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.

Messages - 3.14

Pages: 1 2 [3] 4 5 ... 8
41
Suggestions / Re: New Weapon: Energy Blade?
« on: November 09, 2014, 06:40:04 AM »
Axe Shotgun!
Spoiler for Hiden:

But then again a punchgun that could fire MFC for plasma damage would be cool (just don't make it 1-shot like the punchgun).

42
News & Announcements / Re: PvP event 08.11.2014
« on: November 08, 2014, 05:21:39 PM »
A bit too random. But who's to know what will be fun before you try it?
A 'warm up' phase would do good next time, say 1 minute to find a weapon and armor.

43
Suggestions / Re: Ideas
« on: November 08, 2014, 06:43:26 AM »
You can stop movement by pressing the turn button (. or ,) but they are to far away to be comfortable. Are the key-binds really hardcoded? A option to customize all keys would solve quite a bit of problems. 

I for one don't have a problem with reloading (apart from the times when I try to shoot a gun in reload mode, but that's a different story), I only find it annoying that the ammo counter isn't reliable - when shooting bursts I sometimes have no idea if I still have ammo or not. 

44
Changelogs / Re: 6.11.2014 Changelog
« on: November 06, 2014, 10:21:13 AM »
So how does poison now work exactly? With numbers, resistance, tick time and all please.

45
Bug reports / [MECH] Bonus Leadership bonus
« on: November 06, 2014, 08:43:30 AM »
After the last update the leadership bonuses got a ... a bonus.
The screen shows some bonuses with 10Cha and 200 Leadership

Also there's some strange debug info in the chat when a squid member enters the map and I had a CTD (firs one ever on AoP) on the world map.

46
Changelogs / Re: 6.11.2014 Changelog
« on: November 06, 2014, 07:00:41 AM »
The Mustard Gas grenade looks interesting. At first (after a small delay) it creates a small, one hex green cloud and over time the cloud spreads to some 4-5(3-4?)hexes and stays there for a few seconds. The only effect I noticed is poison and that's a bit disappointing for a toy that cost almost 900caps, can't be used from the utility slot and uses most of your AP pool. I was expecting something like the Baldur's Gate  stinking cloud spell (knockout, blindness, disorientation).

In ZC it could be used to apply a debuff on a large number of enemies or more likely to force them to move to a different position (for a minute or so). 

For me it's too expensive ;)

47
Changelogs / Re: 24.10.2014 Changelog
« on: November 05, 2014, 01:16:03 PM »
Never tease programmers/developers. Bad idea. Now expect a update with a single fixed icon or something like that :D

48
Suggestions / Re: Cap melee skill at 200?
« on: November 03, 2014, 10:26:55 AM »
You do know the super sledge has two modes? One is auto knockback with lower damage and ap cost, the other has auto knockout with higher ap cost and damage. If you have a hammer and a team then you are not the one to deal damage, your role is to knockout one enemie and rush to another and also to deal with hth sneakers - knockback+2hex range will win with 95% of ninja sneakers (again not by killing them but making them unable to attack).

If you want to deal damage -take the super cow-prode (you can also aim it with the weaker mode). From the weapons I've seen in small scale pvp only the Gat-laser can kill as fast as the cow-prode.

49
General Discussions / Re: Server Status
« on: November 01, 2014, 11:48:57 AM »
Server was online a minute ago, for about 5 minutes :(

50
Suggestions / Re: Suggestions for Outdoorsman
« on: October 31, 2014, 03:10:14 AM »
Outdoorsman should help you find what you need in the wild. It could be golden gekos, deathclaws, PA patrols or whatever else you need.
How? When you enter the world map, there should be some random locations marked near your current position. Each location with some text saying what npc are inside. As you move on the map far away locations are removed and new are added near you. With more skill the range gets bigger, so you have more locations to choose from, it also gives more info (terrain type, other npc groups on map).
Skill can raise when you do something in the location (e.g. kill all enemies).

51
I think I'm not the only one who got owned trying to fire a gun set to reload. I for one wouldn't miss the reload mode at all.

52
General Discussions / Re: Totaly not DOW 2
« on: October 27, 2014, 03:42:48 PM »
And when after the next update we will have deferred shading why not add screen space local reflections? You just need to get the world position of the pixel and we already have a normal and depth map from the g-buffer so the only hard part is the marching cube algorythm, but you just need 8-16 samples if you use some blur (hardcoded gaussian blur can be fast, it's just a few texture lookups from the same sampler).

53
Developer Corner / Re: Power Armor
« on: October 24, 2014, 12:57:56 PM »
I was thinking Limb Shredder works regardless of critical hits, just 10% chance to roll vs targets endurance to cripple random limb with every hit. No?

54
Developer Corner / Re: Power Armor
« on: October 24, 2014, 12:19:28 PM »
Wouldn't the Ripper be good vs PA?
It has the Decreased DR and Hit the Gaps perks so it should deal some damage, and 3x Limb Shredder give at least a chance to cripple an arm or leg.

55
Suggestions / Re: Stealth item perks
« on: October 24, 2014, 06:59:56 AM »
Quote
And how about a grenade type (for throwing and shooting) that is specifically made to disrupt sneakers, the explosion reveals sneakers, does a small amount of damage, and say disorients or winds.
The pulse grenade could do that, it has a big radius (or at least the vfx is large) but it does 16 damage to a Komrade. 

It would be logical, a emp pulse is meant to disrupt electronics.

56
Suggestions / Re: Cap melee skill at 200?
« on: October 23, 2014, 03:03:58 PM »
Melee ain't bad. You can deal ~400dmg per AP pool to anything short of a PA, you have instant auto knockout or knockdown as an option... but then again 300 skill points for 10% damage is a bit weak (10%=+20dmg). 

But if I was to choose other perks from the now available  - I'd stick with hit the gaps and bonus damage :|

57
Challenges & Accomplishments / Re: Re: PvP Movies and Screens
« on: October 22, 2014, 12:22:22 PM »
If you really need cheat to kill... I shed tiny black tears for you.

58
Suggestions / Re: Super Mutant Behemoth
« on: October 20, 2014, 02:54:26 PM »

Spoiler for Hiden:
Yes this is spam
Spoiler for Hiden:
Again.
Spoiler for Hiden:
Sorry.

59
Bug reports / Re: [ITEM][MECH]Grenades unequip after throw
« on: October 20, 2014, 10:17:59 AM »
Whoa people! Calm down!
I admit I was wrong, no irony this time.

In every weapon group (well 'item' group -nades are not weapons) there are useless, npc weapons (10mm pistol, punch gun to name a few) the same is true for grenades and that's okay.   

I misstook this feature for a bug -end of story.

60
Bug reports / Re: [ITEM][MECH]Grenades unequip after throw
« on: October 20, 2014, 01:51:11 AM »
Right. It was stupid of me to try using grenades as a weapon.
And swarms should always win, it's a MULTIplayer game after all.

Anyway, I know now it's not a bug, so EOT.

Pages: 1 2 [3] 4 5 ... 8


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