FOnline: Ashes of Phoenix

Game improvements => Bug reports => Topic started by: Kurwier on January 26, 2016, 07:01:38 PM

Title: [Mech] Ripper Reload Cost
Post by: Kurwier on January 26, 2016, 07:01:38 PM
Ripper reload at the moment is using 0 action points for recharging the weapon , i consider that a bug since other melee weapons have reload costs.
Title: Re: [Mech] Ripper Reload Cost
Post by: S.T.A.L.K.E.R on January 26, 2016, 08:27:50 PM
Other melees too have 0 AP cost to reload like impact gloves and a couple others.
Title: Re: [Mech] Ripper Reload Cost
Post by: Kurwier on January 26, 2016, 08:50:25 PM
Other melees too have 0 AP cost to reload like impact gloves and a couple others.

pls post which ones , they all bugged then ... mega power fist has reload cost aswell punchgun also and cattle prod , super cattle prod ... all of them are using SEC so i dont know how somebody want to explain this to me.
Title: Re: [Mech] Ripper Reload Cost
Post by: RazorRamon on January 26, 2016, 08:57:29 PM
the thing is

ripper has THIRTY ammo

impact glove TWENTY-FIVE

you will never ever ever run out in one engagement, adding reload cost isnt gonna make the weapons any less effective unless you also reduce capacity
Title: Re: [Mech] Ripper Reload Cost
Post by: Kurwier on January 26, 2016, 09:00:30 PM
that argument is invalid , even with a 100 size ammo clip or whatever it uses ... in bigger battles you will run out of it if you stay alive that long.

or in PvE  you will run out constantly of it , so i guess its just unfair that these melee wepaons got no reload costs in compariosn to others which even have  bigger consumption or smarter clipsize.
Title: Re: [Mech] Ripper Reload Cost
Post by: S.T.A.L.K.E.R on January 26, 2016, 10:05:00 PM
the thing is

ripper has THIRTY ammo

impact glove TWENTY-FIVE

you will never ever ever run out in one engagement, adding reload cost isnt gonna make the weapons any less effective unless you also reduce capacity
Or you can just make every hit consume 5 SEC but giving it a tiny damage buff.  Like impact gloves can get someone pinned very easily while a teammate can be shooting him but with only 5 hits and reload would give him a chance in a 1vs1 unless other guy has sledge. This goes for ripper too.

As for super cattle prod, the SEC capacity should be 40 cause overload cost 20/30 SEC, then guy has to reload for 40 AP to do overload again.
Title: Re: [Mech] Ripper Reload Cost
Post by: Kurwier on January 27, 2016, 01:29:05 PM
the thing is

ripper has THIRTY ammo

impact glove TWENTY-FIVE

you will never ever ever run out in one engagement, adding reload cost isnt gonna make the weapons any less effective unless you also reduce capacity
Or you can just make every hit consume 5 SEC but giving it a tiny damage buff.  Like impact gloves can get someone pinned very easily while a teammate can be shooting him but with only 5 hits and reload would give him a chance in a 1vs1 unless other guy has sledge. This goes for ripper too.

As for super cattle prod, the SEC capacity should be 40 cause overload cost 20/30 SEC, then guy has to reload for 40 AP to do overload again.

This isnt a suggestion thread bitchez , its a straight bug post and i consider that no reload cost a bug , please post other weapons that are bugged by this thx.