but the problem is that it works better for low AP regeneration players. So rework it to be like the proposed bloodthirst can help solve this issue.


Pick the right target

Sneaks should be good against certain targets under certain scenarios.
Killing a full health target with one AP bar should not be happen unless certain conditions are meet.
So instead of capable to kill any player in 1vs1 confrontation you should pick a target that meet the right conditions to be successful
This can be achieved making weapons perks/traits that offer specific bonus, so sneak weapons can have its base damage reduced but still perform good on certain situations

Additional weapons perks
-Slayer: same mechanism as silent hill dead (damage increase up to 25% on low health targets) so weapons can be balanced to be good on wounded enemies but weak on high health targets
-Eviscerate: Deals bonus damage to bleeding targets and turns part of the bleeding in damage. Great to finish bleeding targets
Proposed effect: removes 30% of the bleeding of the target, that bleeding will turn into x1.5 damage instantly. (So a target with 100 bleed will end with 70 bleed and will receive additional 45 damage instantly)
-Silent death: bonus damage nerfed to 50%. Will help balancing weapons with this trait

New proposed character trait: Backstabber
Melee silent weapons do 50% more damage against deployed targets. Ranged silent weapond do 25% more damage to deployed targets . Deployed players will be marked with an indicator.

This will make sneakers (specially melee) a direct counter to deployed enemies without team support. Good to assault BG snipers, or an unsupported machine gun nest.


Silenced weapons and playstyles

Long range: play safe, not good damage but potential to debuff and weaken enemies and remain safe. high revelation time than most silent weapons
-Syringe rifle: poison, AP drain, better chance to cause winded. Very low damage.
-Silenced rifle: medium damage. high ap cost (much more than regular snipers) maybe need to be deployed. 1 slayer rank

Medium range: more risky than long range but better damage
-Needler: nerf AP ammo damage, should be good to reveal other sneakers and damage enemies while still stay safe, low revelation time.
-Silenced Smgs: good for hit and run tactics and finish low health targets, add some Slayer perks. Some one could have eviscerate to synergy well with bleeding weapons.

Close range: Lowest revelation time, highest damage (still lower than regular melee weapons)
-Waki: 2x silent death,  better criticals,  more criticals, Slayer. Good to finish weak enemies from behind, able to kill a full HP enemy if deployed (waki +backstab perk will deal x2.5 to deployed targets from behind).
-Combat knife (lil Jesus?): Eviscerate, silent death, hit the gaps, 2 x finisher. Some bleed power. Good to finish enemies with high cumulated bleed or knocked down/winded.
-Machete: high bleed power and AP drain. Good to damage enemies making cumulate high bleed. Stacking with poison will make even stronger. Probably high AP cost to make it good in combination with bloodthirst/Sprinter to hit and run.
-Garrote: Increased DR trait. 2x knockout strike, better knockout, 2x slayer. Good to disable opponents, very low damage. You should be able to knock out one or two enemies and run to safe. Low damage and 2 slayer ranks will make it only good to deal damage to a target with very low health.

Non combat sneak weapons
-Soflam: good scouting tool. Maybe reduce its weight
-Jammer gun(?): similar to soflam (range, 0 damage), hitted enemies will lost all leadership bonus, even squad vision (and teammates won't longer have vision of the affected player). Hitted sneaker will also lost sneak for the duration. Good to isolate and debuff small groups of enemies and counter enemy sneakers

Traps:
Will be good if sneakers will be able to carry some traps without having much sneak penalty.
Traps also need an overhaul, not only for sneakers…

Some trap/device that i think will be nice to have (not fully related to sneak though)
Detector trap: AoE Soflam effect with increased duration. in the past a trap that gives vision of an area was implemented but not added to the game for lag issues, maybe using the soflam effect can be an option now?

(New) Stealthboy Wartime
Enabling stealthboy wartimer will further decrease your sigth (-4) and your detection range (-3PE for purposes of sneak and traps detection). Also, you will lose squad vision, and squad lose vision of you (they wont see your RTS mode marks either). You still get leadership bonus.
Disabling wartime will reset sneak and will give 5 secs sneak penalty. So you will need to move to a safe position to back to normal sneak mode

This will make wartime a mechanism to engage enemy or to increase your escape chances if you find yourself in a bad spot. While doing it you will be mostly by your own, unable to tell your team your exact position (and been more susceptible to friendly fire) and see theirs.

This will be a direct nerf to scout sneaker (they will lose the wartimer sneak bonus) and combat sneakers (harsher penalties, isolation from squad, less chance to find enemy sneakers). And make wartime a strategic desition instead of a flat bonus. Making actual differences in sneak roles and gameplay (scout and long range sneakers will use wartime mostly on critical situations to scape. Close combat assasins will use it to engage and get close to the enemy team)

tl;dr;
Sneak should be good to detect and offer enemy information (position, movement, equipment) but also good to debuff/weak/lure enemies and capableof killing specific or wounded targets. Not to be a ninja assassin capable of killing even the tankiest character on full health

Edit: added wartime suggestion

2
Suggestions / Spears, Spears, Spears!
« on: February 29, 2016, 02:00:02 PM »
Spears are a great addition to FOnline games. A unique type of weapon that really fit the Post Apo ambience with epic animations, and its fun to play (or at least for me).

I will classify them on two categories, Combat and Support.
Combat ones are those that can be used as a primary weapon (serrated, barbed, may be piston) Support are those that are situational (plasma, dynamite)

Atm playing a Combat thrower is viable but with very limited tools. Serrated seems the best option, and barbed as a less effective replacement. Support spears are not worth it, as grenades are much better.
I know throwing its as a support skill, so throwing weapons are mainly oriented to be support weapons, but devs state that they want to make every character class be effective in combat, and Combat Spears make possible to play a pure thrower.
So here a bunch of suggestion to improve Combat and Support spears

Suggestion 1: Default Spear traits
One by One: weapon drop effect only make one spear to be dropped (and not all your stack), but you need to draw a new one so you lost 10AP (15? whatever balanced amount)
Street samurai: spears can be toggled between one handed weapons with no delay. So can be used as backup ranged weapons for melee chars, or as support for other classes

Those traits added to all spears will increase the uniqueness of this weapon class.

Suggestion 2: The impaler Perk
The perk effect it's very situational and you need luck more than anything to take a benefit.
So instead make it a weapon trait for some spear(s): i suggest piston (that also knock back adjacent enemies) for unique linear damage knockback
For perk effect, ill go with:
Option 1) when a cripple its caused, add an additional cripple level  to that limb, better winded chance (imagine a spear piercing your arm or stomach)
Option 2) Add piercing strike perk to every spear
Option 3) Add bonus damage and bonus range

Suggestion 3: Spears Rework
-Serrated: Probably best spear atm. good damage and perks
-Barbed: May be lack some base damage. Good bleed potential
-Piston: Decent damage but not as good as serrated. Add impaler trait
-Snake: Worst spear atm
  Rework it to cause winded on every hit (can be resisted), low damage.
  Will be good as support weapon for melee players to catch enemies
-Festering: poisoned, add 10% hard damage trait (Hard damage will reduce max ammount of HP for a decent amount of time) So it will be a good weapon to slowly weaken your enemies
at the initial combat stages.
-Dynamite: bad atm
  Option 1: add AoE and some secondary effects (limb shredder?, confusion?, knockback?)
  Option 2: stick to target (dealing normal damage) and explode after a time causing explosion damage in AoE

-Energy and plasma spears
Those spears have the issue that dont stack so are tedious for using as Combat spears, and there its better to use grenades as support weapons
So one option can be that they dont need to be charged, but they use sec directly from your inventory. So as long you have secs they work as charged spears, and otherwise they work as uncharged spears.

Suggestion 4: New spears!
Lightning Spear: Uses SECs. Will have Chain trait: so it will deal AoE in a different way than grenades.
(May be not a new spear, but a reworked energy spear with Chain trait)

Diamond spear: Good penetration, some bleed. Spear designed to finish off bleeding targets
Eviscerate weapon Trait: any hit with this weapon will cause that 25%-40% bleed of the target will automatically converts into damage. Decreased DR trait. Perks: more criticals, finisher, slaughter shoot, better bleed, bonus damage. Situational against bleeding targets. (Extra suggestion: rename serrated as diamond to be the most effective penetrating spear, and name this one serrated spear)

Grappling Hook Spear (Tier 3 spear): will work like scorpion kunai, or dota butcher meat hook.
Weapon trait: “Get over here!” drags target unit in your direction (don't works against SPA)
Drag to your position will certainly be not fun to play against, so can be a few hexes. But here is the fun thing: you can also drag dead bodies! So you can use it to bring a dead fellow to a safer position to be revived. Or to claim an enemy body to your side, so it cannot be resurrected.
Perks: hemorrhage, 2 more criticals, BRoF, HtG

For implementation I have two options in mind
1) it won't be lost on throw, so it will be like a melee weapon with range. Will have high AP cost to use and pump action trait (you need to ungrapple/unjamm after each use)
2) it will be lost after each use, but will have lower AP cost and when you find it it will come in batches of 3-5. So you willl have limited amount of those, and need to carefully chose when use it.

Suggestion 5: Legendary Spears?
Spears cannot be made legendary (It have sense) but that means that spears will be less useful to use as main weapons as the game progress
So a suggestion for that: New weapon/item Power glove

The power glove at first won't do anything. But it will gain legendary status as you use spears. Perks of the power glove will be applied to every spear you use

Implementation may be the problem...
option 1) make it a weapon and spears will work like ammunition (spears should also have to be usable without the weapon, just like now)
option 2) power glove have to be in the utility slot and affect spears on both hands (fair trade off for get bonus to spear?)
option 3) make a hidden slot. when drag it to a hand slot it becomes translucent and you can equip spears on top of the glove. To unequip first unequip the spear and them the glove

Suggestion 6: Crafting spears...
Crafting spears can be tedious (pole->spear->serrated only for 1 serrated). Also most of them dont require rare components and the ones requirem them aren't worth the resource for only one piece.

So make them able to be crafted on batches
Combat spears will be crafted on batches of 20. Support on batches of 5
So as an example
Serrated spears will require 20 poles, 10 flints, 12 metal, 10 alloys and 1 ceramic for a batch of 20
Lighting spear will require 1 energy transformer, 5 poles, 10 metal, 10 alloys for a batch of 5

With this change i wouldn't mind if speas break 100% of the time

Suggestion 7 (and final): Loot
Make spears spawning on the core and enemies to be in batches (similar amount of crafting)
Not free spears like we got before, but make that if you find spears the amount is at least enough for a fight.

3
Suggestions / Expanded Leadership
« on: April 08, 2015, 10:06:46 AM »
1) Make radios be useful to chars with CH that dont have a squad leader. You faction will have an operation center to command and organize their member while there arent influenced by a leader. Basically, if you have a radio in your inventory and dont have leader bonus you can choose a set of bonus provided by your faction but with less power that an actual leader (now bonus its assumed as the leader has 10CH, this bonus can be assumed as if the leader has 5-6CH)
The available bonus sets will depend on your reputation with your faction. To choose the bonus it can be a set of reservated radio frequencies, and an NPC that tells you what bonus will provide each frequency.

2) Make leaders provide bonus to chars that are in and adjacent map if they have a radio. This bonus will be calculated af if the leader have 8CH

3) Make EMP grenades disable any leadership bonus to affected chars by an X amount of time

4
General Discussions / Analysis of fast shoot
« on: October 24, 2014, 11:00:22 AM »
The problem with this trait is that it gives a bonus in DPS (-10% AP cost) while also gives a malus in DPS (chance to miss from 1/20 to 1/10). This seems to contradict the trait proposes (that are supposed to give bonus in one area and a drawback in a related but different one)

So, does this trait affect your character?
Doing the math you will notice a little increase in dps

Lets count 400 AP (flat, no regeneration involved)
Weapon AP cost of 20 (18 with fast shoot)
No fast shoot: 20 shots (with 1 miss) = total hits 19
Fast shoot: 22.2 shoots (2.2 misses) = total hits 20

Now lets count the max AP reduction. Brof+weapon+armor = 20% AP reduction (30% with fast shoot)
No fast shoot(16 AP): 25 shots (with 1.25 misses) = total hits 23.75
Fast shoot (14 AP): 28.57 shoots (2.8 misses) = total hits 25.71

In a combat situation, those AP less for a shoot can make your char have an additional shoot earlier (and that shoot can change the result of the combat), but also, the increased miss chance can  turn the battle on your opponent side.

Conclusion: The actual effect of this trait seems meaningless (at least on paper). With this trait and 20% AP reduction you need to spend 200 AP to get one more hit with a 20 AP weapon.

So, what do you think about this trait? it have any purpose? it's interesting? can be changed or improved in any way?

I personally think that the drawback should be changed to not affect your DPS.
Some option: A reduction in effective range
Basically you will be trading range for DPS. Only issues with this, is that melee should not be affected, as the penalty does not affect melee at all. And the drawback will have less effect to close combat builds

Thoughts ?

5
Suggestions / Cap melee skill at 200?
« on: October 23, 2014, 02:24:50 PM »
Melee weapons offer less options than the other primary classes, raising it at 250 is a waste of skill points just to unlock perks (most of those are bonus damage), no other bonus is given by this skill (except the bleed over).
Sneak is maxed at 200 and unlock great perks for 2 of the best melee weapons

I think that melee should be capped at 200 or perhaps become a secondary skill

6
Suggestions / 1-hex
« on: October 17, 2014, 01:48:33 PM »
Problem with buffing 1 hex is that it will make melee chars unviable right?
So, what about making that chars with a melee weapon equipped reduce the 1 hex potential of the attacker (based on HtH combat skill/10)

So a melee char with 250 HtH combat will reduce 1 hex potential by 25%, this way the 1 hex power of every weapon can be buffed from 15% to 25% of the actual values without damaging melee class

And SMG can finally have a decent 1 hex, and still will be countered by melee

7
Suggestions / Perks balance/tweaks
« on: October 15, 2014, 01:54:34 PM »
I like to suggest some perk changes/tweaks, based on my experience and tests, some perks feels underpowered, while others are extremely situational (bloodthirst, evil scientist).

Action boy: 2AG only gives 0.88 AP Regeneration, and compared to bonus rate of fire it offers less advantages in terms of DPS, a small buff could be to make the bonus at least 1 AP regeneration

Living anatomy: The extra information is not that usefull actually, and the bonus in critical is less than 1 IN point. maybe increase the bonus to 5%. Or change it to a specific bonus instead, my propositions are:
-Increased bleed power
-Bonus to crippling limbs (like crippling shoot perk)

Do or Die: The concept its interesting but the effect isn't very noticeable and only useful in PvE, as in any PvP situation you will try to avoid being with low health every time you can. So you will never see the bonus of this until you are almost dead.
This can't be compared with Adrenaline rush, where you get DR and DT, because that effect works immediately when you get shoot (and not at full heal) and usually you get an average bonus of half the max bonus. To get the AP bonus you need to remain with low health as the AP+ applies every half second.
Double the bonus (+4AP regen) seems that can be reasonably, considering the drawbacks to be with low health in a battle.

Armor Efficiency: bypass resistance is nice but too specific, as an additional bonus it can give slower deterioration for armors.
Other possible bonus can be to unlock a perk for every armor (each armor type can have a different perk, but this might be hard to balance). Or to ignore a negative trait for every armor (paper wall, malus rof, bulky), leather and sca don't have negative traits

Improved hemostasis: for now i haven't get too much trouble from being bleeding and never use bandages, dont know if didn't get enough amount of bleeding or i die too fast to note the bleeding effect. In any case, this perk can have a bonus in healing rate as well, to make it more appealing and less specific

Silent hill Death: the perk its fine, but why it have that name? it doesn't make any sense, its not related with silent death at all. Bloodthirst can be a good name, but we already have it used (swap the name between those perks?). Other suggested names are Slayer, Bloody Mess, Kill Frenzy, Finisher, Relentless.

Quick recovery II: Rename it to unstoppable? (Based on the effect that reduces duration of most slow status). Maybe additional resistance to crippled legs?

Psychopath: the bonus feels low (you get from 7 to 10 AP per half second). I think it will be more interesting if also gives a AP+ bonus for some time.
So i propose +25 AP instantly for killing and +2.5 AP regeneration for 10 seconds (for a total of 50 AP after 10 secs)

Bonus rate of fire: its fine and balanced, just change the description to make it clear that works for every weapon and not only for ranged ones

Fast reload: For most weapons you dont spend much time reloading than shooting, may be increase the bonus to 15% less AP for reload

Bloodthirst: The speed bonus is interesting, but killing someone while sneaking its very situational (there are few silent weapons, and you must remain undetected to get the boost), what about making it work every time you kill with a melee weapon? (removing the sneak requirement), this will make it useful for non sneaker melee chars as well. Or make it work when you kill a target from less than 8 hexes, so it will also work for close combat chars, as flamers and smg bursters.

Evil Scientist: seems kinda useless, maybe add also the electrical damage when the trap is triggered, and make the char get disoriented for 5 secs.

8
Suggestions / Awareness
« on: October 09, 2014, 09:40:33 AM »
I think its necessary that every character must know what weapon and armor an opponent have, to know which tactic or what weapon its better to use against a target (or when to run), especially here, where a flamer, a laser rifle or a heavy sniper have the same look. Due to these graphic limitations we need additional information to know those characteristics.

Awareness its the solution here, but every character at start should be able to see armor and weapon without any requirement, and also health status of the opponent (unhurt, wounded, etc. which you can see anyway in the text log)
This is basic information that every player should know, it will make easier to survive in the beginning of the game.
Then, the awareness perk (obtained by the quest) will unlock the other information (current/max hp, crippling, etc).

Awareness will still be a must have, know the exact amount of HP gives a real and useful advantage. I know the quest its not hard, but it takes some time and may cause you to die sometimes while hunting geckos. This change will only make the game a bit simple for new players.
This change can also remove the requirement from living anatomy (which i assume most characters don't have awareness perk when they reach lvl 3)

9
Suggestions / Weapon deployment tweaks
« on: October 03, 2014, 02:35:00 PM »
Deploying weapons its a very interesting feature, but right now it doesn't involve much tactic and dont have any risk: find a good spot, deploy and wait for enemies, if you get in trouble or the enemy its in other area, just run and deploy again. You can even go to the middle of a battle, deploy while enemies are shooting your team mates, and join the battle.

There is a little difference in term of AP cost from deploying + shooting vs shooting undeployed. and for some weapons even deploy+shoot < shoot undeployed. Theres almost no decision involved, as it doesn't have any serious drawback (yes, you cannot chase a running target effectively, but that is not the purpose for this weapons), you deploy and you can shoot for half the AP cost, then move and deploy again.

So, deploy times for every gun should be increased (doubled?) keep them in the range from 80 to 160 AP cost.
Deploy should be a more tactical decision, if you deploy your weapon you will be vulnerable for some time until your AP restore.

Also, make it that when you move (undeploy) you get winded for 1-2 seconds (this represent the time it takes you to undeploy and get up again). So it may require some cover fire or support from other players to retreat from a zone.

To balance the weapons, there can be a weapon trait that negates the winded time after deploy. Or make weapons have different undeploy times from 0 to 2 seconds, giving Heavy snipers the larger times (more range, more risk)

Finally, deploying may have other bonus, like AC standing bonus and better chance to hit (this translated to better effective range).

This will also add a better difference between heavy  and regular snipers.

10
Game Tips & Guides / Bonus Rate of Fire
« on: September 19, 2014, 01:44:45 PM »
Description says "Each ranged weapon attack cost 10% less action poinst to perform."

So, this perk doesnt work for melee weapons?

11
Suggestions / Hybrid weapons
« on: September 18, 2014, 03:03:32 PM »
Whats is this? Basically weapons that can be used by two different skills. i think its already the case with silenced SMG chance to hit are both unlocked by the higher value between small guns and sneak

So the suggestion its about make the same with wakizashi and machete at first.
This thing that Wakizashi doesnt unlock perks by melee its very confuse for almost every player. So, for me sound more like a fix, concidering those weapons are melee weapons.

And also make the same with every spears (or maybe for every spear that have thrust attack mode?)
Yes, this is a direct buff for melee class, a kind of bleed over between melee and throwing (but it won't work for grenades), this way the melee class can be more versatile and will be allowed to use more weapons.

With small guns you have access to various kind of weapons, pistols, smg, shotguns,  rifles, snipers, light machine guns… every one with different ranges and values, from almost CaC (smg and shotguns) to exceptional ranges (snipers). Same but with less options we have energy and big guns. But melee, although it have different purpose weapons, the options are very limited (even wakizashi isn't considered a melee weapon, for what refer to skills) so this can give a option to have a ranged attack and allow to use spears as melee weapons for more weapons with 2hex range. After all some spears can be used at melee.

tl,dr:
Make wakizashi and machete unlock perks by max skill between melee and sneak+50
Make silenced SMG and needler unlock perks by max skill between small guns and sneak+50
Make spears unlock perks and chance to hit/range by max skill between melee and throwing+50

12
Suggestions / Bring poison to PvP?
« on: September 16, 2014, 11:04:49 AM »
Why poison its only limited to PvE?
It could be a nice improvement to spears, powder bag, traps,  and some melee weapons to apply poison.
You can use a poisoned spear to apply the poison debuff (may be it will need to be lowered, specially in the critical resistance), and then use your primary weapon to finish an easy target.

It can even be different kinds of poison, like one focused on DoT, other applying the current debuff, may some other that reduce movement speed or AP+.

I know that can be annoying to carry antidotes on the top of bandages and other healing stuff, but maybe some of the healing items can be merged, like having a medikit that heals and cure bleeding at the same time, other that cures poison and heal, and some bandages dipped in antidotes that cure bleeding and poison at the same time.

13
Suggestions / Sight range for low PE chars
« on: September 12, 2014, 01:08:36 PM »
Make sight range increase more the less your special is, like HP or other derived statics.

Close combat chars  (melee, flamer, smg )  already have a hard time getting close to an opponent, its even worse when you can't even see where the enemies are shooting from, so an increase in sight range at lower PE levels can help to make a decent char without having to put 6 in PE. Im not saying that a char with 1PE should have a lot of sight, but at least if you have 3 or 4 in PE you should have a decent sight range.

14
Suggestions / Traits Suggestions
« on: March 14, 2014, 12:22:54 AM »
I think traits should change your character in a unique way, in both of they effect, the positive and the negative.
Traits that affect a primary attribute turns becoming a generic bonus/malus as you can rearrange your SPECIALs as you want. For example, heavy handed and four eyes have (almost) the same drawback. So, unless the purpose of a trait is to give a generic SPECIAL bonus (like the old gifted, which btw was really OP), I would prefer other option than those stats bonus.

Here what I suggest (numbers can be tweaked)
- Bruiser: +25 HP and +10% critical ST /same drawback (good for tanks, more durability in trade of DpS)
- Small frame: your small size makes you harder to hit, you get 20 AC bonus that is active even if you aren’t moving / same drawback
- Heavy handed: same bonus/ you have 10% less chances to cause any critical hit (more similar to the original trait)
- Four Eyes: same bonus/ -30% to critical PE

Some traits like Dead man walking, drug dealer and blind luck are so situational that i can’t think of any kind of character that will pick those when there are better options.
May be some of them should be converted in support perks (like drug dealer and dead man walking bonus)


I would also like to have a lot of traits to choose, to allow for a better character customization. Some suggestions:

- Barbarian: unlock melee weapons perks require 50 less skill points and throwing require 25 less / unlock fire guns perks require 25 more skill points and item perks require 50 more

- Bloody mess: any bleed you inflict is increased by 15% / any bleed you receive its increased by 30%

- Gifted: you gain 5 extra SPECIAL points, but you don’t have tag skills

- Masochist: You enjoy pain and suffering, each time you receive direct damage you get an AP Bonus*, in the other hand you hate begin healed, any heal made on you have 50% less effect.
*it can be a fixed amount of AP like 5, but I think it will be more balanced if the amount depends on the damage (like 20% of the damage received), so this way the AP bonus its kind of limited by your HP, and doesn’t matter if the attacker weapon have low or high RoF

- Ham fisted: your big hands allow you to absorb better the weapon recoil making burst more accurate, you  get +10% max range for burst or full auto attack modes / but they also difficult the task of reloading, 25% more AP cost for reloading or unjamming your weapons

- One in a million: You dont always score a critical hit, but when you do...
Your criticals have tree times more power / but when you score a critical hit you have 66% chance that will be reverted to a normal hit

- Vampire blood: your blood coagulates faster, you get +15 bleed resistance/ but you have developed a strange weakness against light sources, you get -10% DR to fire and laser

- Death Trance:  when your hp are below 40% you enter in a berserker rage, you get +2ST, +2AP regeneration bonus, and you ignore any crippling effect, but your PE and CH are lowered to 1 / as you cant feel pain, you usually get worse injuries, any doctor check made on you has 50% more difficult, and you receive 20% more bandage when healed.

- Exoskeleton: A strange mutation provides you with a exoskeleton, you get +2DT and +5%DR / unfortunally this armor often complicate your wounds, You have -15% critical resistance

- Paranoia: you are constantly checking around but cannot focus on whats on your front, your sight range its reduced by 30%, but you can see at max distance in every direction (hex shaped FoV)

Some of them may require better names/ descriptions, or balance tweaks. or are even extremely broken...
So, what do you think?

15
Resolved bugs / [ITEM] Wakizashi perks
« on: March 03, 2014, 12:36:25 AM »
i have 226 in HtH and the wakizashi have only 3 perks (knockout strike, better knockout, finisher).
My other melee weapons all have 4 perks

16
Resolved bugs / [MECH ]Cant take assignments (Lawyers)
« on: March 01, 2014, 10:13:38 AM »
Every time i chose an assignment and select the option “I accept”, the dialog close but I didn’t get the assignment, I can talk again whit Dwane Johnson as I I didn’t have an assignment. If I go to the world map I don’t have the location active.

I cant confirm if only happens to me or if happens to every char

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