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Messages - nailbrain

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21
Suggestions / Throwing Glavie
« on: April 04, 2015, 04:17:08 PM »
Throwing Glavie
Max range 30 hex
Projectile Speed ~ throwing knife
Fire rate 400
AP 40 (unaimable)
DMG 40-50

Traits
2x LimbShreder
Decreased DR
Chain

Perks
Bonus DMG
Bonus DMG
Bonus DMG
BROF
BROF


22
The Lobby / Re: Machete
« on: April 03, 2015, 07:08:52 AM »
but if we pursue strict technical terms of protection all modern armors* give virtualy no or very low levels of protection vs impact from say hammer (there will be some spread of force but ultimatly body armored victim of blunt force assault will be badly broken without penetration)
so if we follow that logic of all weps Supersledge must have DR trait because BLUT FORCE DMG seem to be te most indiferent toward armoring
*the only exeption must be the heavily padded covered with hard plastic shell RIOT SUITS and what they provide goes more into te direction of "better than nothing"

most body armors are designed for specific purpose ( balistic protection) and are quite inadequate vs melee atacks

23
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 09:04:29 AM »
problem is even if u lost you taret for split second all aiming time goes to hell or even worse u get ghost shot and i got tons of ghost shots
simian sems to not work but when fixed it will became mandatory just to be able to hit
and runing due to the zigzag nature of movements make hard even to folow something cuz critters gets instantly out of view but reapearing is not te same case

this to work must be tied to deploy aka take aim phase
and sg scopeds have no deploy
unless u are willing add deploy to sg and paired with the FOV will be total overkill

24
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 08:11:44 AM »
there are positionings well inside the weapons range  when u cant see the enemy no mater wich direction u look at namely roughly at 4'clock

25
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 05:18:04 AM »
try scoped 2 wep and u will see
tunnel vision is not bad idead for scoped shits but i dont see practicl way to be implemented on fonline hex grid


26
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 05:04:42 AM »
doesent matter on night it is just closer but tunnel shit is the same there are angles if u armed with x4 scopes u literaly can't shoot somene in 45 degree to u whatsoever u must travel sideway untill aligned

27
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 04:36:04 AM »
simian dont work at all
my field of view is drasticaly lowered in ALL directions with any scoped weapon
but even if it works it turns practicaly everyone into sneaker against sniper the corridor is u can see is too narow now and critters vanish in open spaces like snekers

28
Suggestions / Re: The Shrekoning
« on: March 31, 2015, 05:57:30 AM »
nah i mean status effects

29
Suggestions / Re: The Shrekoning
« on: March 31, 2015, 05:17:28 AM »
A bottle of methanol (its blue) it is quite funny cuz blue labe jack is the pricy one
2 mins total effects imunity after dat u drop dead from poisoning (realy dead not just negative value) and defibing is questionable


this is the TenaflyViper "DD

30
The Lobby / Re: Crits
« on: March 27, 2015, 01:13:16 PM »
disables works somewhat fine by my opinion
lowering base values will gimper only normal non over 100 resist dudes
dedicated tanks especialy cha based one usualy run resists around 125
try heads or groins for knocks the recent agility trend made leg kos harder

31
Suggestions / Re: Tesla armor "electrified" trait
« on: March 27, 2015, 11:46:27 AM »
even if it does work it is 10 ap
exept for VOLT DILDO any other mainstream melee will gut tesla wearer without even noticing the 10 ap drain
and yet when we measure tesla on the scale it is +trait despite bein utter garbage and UNWORKING   

32
Suggestions / Re: Tesla armor "electrified" trait
« on: March 27, 2015, 11:10:59 AM »
as far as i know it does not work and if fixed it will work on melees only

33
Suggestions / Re: Tesla armor "electrified" trait
« on: March 27, 2015, 10:55:49 AM »
non working trait is turbo useful
30 avoided dmg is 30 avoided dmg

34
Suggestions / Tesla armor "electrified" trait
« on: March 27, 2015, 09:21:05 AM »
Completely absorbs one EW based atack X seconds cooldown .

35
Suggestions / Weapon Trait Suggestion
« on: March 27, 2015, 03:36:29 AM »
"Iron Sights"
Acquiring target for aimed shot is fast as unaimed but actualy hitting is harder.
No aim time penalty , 2x to hit chance penalty for aimed atacks maximum chance to hit is lowered by 5 (debatable)

and about the medium range "sniper" instead of scoped and jibuty
"Refelex Sight"
No aimtime penalty , but no scoped bonus 

36
The Lobby / Re: Explosive Spear
« on: March 06, 2015, 06:01:46 AM »
it does not work as spear at all it is instahit unafected by throwing skill or bonus dmg whatsoever
has no travel time , u can hit ppl behind other ppl
it is weird and broken thing also i never managed to hit more than one person so i suspect it has no aoe

by all means it is concusion bomb but without perks and harder to obtain and no aoe

37
The Lobby / Re: Punch Gun Buff
« on: February 26, 2015, 07:20:27 AM »
Anybody tried double punch gun with street samurai and venomous hands ?

Double punch, run away, let them bleed, come back and finish.

why the trouble when u have ripper for dat ???

38
Suggestions / Snek and snek gear
« on: February 26, 2015, 07:13:54 AM »
sneak to be reworked to work only with sneak gear
to be chosen several armors dat are sneak compatible in the form of Trait "camouflage" "blend" or whatever is suitable lore wise to the actual cloaking

snekers to recive limited but meanigfull weapon arsenal

close combat weapon - wakizashi is exelent just add it 2x slaughtershot so it can regain its past glory , no neeed for machete at all

pistol -needler is fine as is just allow pll to buy psn/bleed ammo

smg - snekers deserve meanigfull smg , somfing akin to 2/3 of current scorpio power (curent 2 arent worth jackshit so scrap em)

Some medium range rifle +1 for the tranquilizer rifle (but current proposition is weak)
a nasty low dmg but heavy debilating weapon can have its use (nasty poison lvls , unmitigatbale disorientation, winded...... and such)

-3 perception is fkn bullshit to be removed

uncloaking by hits to keep snekers uncloaked for some fixed amount of time so no more bullshit BUT as this is actualy cloaking it must function no mather if enemy see you so after cd is off it must be immediatly usable (additional shots to reset cd to its maximum value)

the hit debuff may be balance wise needed but somfing like minor electrical shock and some ap loose caused by the cloakfield distuption is makes a bit more sense



 

39
The Lobby / Re: Punch Gun Buff
« on: February 26, 2015, 06:33:14 AM »
never ever am going to talk about weapons with such idiot developer as cirn0
when u talk to him about anything he only hears "NERF" even when ppl dont say nerf he still nerfs

40
The Lobby / Re: Machete
« on: February 25, 2015, 08:21:00 AM »
well the durabilty of human bodies havent changed alot so why medieval weapons are less efective ?
and am actualy for machete to be made ordinary melee wep
cuz ahm "rare" sneak weapon ??? a fkn gardening tool ? almost as wide spreaded as any common knife

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