You need to make game simplier
As for new perks, stonewall should have been ingame by now
i do not agree with the +2-3 special, cause too powerfull then you have action boy and the criticals related perks who become useless.
+1 for the fast reload, it's too weak curently, even for the big guns users.
Do or die, well, don't know.
Some perks are indeed more op that others, some could use some testing...
Single minded feels odd, educated not worthy taking.
very nice tweak on simian warfare.
Yes yes yes of course and don´t forget onehexing.
Good thing that you guys are reworking perks. Things were a bit boring with all the staple perks one should take for any build. This is sure to shake things up a bit. While you´re at it also include a couple more post lvl 24 convenience perks. The ones we have are good but once you´re past lvl 80 or sth things get a bit boring. Like:
After years in the wasteland without a proper shower your smell would make a polecat throw up. As a result, ghouls will regard you as one of their own and will not be hostile.
Why would you want to add one hexing in AoP? If there should be one hexing, SMGs should only be able to do it.
"As for AoP not thriving, there are multiple things that makes AOP not appeal to the FOnline community which I'll list a few
.....
No one hexing (surprisingly lots of people expect this but it won't fit in with AoP so they just leave)"
Those are other people, not me, I could careless if there is or isn't one hexing.
One hexing is pretty much a common feature in other FOnlines and people expect it to be in everyone.
And yes, I do blame it for one of the reasons why AoP doesn't appeal to other players. Sorry to poop on your parade Teela :(
Go back to make snow dicks or whatever
RUDE, I took educated on all my builds, helped me achieved 250% Weapon, 200% 2ndary and 180% 3rd.
As for the SPECIAL bonus, keep in mind that this guy is choosing a perk out of others he can choose. I'd rather take +2 EN instead of that critical endurance perk, etc.
Some new perks are goodInformative.
Some are completely awful jesus fucking christ what the FUCK
but if it's just 1 point, then it's not worth it. This is where perks need to be changed IMO. To what? That's up for discussion.I'd say having more active use perks (or any at all) would be much better than having a passive bonuses galore. But there's no point of me to suggest this. Too many people seem to have ptsd caused by Shotgun surgeon/Mosambique
And what's wrong with the way it is now? You're pretty much doing just moving perks from 12 & 15 to higher levels and vice versa for the perks at higher levels.
+1 for the fast reload, it's too weak curently, even for the big guns users.
I like the current system. You need to make game simplier and those changes will revert everything.
I will. I´ll send you a pm when its finished.me too please, i love snow and penises, could we call them about sownises or penisnows?
Some new perks are goodInformative.
Some are completely awful jesus fucking christ what the FUCK
Imagine if only devs made somekind of forum topic for discussion... oh wait
Have ho! the effect will be negated if you have 150 or more in the throwing skill? why not make something like: you get +3(4?) ST for purposes of determining range, speed and damage (melee damage for throwing spears) for throwing weaponsHeave-ho is designed for people who cant work throwing skill into their build yet want to be able to use grenades for more than just smoking yourself. It's not supposed to make dedicated grenadiers even better.
-i'm against "injury tolerance" it's too op
take out finesse? it seems useless to me. who wants to do 30 less damage? ...I love this idea. it is a perfectly legit simplification, especially since players will not be spending time on lvls 1-24, right?isnt finesse trait not perk?
Now we have 8 perk group instead of 3, I dont think its any kind of clear or user friendly, as well as not particulary easy to make proper balance.
take out finesse? it seems useless to me. who wants to do 30 less damage? ...I love this idea. it is a perfectly legit simplification, especially since players will not be spending time on lvls 1-24, right?
Heave-ho is designed for people who cant work throwing skill into their build yet want to be able to use grenades for more than just smoking yourself. It's not supposed to make dedicated grenadiers even better.
Have you calculated damage reduction for hits like 50/100/200/300 to 300 HP char to check what effect this perk does?-math are for pussies
Or simply - have you done the math before you became sure its OP?
Since finesse is doing something carefully, instead of making targets recieve more DR, something better would be like adds 300-400 ms more aim time but your critical chance increases by 10%
Heave-ho is designed for people who cant work throwing skill into their build yet want to be able to use grenades for more than just smoking yourself. It's not supposed to make dedicated grenadiers even better.
Since finesse is doing something carefully, instead of making targets recieve more DR, something better would be like adds 300-400 ms more aim time but your critical chance increases by 10%, something like this. And if you have simian warfare, you still have to wait that extra step.
Explosion time and accuracy will depend on throwing skill, Throwing range will depend only on strenght. Then all soldiers would use nades but with random effectiveness caused by unstable explosion time and accuracy. For team safety and more effectivenes they have to pick Have ho or spent skill points.This is already partially the case, but it's an interesting idea, because usually it is the range that is preventing use of most grenades. I have never tested it with a low skill high ST char though.
Good idea!
I have one more suggestion about it. We can convert perks from all nades to traits (not for spears). Explosion time and accuracy will depend on throwing skill, also grenadier perk will be available for char with 175 throwing skill. Throwing range will depend only on strenght. Then all soldiers would use nades but with random effectiveness caused by unstable explosion time and accuracy. For team safety and more effectivenes they have to pick Have ho or spent skill points.
Converting perks into traits? No! If this were to happen, then what bonuses does someone get for investing into throw and using grenades? And then accuracy on throw skill?? So what, everyone can throw a grenade 3 hex away from them because nobody wants to invest in throw skill? I don't like the idea on range depending on STR, like what, I gotta be 10 STR + Buffout to throw a grenade it's max range? MehLol ;D Did u read my post, Mr. No? There will stimul for investing SP to throwing skill for grenadiers - ability to pick Grenadier perk and good accuracy on maximum range. But if u are just fighter with 6-8 str u can use nades succesfully with Have-ho perk on mid range. For example:
HWOD ARE YOUA KAE DIFRRENT SOR SO FPERKS WT FIS GOIGN ONWTIHR FUXCKGIN SHITCVEDCVSS1man and me discussed this yesterday when I brought up Gas' comment and we liked his idea with focussing on accuracy, however it has to be said that what both Gas and Stalker are implying here is actually how it already is working with ST affecting your maxrange with grenades and skill the eff range aka accuracy within that range.
And stalker, you are implying theres noone who wouldnt run a 10IN build to get 200 throwing in the end, which is retarded considering the variety of playstyles. Just because you really like throwing doesnt mean everyone else has to as well, there definitely is a room for a grenade perk for non-grenadiers.
Lol ;D Did u read my post, Mr. No? There will stimul for investing SP to throwing skill for grenadiers - ability to pick Grenadier perk and good accuracy on maximum range. But if u are just fighter with 6-8 str u can use nades succesfully with Have-ho perk on mid range. For example:
1. I'm grenadier, have 10 str+buffout, 200 throwing skill and grenadier perk, i can throwing nades on 40+hexes with 100% accuracy without delays for put it into the slot.
2. I'm commando with assault rifle. I have 6 str and Have-ho perk. I can throw one grenade fast from util slot on 20 hexes before attack.
3. I'm machinegunner with 8 str, without throwing skill and without Have-ho perk. I can throw nade on 30 hexes, but with big chance to miss with terrible consequences for my team.
Just imagine it ::)
Sorry I cannot read on a forum's only form of communication is reading and writing. ::)You will understand all that i mean if you just turn your brain on :D
1 - Elaborate on no delay. Grenades have no fuse timer, no travel time? What do you mean
2 - For it to only be easily dodged? Easily seen from miles away cause this guy has no throw skill and still thinks throwing a grenade with a character perk would actually be useful?
3 - Why would you throw a grenade in a first place, only grenade you should have is smoke, you'd be an idiot to use anything other than smoke.
But theory proven! Only takes 1 guy and devs go ahead with a shit perk no one is gonna bother to use. Just like sneaks and now look at the server! Also nice gif of V-Tec in action, it's got the blue tags and what not.
Good idea!
I have one more suggestion about it. We can convert perks from all nades to traits (not for spears). Explosion time and accuracy will depend on throwing skill, also grenadier perk will be available for char with 175 throwing skill. Throwing range will depend only on strenght. Then all soldiers would use nades but with random effectiveness caused by unstable explosion time and accuracy. For team safety and more effectivenes they have to pick Have ho or spent skill points.
Good idea!
I have one more suggestion about it. We can convert perks from all nades to traits (not for spears). Explosion time and accuracy will depend on throwing skill, also grenadier perk will be available for char with 175 throwing skill. Throwing range will depend only on strenght. Then all soldiers would use nades but with random effectiveness caused by unstable explosion time and accuracy. For team safety and more effectivenes they have to pick Have ho or spent skill points.
After some discussions with John we changed current miss algorithm abit to allow more use of higth str/low skill. So you will get no ridiculous misses for like 10 hexes at 5-10 hexes range, and overall if you arent going to trow for a precise point like window you can go even with 0% hitchance at close distances like 10-15 hexes.
And also as John noted above - throwing max range is already depentant only on your strength, it is like that since ages.