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Messages - Hang-Lip

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41
Suggestions / Re: Ideas
« on: November 07, 2014, 05:22:04 AM »
@ Niamak, yes that fog of war. like 2238/reloaded and Fo2. cant be hard (for programmer like Cirn0) to implement if just about every other FOnline server has it. FoW helps you focus more on what you can actually see.

FoW can be a key bind, ctrl-f for instance.

Ya. auto-reload like Fo2, but im not too concerned about that.

@ Paragon i tested it to make sure. If u click target b4 req ap has built up, he still wont shoot when req ap is reached. You must attack again.

I dont use any scripts/mods/hacks of any kind.

No to those.

Stated right there.

42
Suggestions / Re: Ideas
« on: November 07, 2014, 03:40:40 AM »
Your reply shows you know nothing of fonline engine. AoP is not the only server, though imo its the best.

Then according to your thinking FA/DOC should work ONLY when ap is positive, which it does. BUT if u apply it while in negative ap, it activates once u HIT positive ap, you want that removed. My idea about shooting is the same. If u click target while ap is under req amount, shot happens once AP req is reached.

FA/DOC also stops your char in his tracks to use it, reload should do the same, as it is you must manually stop moving to reload, FA/DOC not so.

You seriously dont know what fog of war is?? Field that is out of your FOV range is a transparent black.

Sorry for blunt remark, pls think alittle more about it before replying with adolescent response.

43
Suggestions / Ideas
« on: November 07, 2014, 03:27:08 AM »
1.Fog of war feature :D

2.An auto reload feature. :)

Is it possible when attacking, for instance if u have current 30 ap and gun cost 40 to shoot. he will perform the attack once the ap has regened to 40.
FA and DOC works likes this, if u are negative ap and perform FA/DOC he will do so once his ap hits postive.

Using R for reload wont make the char stop and reload, unlike FA/DOC when running he will stop to perform FA/DOC.

Less key presses and clicking are a good thing.

44
Challenges & Accomplishments / Re: PvP Discussion
« on: November 07, 2014, 03:07:32 AM »
If the computer isnt displaying walls/roofs a FPS increase would be likely, mainly while scrolling.

Just like graphic settings in a game. etc, decals= On/Off, on lesser systems it would be more noticeable.

45
Challenges & Accomplishments / Re: PvP Discussion
« on: November 07, 2014, 01:34:26 AM »
Wall and roof hack/mod, would increase FPS? (Advantage?)

And yeah it really does make it look like shit.


46
General Discussions / Re: Mapping Stuff
« on: November 06, 2014, 01:02:40 AM »
The first one needs fixes with green grass tiles because it does't match enough good to rest objects.

It looks very cramped because of all the clutter. Remove some of the junk. The overall look is quite good though.

Yeah, I've noticed some oddities around some of the areas where the road his the desert. Nowhere near as obvious as the stuff I saw when I was playing FO2, though.
I think they really focused more on quantity than quality, though, so it's understandable.

Masking is a FOmappers best friend. :)

47
Changelogs / Re: 24.10.2014 Changelog
« on: November 02, 2014, 01:19:14 AM »
I assume then, that it must be in active hand. When u switch to weapon, sight bonus is lost?

48
Changelogs / Re: 24.10.2014 Changelog
« on: November 01, 2014, 11:45:10 PM »
-Added scope perk to scopes. You can now hold scopes for sight bonus.

A binoculars item for use with the utility slot?

Free fov, no thanks

You get sight bonus from holding scope now. So u dont use scope because u dont like free FoV.
Replace scopes that now have scope perk, with a item that makes more sense (binoculars). Same function

Now think about it......its the same thing.
Can u understand that perteks? sheesh.

49
Changelogs / Re: 24.10.2014 Changelog
« on: October 25, 2014, 07:52:39 PM »
-Added scope perk to scopes. You can now hold scopes for sight bonus.

A binoculars item for use with the utility slot?



50
General Discussions / Re: ZC isn't the only PVP people
« on: October 18, 2014, 05:34:49 AM »
Well someone who does like crafting will have those skills higher than the guys who do ZC more often.

If i was a platoon leader, it would be good to have someone who likes doing it, and you wouldnt have to spend all your caps on gear(throw the crafter a slice of the pie). As myakot stated 70% cond is quite effiecent. If your a crafter you should be able to make a rifle or some such and have it at 70-80 cond with 1-2 repairs.

Repairing is the best way to raise engineering.

51
General Discussions / Re: ZC isn't the only PVP people
« on: October 17, 2014, 06:09:05 PM »
Some locations outside of core, like a weapon factory, that 2 groups of players can fight for would be cool.
The amount of players (5 minimum, 10 max and at least armed with tier1) that start the capture, sets the limit of attacking players. Control points to be held or zones that require you to stay within their boundrys to prevent camping the attacking players. Opinions pls.

I would also like to see Engineering skill added as a req when making guns.
Armor has it, why dont guns, id imagine they would be harder to make.
Would make crafters of more value to platoons.

52
General Discussions / Re: [Brahminboys] Deathclaw hunt
« on: October 16, 2014, 08:00:05 PM »
That's how I got my Dc kill at lvl 2

53
General Discussions / Re: ZC isn't the only PVP people
« on: October 16, 2014, 06:57:24 AM »
Only the hardest assignments (S,SS) should involve going to the core to complete them i think.
If this was implemented and worked, i think core might need to be a bit bigger.

54
Suggestions / Re: Inverting the sprinter perk
« on: October 11, 2014, 06:21:27 PM »
Totally agreed with Ramon. I'm sick and tired of mechanic noobs shouting everywhere on this forum. It's good as it is. Sprinter can be used as a tactical perk. If you use it just for running out of combat and drop your AP just for better speed when you fucked up you probably will be dead anyway. And yes. Paperwall + low agi, even with a crit agi perk = annihilation against REAL pvp players with REAL pvp characters.

Learn to read.
He is talking about its effect on low AG chars, who walk with a gambling gait that shouldn't be able to sprint.

Sprinter is kind of weird that it even buffs 1agi builds. Will need to rework this.

Make sprinter not work if AG is under 5?

annihilation against REAL pvp players with REAL pvp characters.

 ::)

55
Roleplay Activities / Re: New to game, character idea
« on: October 10, 2014, 01:49:25 AM »
Its actually a cool idea. Shame about players mentalities.

Regardless of the fact, that you'll be shot a lot, you should still attempt your idea.
If everyone didn't try something different, because they got told its a bad idea or you'll get shot a lot the game will never go anywhere.



56
General Discussions / Re: Bored
« on: October 07, 2014, 01:56:29 AM »
" how mapper does work and walls not in one piece"

That was how Fo1 and 2's walls were created, FO Mapper could and can handle complete walls and such.
For example you could say, make one of the JT walls, and turn it into a complete sprite with some editing that isnt cut and will still work the same way in mapper.

Dont know if tiles can be a big image i never tried with that, only scenery.

57
General Discussions / Re: Bored
« on: October 06, 2014, 12:17:38 AM »
Hopefully some of these maps and dungeons will be dynamic each time you enter, (never the same) just like random encounter maps.

I'm pretty sure Random enc maps aren't dynamic. Don't think there's ever been a dynamic map generator for in-game use.The only dynamic thing about them is that you wont always enc the same critters/NPC's.

When you say dynamic, i think of different wall/scenery layouts.

When whatever quests/content will be added, i think it will be really well done myself.

58
Suggestions / Re: Visible UTIL slot.
« on: October 05, 2014, 07:54:58 PM »
Make visible UTIL slot with awareness, some player want wearing mirror shades or neclace.

Good idea, Because I wear shades. didn't they give a CHA+1 in fo2?

59
Changelogs / Re: 03.10.2014 Changelog
« on: October 05, 2014, 06:55:01 PM »
Ok, Now I will walk more while armed with M1c, stay close to walls.

Does GhostII override GhostI?
If it does, im only losing 5% sneak while near a wall while equipped with M1c and DE .50AE

Only thing to me that seems to much, is the cost to turn SB on.

60
General Discussions / Re: Bored
« on: October 05, 2014, 06:37:24 PM »
Note: Neither reloaded nor FOnline 2 started with a freshly made map and lore without using old pre-made cities.
Lotta work.

Yes, also alot of work designing the story and factions.
Then theres the whole reworked AP system, lotta work.
The new copius amount of weapons, lotta work balancing them. (The best weapon balancing in any FO me thinks).

I see no suggestions from you either gimper, on what could make it not boring (All the Fonlines are boring when you have played for as long as we have.) Yet AoP has something the others dont which i cant put my finger on. :P

Server has only really just launched, and Cirn0 is the only one doing coding as far as im aware.

Its quite obvious, that there needs to be some kind of quests, Caravans, Random NPC travellers in the core requiring an escort, the ideas are endless really.


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