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Topics - faopcurious

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61
Suggestions / Make it so you can see weapon perks.
« on: September 07, 2014, 01:47:35 AM »
Looks like if you don't have skill on a weapon type, you can't see the weapon perks you do not have unlocked, maybe make it so you can see the ones available to you, and the ones that you don't have in a different color.
No point in hiding information from players.....
when they see that there are no perks they will just think, 'oh this gun sucks, no perks.'

62
General Discussions / Where is the lawyer book buyer?
« on: September 07, 2014, 01:40:27 AM »
There was a npc in lawyers base near exit grid who bought books from you, and gave you caps/rewards/ rep.
Now she does random over head dialog, is there someone to sell books too in dialog who will give caps/reputation?
Vtec still has their book buyer npc, so I don't think they removed it...

63
General Discussions / Weapons explode.
« on: September 06, 2014, 04:58:57 PM »
wiki says WIP, thanks for warning us.

I have had weapons explode even at 15% condition, is there a formula for chance of weapons exploding based on condition?

64
General Discussions / Whats the deal with the mines?
« on: September 06, 2014, 12:53:09 PM »
You get ore then what?
and what is with this mine defense?  how do you participate in this?
I went down there, went to 2nd level with guards, when and how do you do this 'mine defense'?

65
General Discussions / You know whats ironic about this whole rpg aspect?
« on: September 05, 2014, 12:17:31 AM »
It's really ironic that all of these factions are fighting each other, I mean think of how great everything would be if they worked together?
You have the legalist lawyers, who can make laws, and government, and establish order.
Vtec to supply everyone with technological needs, and advancements, science, and education.
Brahmin boys to do all the manual labor, make sure everyone has beef/milk, and stuff to eat.
And the family to make booze, and teach everyone family values:P

It would be a utopian society in an otherwise harsh environment...

66
Resolved bugs / [MECH] Perk adrenaline rush.
« on: September 04, 2014, 12:51:19 AM »
Adrenaline rush does not give you bonuses when you are naked blue suit, it only adds the bonus after you put on armor ( tested with toughness perk)
naked and almost dead = 5% resist( from toughness)  with robe 20% DR +toughness had about 33 around 40hp.

So I guess you can't get an adrenaline rush when you are naked?  :P

67
Suggestions / Safe Haven.
« on: September 02, 2014, 03:28:27 PM »
There needs to be a place where all factions can go safely to trade, If I want to trade with someone from another faction there is no sure safe way to do it really.

68
General Discussions / Some build questions.
« on: September 01, 2014, 11:42:27 PM »
So if I only take 1 CHarisma, am I going to be missing out on tons of squad bonuses?  Like 15% damage resist, +30 hit points +10% damage,+4 AP regen, or something crazy like that?

And can someone explain crit strength from the crit table?
Is it stupid to not go for 10 luck so I can always  roll good on the crit strength table?
I am not 100% sure how important the table is, what exactly is the difference between rolling 5 crit strength, or 6 (max) crit strength?  Is it significant?

I looked at the wiki and it was no help, what exactly is a roll strength of 6? or 5?

69
General Discussions / What is the point of metallic trait?
« on: September 01, 2014, 06:51:30 PM »
"You are more resistant to laser, but weaker against electric attacks. "
Well doesn't this just change the % defense stats of laser, and electric?
Why is this a trait, and not just the stats themselves?

70
General Discussions / Finesse question
« on: September 01, 2014, 01:51:49 PM »
It does not tell you how much less damage you will be doing,
How much does finesse effect your damage?

71
General Discussions / weapon perk level?
« on: September 01, 2014, 12:43:23 AM »
How do we know which perks on a weapon will require 230, or 250% weapon skill?
if something has (4) bonus rate of damage and a more knock downs, is the 4th bonus rate of damage the 250% weapon perk?  or is it the knock down?
or how do we know?

72
Suggestions / small frame fix.
« on: September 01, 2014, 12:01:43 AM »
Maybe you guys already changed it, but this trait kind of contradicts itself.
you get -2 on rolls for knock down, but gain 1 more agility ( agility helps resist knock downs)
so basically sacrificing a good perk, and getting knocked down more often, for .44 AP regen when running?

If you haven't already done something I suggest remove, or fix this trait.  Perhaps a worth while AP regen bonus.

73
General Discussions / is forestnet not working?
« on: August 31, 2014, 01:19:50 PM »
Before I tried to log on to the ashes of phoenix room and it didnt work, but now when I click web it won't even load that, from the forestnet.org channel I get "The connection has timed out"  wth is going on?
I think silek or whatever his name was hacked me or something >_<

74
Suggestions / Fix Vtec rooms.
« on: August 29, 2014, 08:26:58 PM »
I was comparing Lawyer rooms with Vtec rooms, Vtec really get the short end of things,
Lawyers have way more room to place items on the ground, and add lockers/shelves.
Vtec room is about the same size but you have big old bed, and shower walls taking up space.,  while these things might be good in real life, in the game they just take up space =/
Hope this can be fixed before launch.  I haven't really looked at the other 2 factions rooms.

But I don't want to be cheated out of storage space just because I went Vtec >_<

75
Suggestions / Armors
« on: August 29, 2014, 04:49:57 PM »
Looks like the game is going to be a combat armor brawl out, everyone running around looking the same,  once you get past robes and metal armors there is not much reason to use them.
Sure you have faction combat armors, but everyone will still look the same.

Any chance of having viable robes, or other metal armors/ leather armors that compare to combat armor?  so everyone can look different?
The only major downside of combat armors is - FA%  I don't think that is much of a deterrent, 95% of people are still going to use CA I think.

The robes, and leather armors can look the same for the sake of simplicity, but they can be a different armor, like ''wastelander robes'' or ''Combat leather armor?"
maybe not as much armor as CA,  but better perks than the current leather armors / metal armors. / robes.  Such as more crits?

76
General Discussions / some questions
« on: August 29, 2014, 12:49:11 PM »
some random questions.

1: Does the blind luck reduce 50% damage?  or 50% chance less likely to be status effected, like crippling your

leg, blinding you, or whatever the trap does?

2: Is there no sneak running? I did not see a silent running perk.  you have to walk if you want to sneak?

3: In the tutorial you find a ghoul, and you fight geckos, even at level 24 this is hard, are level 1's

expected to fight these guys?,  and the bear traps don't help that much.

4: Is there anything in the tutorial that helps you in the long run?  ie increasing rep, or can we just run

through it, and go directly to a faction.

5: I haven't really found a lot of drugs in the game to test, like buffout, and psycho, do they give you a huge

advantage?  or just mild bonus?

6: At what level could you enter the dungeon? could a group of level 1's do it?

7: There was weird aggro in a mission, I think it was only (B) difficulty, but maybe it was F,
anyway they were aggroing me at about 50 hexes or so, usually I can get close, but these guys were running at

me from halfway across the map, just in my field of view, is this normal?   was this a more difficult mission?

8: In the core map it does not tell me where I am, but one time I some how managed to put a red X on it, but that was not the zone I was in, it was where I was before, is this functioning proporly? or is this glitch?

77
General Discussions / Big Guns, game winner?
« on: August 28, 2014, 06:44:06 PM »
Sooo, I heard you guys say the weapons are balanced, but are you sure big guns aren't OP?
*You have grenade launcher, AND rocket launcher, AOE crowed control weapons.
*You have suppressive fire.
*You have weapons that are better when you deploy( maybe its more of a downside?)
*AND I think you can still aimed shot with some of the big guns.

So what is the point really of playing small guns?
What would you say the advantage of small guns is?

if you have 6V6 of big guns VS small guns is it going to be a fair fight?

Even if BG are not OP it seems like they have a lot more variety to offer, of things they can do.

To answer my own question a lot of the small guns can do aimed shot AND burst, while most of the big guns are one of the other,
and maybe some of the small guns cost less AP therefor more shots = more chance to crit for aimed shot?
and while most big guns cost more AP, and are more of a shoot and run for cover type of gameplay? 

But with deploy, and suppression it looks like BG are going to be the zone control kings.
Deploy some suppressive fire machine guns, and high powered big gun sniper rifles, and wait for enemy to run in.
Am I wrong about this?

78
Suggestions / New purpose for AC
« on: August 28, 2014, 12:23:51 PM »
Apparently you do not like AC effecting hit chance in weird ways to avoid confusion so you decided to scrap it for now.
Here are some ideas to change AC.

Have AC cap at say 40, Give some of the lower armors that have less damage resistance more AC than the higher combat armors for the sake of balance/tactics.


and either:

1: AC = %   direct chance to resist suppressive fire, and % resist bleeding(chance that weapon won't make you bleed.

2:  AC = % chance that bypasses, and crits won't be so bad?

3: if an attack does max damage, AC = % chance that it will be median damage ( so if a weapon does 4-10 damage, and current attack does 10, it has AC % chance to only do 7
( maybe this is too much like damage resistance?)

4: Max AC is 50 (keep in mind armors with less damage resist wil have higher AC)
Enemy hit chance - (AC/5)  so if enemy has 95% hit chance shooting someone with 50AC their hit chance is now 85% max.
OR
AC penalty = AC/5 = 10 at 50 ac
5: 10% of their current hit chance. so 95*.9 =   85.5%   but someone with 40% hit chance is 40*.9 = 36  if shooting someone with max AC of 50.

Personally I like (5)  and maybe (1) or (2.)
5 still modifies hit chance, but it is not too complicated, if that is still not what you wanted I recommend something along the lines of 1 or 2.



79
General Discussions / Am I calculating Ac penalty correctly?
« on: August 27, 2014, 11:36:52 PM »
Trying to figure out AC penalty, it seems really important, I can get up to 90 AC running.
so please tell me if I am calculating this correctly someone?

these are the formulas from wiki.

Quote
range midifier
Distance to target less than effectiveRange:
rangeModifier = 95*(effectiveRange - distanceToTarget)/effectiveRange

Distance to target greater than effectiveRange:
rangeModifier = 1000*(effectiveRange - distanceToTarget)/effectiveRange


Quote
Skill above 150:
baseHitChance = 95 + (skill-150)*4 + rangeModifier

with 200 gunskill, a 60 range gun: effective range 40:  target range is 50 hexes.

95+(200-150)*4=295    +  1000*(40-50)/40  =-250
=45


  at range of 39 =2.3+295   = 297.3

Quote

acPenalty = AC*(22 - Perception)/4
ac of 90  with 10 perception = 270

So I am assuming you just subtract the ac penalty?
at a range of 50:39: hit chance = 297.3%-270 = (27.3 % to hit
at a range of 50: 45% - 270 = -225% (0% to hit)


NPC's don't seem to have a problem hitting me when I am running, but maybe it is different for players?


80
Bug reports / [MECH] encounter AI
« on: August 27, 2014, 10:12:46 PM »
I came across robbers i think, and adventurers, they were fighting, but the adventurers were being kind of stupid.
They will kill one robber, and then regroup and start walking in their random path again like there was no combat, and then they would kill one robber, and then walk back to their positions like there was no combat,

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