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Messages - MuchaChota

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21
General Discussions / Re: ZC isn't the only PVP people
« on: October 16, 2014, 01:28:10 AM »
+1 to assignments in core, of all sorts possible

It'd be nice to have an all chat available/a way to see where are other faction members moving in the  zones/something to mobilize the online players of all factions to bring some PvP when there are like 20-50 online. Maybe some announced spawn of rare items/encounter in any zone. Anything

22
Suggestions / Re: Nerf modules
« on: October 15, 2014, 09:09:24 PM »
So what do you think about this ideas to balance modules so you can't change them on the fly, limit the effective range of bonuses and giving more space to assign special to nonleader chars? I'd like to have them all

- Activating and desactivating modules cost 200/250AP
- Leaders should have 200 leadership and 10CH to give full bonus, but squad members only need 5CH to receive them
- Leader with 200 leadership and 10ch should be X hex from squad members to give them bonuses. Maybe 100-150 hex?


Another idea to nerf them if you think that isn't enough would be to give the leader the current bonuses but reduce them 1/4 1/3 or 1/2 for squad members

23
Suggestions / Re: Nerf modules
« on: October 15, 2014, 10:54:49 AM »
Agreed with Myakot, the mechanic is fine as it is. It is the values that are too high.

IMO with the ability to have 3 active and to switch at will, no single squad buff should ever really go over half of their "mother stat" as Myakot put it. Even at 1/3 of their mother stat they would still be extremely effective.

But don't forget that having 10CH should still be useful. If you use(or waste) 9pts to get 10ch, only to receive 10%dr and lets say 50% to the crit special you want(half of what modules give now)... it would be still be useful to roll 10ch?

I don't say this to undermine your effort to balance the server, but I don't think nerfing the % modules gives is the way to go. Maybe forcing leaders to have 10CH and 200 leadership to give full bonus but only 5CH for squad members to receive that full bonus will open up the posibilities for more variated builds

24
Suggestions / Re: Run speed depends on Agility
« on: October 14, 2014, 06:26:42 PM »
I know that with so few playing lately is tempting to go solo but CH is still the w2g. With running speed module you get +2 running speed(it'd be 20% i think)

25
General Discussions / Re: Bored
« on: October 14, 2014, 05:44:54 PM »
Dunno man.....only reason its getting boring to me lately is because there aren't enough people in the core. I have to waste 30min-1h just to kill 1-2 people, while it should be filled with random encounters with players.


this

26
Suggestions / Re: Energy Weapon suggestions
« on: October 13, 2014, 07:28:46 PM »
Bump to this  :(

-change electroSMG burst dmg from normal to electric and radSMG to plasma
-give some love to all ew rifles(at least electro, rad and plasma)
-buff solar scorcher(i don't believe anyone playing will consider it antifalloutish in comparison to all the changes this server proposes), make it use sec/mfc at night or just keep it like it is and make new 'scorcher' that works the same but uses sec/mfc
-buff/change magneto-laser/plasma ext.cap/pulse pistols so they can be better than radSMG as pistols

27
Tierra de Nadie / Re: Reapers a Family
« on: October 13, 2014, 07:06:31 PM »
todos putos

28
This happen with any armor, you can't scroll in the trade screen like paragon says

29
Suggestions / Re: Inverting the sprinter perk
« on: October 11, 2014, 07:11:50 PM »
Doesn't matter if you play vs 'real PvP players' cause with 10CH you have over 100% crit agi res anyway, regardless of 1AG and paperwall. You don't even need the crit agi perk.

30
Suggestions / Re: faction armor
« on: October 10, 2014, 05:43:53 PM »
+1 to this as a plus to get crafting armors more accessible feature to all, especially faction armor. And drop chitin scraps req of all armors from 20 to 5 pls

31
I'll add to the idea i schemed that such mods should be easy to get and accesible, craftable with common/uncommon mats, so most of the weapons you use are modded to your liking and serving different specific purposes, and making diff mods appealing so there would be several good combinations and not just 1 or 2 OP. Such mods will leave the standard model as good/balanced and then different possibilites according to what you want, even lower carry of some heavier guns at cost of sth for sneakers

32
I don't see this as being balanced any time soon... just imagine an AS-50 with 3 better criticals instead of 2 more crits and 1 better crits, or with piercing strike instead of better knockouts... or even the base perks+ better crits/hit the gaps/piercing strike/brof/etc/etc/etc...

But if instead of modding the traits/perks you could only change base stats of a weapon/armor and every modification having a pro and a con, I see it as more possible. Make each slot a category and 2/3 options for each. Scheme/example of powerhorse, diff mods could have diff stats:

Desert Eagle .50 Ext.Cap
Min ST: 3
Weight: 2200gram.
Ammo: 0/10
Dmg: 35-60
Max Rng: 35
Ap(unaimed):25
-Slots
1. Trigger - Marksman trigger: Min ST+1 Max Rng+4 125 gram.
2. Internal - Heavy spring: Ap(unaimed)+4 Dmg+10% 250gram.
3. Sight - Marskman sight: Min ST+1 Max Rng+4 125 gram.
4. Barrel - Stainless Steel barrel: Ap(unaimed)+4 Dmg+10% 250gram.
-Modded version
Desert Eagle .50 Ext.Cap
Min ST: 5
Weight: 2950gram.
Ammo: 0/10
Dmg: 43-68(its a guess, haven't done math)
Max Rng: 43
Ap(unaimed):33




The names come from here http://heroesandgenerals.gamepedia.com/Weapon_Modifications#Triggers

33
Off-topic Discussions / Re: Wasteland car
« on: October 09, 2014, 04:37:15 PM »

34
Suggestions / Re: flamethrower(Incinerator) rebalance/more viable for ZC
« on: October 09, 2014, 04:15:12 PM »
Well if we talk about anti-camp weapon, i have suggest. How abot wall-piercing ammo\weapon (for hex-shooting ofc)? I know, make destructible walls it so difficult, but why not make shoot through wall, it is necessary i guess.

It's a great idea but would require a lot of thinking and testing to get it balanced. I will throw some questions about it so you can see what im saying.

Should the shooter get info if he hit anything in console?
How many hex after wall should projectiles travel?
Would it be necessary to stand right next to wall or could you do it from afar?
If the projectile travels some distance after wall, should players with vision of that area be able to see animations?
Will 3 primary weapons(hth and throwing don't make sense) have options to do it?
All kind of walls or just some?

35
Changelogs / Re: 08.10.2014 Changelog
« on: October 08, 2014, 08:13:40 PM »
Its good to see new changelogs! Good work with the fixes and the new stuff. I think that the price of 100 caps its a little bit better also. What about plasma rifles? No one uses them because it has a lot less range than laser, and the damage difference is not significant to lose so much range. I think a 10 damage buff will help them to see more use.

Plasma rifle is shit right now. I'd put one better criticals as traits and change the more criticals perk it gets at 225/250 for another better criticals to make it somewhat useful

36
Suggestions / Re: flamethrower(Incinerator) rebalance/more viable for ZC
« on: October 07, 2014, 11:27:23 PM »

Spoiler for Hiden:


Your game looks like absolute ass.

Spoiler for Hiden:

don't worry, sweetheart
I'm an ass man

37
General Discussions / Re: Screenshot contest !
« on: October 07, 2014, 05:35:34 PM »
Attack of the drones


38
General Discussions / Re: Screenshot contest !
« on: October 07, 2014, 05:30:25 PM »
Esper gets gangbanged by group of cuddly and loving nightkins. I don't want to know what is stuck where


P.S.: flame me for the walls if you want, the ss is worthy anyway

39
Bug reports / Re: Defib high bleed damage?
« on: October 07, 2014, 05:23:09 PM »
A bit offtopic but I would also be nice if drugs' effects would get cleared on respawn in room/base/whatever and stay on if you are revived.

+1 to this. You should keep food and drugs you had after being revived.

40
Suggestions / Re: flamethrower(Incinerator) rebalance/more viable for ZC
« on: October 07, 2014, 05:13:31 PM »
Believe me, fire weapons don't need anything else(not even this post suggestion), they are already the most hardhitting weapons in game. Heres an example of one dude hitting me with imp. flamer, i was near 0hp so 30% from shd, but sick dmg anyway

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