Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Hans Landa

Pages: [1]
1
Bug reports / [MECH] Zhuge Liang
« on: October 07, 2014, 05:30:51 PM »
Zhuge Liang: 2.0% Less Severe Armor Bypasses

TEST 1:Bypass Resist 70%, no active leadership modules
• Limuzin critically hit you in the head for 63 hit points, knocking you out, bypassing 30% of your armor and disorienting you.
• Limuzin critically hit you in the head for 55 hit points and bypassing 30% of your armor.
• Limuzin critically hit you in the head for 55 hit points, bypassing 30% of your armor and disorienting you.
• Limuzin critically hit you in the head for 72 hit points, bypassing 30% of your armor and disorienting you.

TEST 2:Bypass Resist 100%, active Zhuge Liang
• Limuzin critically hit you in the head for 71 hit points, bypassing 100% of your armor and disorienting you.
• Limuzin critically hit you in the head for 73 hit points, bypassing 100% of your armor and disorienting you.
• Limuzin critically hit you in the head for 78 hit points and bypassing 100% of your armor.
• Limuzin critically hit you in the head for 98 hit points, bypassing 100% of your armor and disorienting you.

???

2
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.

3
Game Tips & Guides / Silent Hill Death
« on: September 11, 2014, 12:16:18 PM »
Hi guys.
I am trying to understand the mechanics behind this and for what builds this perk is a viable option. So if you have any knowledge or tests on the topic please share them :)
Would be also great if a member of the dev team could shed some light on the following questions, when they have a free moment.
-Does this work for any damage dealt? Melee,guns,throwing,traps(lol),splash damage from grenades/rockets/40mm?
-Is the bonus damage added before the DR/DT substractions in damage calculations or after?
-If it's added before then it can be amplified by crits?
-If it works for bursts, the bonus applies for each bullet separately?
-What % of hp the enemy player needs to have for you gaining this 30% bonus?

Pages: [1]


SMF 2.0.2 | SMF © 2011, Simple Machines
Simple Audio Video Embedder - Theme by Crip