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Messages - Hans Landa

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21
Suggestions / Re: BG Sniper Balance
« on: October 03, 2014, 02:30:23 PM »
311 damage!  Shot in the eyes for 311 damage!  I had 308 HP. 
Build some HP next time, geez.

22
Suggestions / Re: BG Sniper Balance
« on: October 03, 2014, 01:32:11 PM »
Looking at the changes that are coming up, seems that we will need tag and trait reroll.

23
Bug reports / Re: Defeb put weapons again
« on: October 01, 2014, 04:20:07 PM »
Yeah, also why u get 1 hp after defib? Why do I have to heal after that, I want some regeneration here. And a shield that blocks incoming damage and returns it to the attacker after being defibed, and a movespeed buff cuz i get killed wtf shit is that ?

24
General Discussions / Re: I got sent to prision.
« on: October 01, 2014, 04:10:28 PM »
But it's not kosher, Rebbe!

25
Developer Corner / Re: Assault Rifles
« on: October 01, 2014, 02:03:29 PM »
-A fire mode for 2-3 bullet AIMED bursts that can crit with each bullet.
-Attachments: m203/gp-25 grenade launchers, hex-only fire.
-Attachments: scopes for 1x-2x trait.
-Attachments: silencers for sneak attacks.

26
Suggestions / Defib nerf
« on: September 29, 2014, 12:26:14 PM »
It's too easy to dominate with a swarm with the current defib mechanic. Doesn't matter how many you kill, if you are outnumbered, you get pushed and your kills are negated by enemy defibs. You can do it in sneak, it doesn't de-sneak you, no AP penalty, instant Jesus ressurection with 100% chance, very low Doc requirement.
My suggestions to try balance this:
-Doc reqs, auto defib - 150% doc; manual - 200% doc.
-De-sneak the user on use; the use starts a 10 second timer that can be interrupted by entering sneak,moving,shooting or any other action; if the timer is not interrupted, the target is ressurected and the defib user gets -200ap penalty.

27
Developer Corner / Re: Sneak
« on: September 29, 2014, 09:49:59 AM »
I would suggest starting with fixing the sneak bugs that cirn0 mentioned and  lowering the .50 bmg availability. If sneak is still an issue after that, some effective range penalties can be applied. There is no point to lower the sight range of sneakers even more, since we lose the main purpose of sneakers-scouting.

28
Developer Corner / Re: Sneak
« on: September 27, 2014, 03:06:24 PM »
V-tech is the second largest faction
Only on paper.

29
Developer Corner / Re: Sneak
« on: September 27, 2014, 12:38:25 PM »
Heavy snipers are ridiculous, sneak isn't a problem here.
Agreed. Sneak is easilly countered by high sight range or other sneakers guarding your group, you dont need to nerf anything if .50bmg availability is lowered hard.

30
Developer Corner / Re: Sneak
« on: September 27, 2014, 07:21:22 AM »
Effective range nerf while using sneak+amplifying the damage recieved by the sneaker after desneaking, to add a high risk factor. Along with a anal train nerf, mass sneak becomes innefective and very dangerous tactic, but is viable for small groups. Your sneak penalty suggestions will delete a skill making it viable only for a wakizashi no brainer troll kills.

31
Developer Corner / Re: Sneak
« on: September 26, 2014, 08:59:57 PM »
Because that's what it should be?

Who told you that? I believe it can be balanced around all playstyles with the right penalties. Making it a wakizashi specific skill is basically throwing it away from the game. But those "numerous" melee fans would be happy yes, without doubt.

32
Developer Corner / Re: Sneak
« on: September 26, 2014, 08:35:15 PM »
Agree with Ramon. I don't think anyone else would know better than one of the best sneaks in the game.
Lold hard. He is melee. And his suggestion is all about melee. Why gimp a skill so hard that only one single class can benefit from it?

33
Developer Corner / Re: Sneak
« on: September 26, 2014, 06:31:54 PM »
Also, if you plan a .50bmg availability nerf, a wipe of all ammo already collected in personal containers will be nice.

34
Developer Corner / Re: Sneak
« on: September 26, 2014, 06:14:29 PM »
Some other options:
-Eff range nerf while in sneak

If there is a player standing between you and your target:
-Penalty to hit chance.
-A chance to hit the player instead of the target. AKA critical miss.


35
Developer Corner / Re: Sneak
« on: September 26, 2014, 05:57:19 PM »
Is there any other way to break anal trains of 10 dsr's besides using sneak? IMO the .50BMG availability just needs to be nerfed hard.

36
That could also make them breakable!

37
Suggestions / Re: Getting paid for guarding your factions gates
« on: September 19, 2014, 04:01:43 PM »
they can simply ask their friend to PK them for the reward.
They will get the reward assigned by the requester, but the "killer" also will lose 10k rep per kill when the head is turned in. If the relics get more expensive, or removed from vendor, or if they stop giving rep past 30-40k, then the rep loss will be a significant issue if the player is abusing teamkilling. The rep lose number can be balanced around the average rep of players. So if it's 300k then of course a 30k penalty is too low. Or the rep loss can be 25% of total rep per point, when the head is turned over with 3-4 kills you lose access to the high tier assignments and vendor, 5+ kills you get kicked out of the faction.

And I'm willing to bet players requiring incentive to patrols would run away on first sight of enemy probably.
This can be a fun way to farm for geared, organized groups, if the reward is worth. If you run away you just miss it.

38
Suggestions / Re: Sneaking with weapons
« on: September 19, 2014, 01:30:27 PM »
Maybe sneak penalty depending on the weapon weight?

39
Suggestions / Re: Getting paid for guarding your factions gates
« on: September 19, 2014, 01:18:18 PM »
What about this:
If a player kills a guy from his own faction he gets a "bounty" point and loses some rep. The kill is counted not by the final blow but by the amount of damage dealt before death, so if a guy is lasthitted by some monster but you did the most damage before that, you get the kill. The "bounty" points have a timer of 3-7 days, the faction has a short memory. When a player accumulates 3 points he becomes "marked". Once the "bounty" points drop below 3, the "mark" status is deleted. The "mark" can be seen with awarness. If you kill a "marked" player you don't lose rep. Once the killer has 3 points, any player from his faction can go to the "Bounty Hunter" NPC and open a request for his head, the player that opens it pays his own money as bounty. If the "marked" killer stays hidden long enough that his "bounty" points are forgotten, the bounty request is deleted and the money is returned to the opener. If the "marked" player is killed by another guy from his faction,let's say "hunter", the "hunter" is the player that dealt the most damage before the marked target died. The "hunter" has the ability to use an axe on the "killer" body and chop his head off, yes you will need to carry an axe. The head has a life timer or 24 hours, after that it becomes rotten and unusable, the head can be sold to the killer for caps or gear. The head has the name of his owner on it :D. Once the "hunter" has the head, he can hand it over to the bounty hunter NPC, the "hunter" gets the bounty assigned for him, and the "killer" gets -10k rep for each "bounty" point that is active at that moment. The points are deleted after that, so he is 3 kill away from being "marked" again. The person that opened the request, gets the head for his money. He can put it on a stick in his room or platoon base.

Regarding the patrols, best way is see it is to tie them to assignments. Stay near NPC patrol for xxx minutes, get caps and exp. Easy patrols at the gate, hard patrols deeper into the city. The patrols can be done only on maps owned by the faction(gate+ZC). So if you have no zones, you can only patrol the gate.

40
Off-topic Discussions / Re: Which is the best Fonline game?
« on: September 19, 2014, 12:19:41 PM »
I personally know about 20 people which would stop play if there was  that feature. The players that actually play are more valuable, so please, gather your 20 friends and 1-hex each other, gently, but not here.

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