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Messages - Seki

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101
General Discussions / Re: some questions
« on: September 05, 2014, 03:37:58 AM »
- will be zone control available immediately since start ?
- how is bleeding resistance calculated when taking bleeding damage ?
- how much is skill bleed over effect between FA and doctor without Medicinae Doctor perk ?
- how Silent Hill Death works ?
- whats quest for Silent Running perk ?
- what gives Traps skill ?
- how much is disorient effect decreasing hit chance and sight range ?
- can we see crit table ? its not on wiki
- what can we do in mines ?
- how does work Finisher weapon perk ? i mean that lk and in roll, how its calculated ?

102
General Discussions / Re: No Download?
« on: September 05, 2014, 03:22:28 AM »
Hey, Its currently 8:07am (Friday morning) here. Just wondered if I should be able to DL the client by now or somthing?

Or we not live yet? Not meaning to jump the gun, just really excited and cant find any more info on the subject.
We're bit late on the schedule, but the server should be online around 8pm gmt+2.

We're still busy with some remaining details on the client though, we'll provide the link as soon as we can.

103
General Discussions / Re: Is it viable?
« on: September 02, 2014, 06:16:59 AM »
its not worth to invest into all skills because you cant increase your tagged skills after level 24 and you cant increase your primary skills above tagged primary and secondary skills above lower secondary tagged skill but also differences between builds, level and gear are much lower then on other FOnline servers thats why almost everything is more viable

for example at start at level 1 you have ~200 hp, depending on your build
at level 24 you do have ~300-350 hp, its not 3x higher as before
another example.. Leather Jacket gives 40% DR, CAmk2 gives 50% DR

104
Suggestions / Re: HTH - nerf
« on: September 02, 2014, 06:13:24 AM »
its not HtH at overall, its just HtH weapons being very strong
if they get close enough to you then yes, they are strong but you should keep in mind that they dont have any range
for now i think its too early to say what is/will be overpowered and what isnt

105
News & Announcements / Re: PvP Livestream
« on: August 31, 2014, 04:50:23 PM »
Publishing the video any time soon? I only got to watch like the last 30-40 mins or so.
its already published at this link -> http://www.hitbox.tv/video/241395

106
Wiki creation / Re: Wiki feedbacks
« on: August 30, 2014, 06:21:39 PM »
Hi all

I am new to AoP, as I discovered it a few days ago. I spent some time on the wiki. I didn't play the game of course, but the new game mechanics looks awesome. Much more realistic than others fonline games. We'll see more different tactics, weapons and builds, pvp will be very interresting for sure.
I know the wiki is still work in progress, but some stuff was wierd. The crit page reffers to perks that aren't in the perk list, such as better critical, more criticals (described as +2% crit chance wich is pretty useless) and 4 eyes something (scope bonus doubled). Maybe others are missing, I don't know. The crit with bursts aren't explained. Are there any damage increases from critical hit?. There are some typing mistakes a bit everywhere. Also, is it planned to add perks requirements to the wiki? or is it to be discovered ingame? Does a character planner exist? I thaught not, so I'm trying to make a cheap one with excell (to be shared if I can make something correct).
The skill cap sounds interesting, as it will make ape fighters less effectives, but what is the base sp/lvl? still 5+2*I? Adding info about the sp cost for skill increase would be nice. I know it gets higher as the skill rise, but I would like to make some accurates calculations.
The bleeding seems nice too, but I didn't understand something: can the bleeding put a guy down when he reaches 0 HP? or if he gets shot below 0, can bleeding finish him off? And if yes, will it be possible to revive a guy that had half his blood outside his veins? So many questions...

I can't wait to play the game!!!!!
more criticals is weapon perk, not character perk
four eyes isnt perk, its trait
there arent perk requirements i think
formula for skill points is still same 5+2*I, sp cost per skill increase is same too
bleed can finish target
reviving is possible with defibrilators

107
low level protection isnt needed because you can always stay in private locations (tutorial -> base -> farm assignments) and even if you visit phoenix you are entering from side of your faction -> you got patrols and alot of players from your faction around

also there isnt that big difference in levels and gear anymore
for example most of chars at lvl 1 got ~200 hp, at lvl 24 ~300 hp
same with armors, leather jacket does give 40% normal DR

108
General Discussions / Re: No more min maxers?
« on: August 26, 2014, 11:22:44 PM »
not really, for sniper is every single hex of effective range very important
also 1 st means alot of knockouts, weapon drops, low bleed resistance, carry weight etc..
all SPECIAL stats are good for something

109
General Discussions / Re: No more min maxers?
« on: August 26, 2014, 09:30:17 PM »
I thought maybe you would have accuracy penalties
from wiki "Each strength point missing from the strength requirement of the weapon will cost 40 hit chance."
http://www.fonline-aop.net/wiki/index.php?title=Hit_Chance

110
same, lawyers and v-tech are my favorite because of colors and nice bases

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