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Messages - S1mancoder

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Developer Corner / Sneak rework info and discussion
« on: May 14, 2020, 11:55:51 AM »
Here is short info about 2020 sneak rework. Disclaimer: as of current state the rework is heavily WIP and is probably partially bugged and 100% not working as final image is intended to, so report your feedback but consider the fact this is mostly a stub as of now (especially in terms of balance.

There are 3 new stealthboys: Recon Stealth Boy, Infiltrator Stealth Boy and Ambush Stealth Boy.

They work as follows:
1) Recon Stealth Boy provides you permanent concealment sneak (that is more of a reduction of your sighting range than a true invisibility) and is having an active temporary boost - Warmode. Warmode halves your detection range for a limited amount of time (10 seconds), is halving your bonus sight (all sight above base 20 hexes) and has 5 second cooldown after it expires. The recon stealthboy is a most versatile one, but it comes with disadantage of having a severe weight limit: anything above 6-7 kg load will negate most of your stealth.

2) Infiltrator Stealth Boy is a Warmode-only stealthboy, meaning that at activation it will put you into 10 seconds temporary sneak, that has a 5 second cooldown on expiry. The weight penalty on stealthboy allowing to carry up to 15-18 kg of gear without a significant penalty.

3) Ambush Stealth Boy is a concealment-only stealthboy, meaning it mostly acts as a reduction to sighting range and is not intended to hide you at close range. This stealthboy is active only when you are stationary and stealth will break on any movement. The weight penalty is similar to Infiltrator, so way more forgiving than a Recon Stealth Boy one.

Stealthboy effects general overview:
Spoiler for Hiden:

The new mechanics is that instead of fixed Sneak Value (current practically used skill for sneaking, displayed in top left corner) there is a dynamic one. Each stealthboy has a maximum efficiency of 100, 10 of which is regenerated each second. The stealthboy efficiency is reduced when character is moving or performing attacks, and reduction in stealthboy proportionally affects Sneak Value. Once Sneak Value reaches 0 - character desneaks.

Instead of being instantly desneaked on attack character now takes a stealthboy efficiency reduction, equal to weapon_weight_in_kg * 20 (half of that for Silent Attack weapons), and if the Sneak Value reaches 0 as a result - only then characer desneaks.

Bonus for being next to wall is massively buffed and integrated into default sneak behaviour: you will get 50% more Sneak Value from beign within 3 hexes next to wall, and 100% more sneak value if you have Ghost character perk.

Shadow character perk is gone as it wont have any effect in new system.
Warmode hotkeys are gone and Stealth Boy will transition into being a Util slot item so you can activate Warmode via Util slot hotkey.

Technical Center / Re: all is ERROR
« on: May 29, 2019, 05:18:27 AM »
Run FOConfig.exe and make sure lanuage set to English.

If someone else has this thing please respond. Bug exists but we have very little data on issue.

Suggestions / Re: All leadership modules
« on: April 20, 2017, 10:28:42 AM »
All characters will have all leadership modules in few days (will be always like that when prewipe is on).

Bug reports / Re: Field medic's first aid kit and First aid kit.
« on: April 18, 2017, 06:37:36 PM »
Should be fixed now, thanks for report, the issue was even deeper and affected all healing items.

The Lobby / Re: Gatling laser accuracy
« on: February 10, 2017, 11:51:01 AM »
Gatling doesnt have any specific accuracy traits/perks/hidden mechanics. So effective range for this gun works exactly same as for any other gun in the game.
I will test it myself though, there might be one bug, but it is unlikely to be so.

The Lobby / Re: Gatling laser accuracy
« on: February 10, 2017, 10:34:04 AM »
Well, gatling has 4 weaknesses that you should exploit.

1) It is very heavy weight when loaded that gives HUGE malus to weapon drops rolls, aim arms if you have aimable weapon.
2) It is walk only, use ground fire or choose position with cover if possible. Gatling is best against immobile targets in open space such as deployed MG, so remember it.
3) Gatling deals more and more DPS as it shoots you. After first shot it has 800 delay, after second 700 and after third 600, and so on up to 400, so do not let it focus fire on you for longer than few shots. Rate of fire bonus resets afte 3 seconds. Be mobile, use hard/soft cover.

Also comparing Gatling and MMG you should remember that gatling is a single target weapon while MG's are area weapons.

Current gatilng is same as it was pre-wipe with exception that now it has 4.4% more base damage, so I do not get what do you mean saying "nominal" range.

Bug reports / Re: Aimed critical chance.
« on: February 07, 2017, 05:03:25 PM »
During AoP development the term for Aimed Critical Chance seem to had its meaning changed.
Before resulting Critical Chance was Base Critical Chance + Aimed Critical Chance (max 50+75), so Aimed Critical Chance was a bonus chance you get from aiming, but later in character description all sum (50+75) was called Aimed Critical Chance, i. e. whole resulting critical chance when you are aiming.

So what you said is a display bug from my perspective, but I do not know what description is bugged, it depends on which meaning to use, and I am not sure which we should (cirn/john should tell).

Bug reports / Re: V tec platoon doors problem
« on: February 07, 2017, 12:44:34 PM »
Please write down steps to replicate, never saw this bug myself.

Resolved bugs / Re: "2" keyboard key
« on: February 07, 2017, 10:14:14 AM »
Oh yeah it wasnt patched in this time, so should be fine on next update.

Resolved bugs / Re: "2" keyboard key
« on: February 06, 2017, 08:11:26 AM »
Yeah now when Ranforius showed the way to replicate it we know how to fix it. Will be fine on next restart.

Bug reports / Re: Fix critical shots.
« on: February 05, 2017, 02:47:55 PM »
Well it was just a test of somehwat higher damage for lazer rifle, that showed that it wasnt needed.
Lazer rifle damage will be put back on the next restart.

Resolved bugs / Re: "2" keyboard key
« on: February 04, 2017, 05:42:19 PM »
I need confirmation from some other players to know it is not some client specific or environment specific bug. I myself never had such issue.

The Lobby / Re: 7.62x39 and .223 no more in stock?
« on: February 04, 2017, 03:03:50 PM »
I know about it they keep killing them with Deathclaw - can you "repair" our vendor ?

Yeah it will not respawn after restart ill try to fix it.

The Lobby / Re: 7.62x39 and .223 no more in stock?
« on: February 04, 2017, 02:58:21 PM »
I will add 7.62x39 to courtyard trader. .500 SW are available at him aswell, but not currently at lawyers since they wiped out whole their courtyard several times and now that trader has no stock.

The Lobby / Re: Big Gun Snipers needs buff
« on: February 04, 2017, 02:52:45 PM »
Well they are shit even against pks or m240 or even aek and question is : what's the point of using big snipers if small ones counter them ? What's the point of using big snipers if pancors and aeks still can easly kill them ? Pls guys look for it because guy with metal mk3 ( well manny ppl use it ) can get to you simply rushing and then hit you with single shot from pancor for 120 ? How .50 caliber can make less dmg I know it is a game but big guns snipers won't be used at all if you won't balance it

Ok I see what you need to know. Weapons in this game are made so, that the longer the range they have the less overall DPS, it is a general rule of thumb (not without exceptions). So BG snipers have quite good range, that mean that in terms of DPS they're generally worse than some closer range weapons.

SG/BG sniper rifles, particle, siege weapons like sonic/plasma cannons, rocket launcher and so on are only really useful when fights are at least 10 vs 10 in size, and it is by their design. If you want to go 1 v 1 or small scale pvp with teams like 5v5 then you should not pick those weapons.

The Lobby / Re: Big Gun Snipers needs buff
« on: February 04, 2017, 06:57:12 AM »
BG snipers indeed tend to lose to SG snipers due to the fact that crits undeploy them. BG snipers is more about dealing damage to non-sniper targets, so SG snipers are somewhat a natural counter to AS50.

Game Tips & Guides / Re: Silent Hill Death
« on: February 04, 2017, 06:17:50 AM »
Ill update ingame perk description.

The thing that this perk does is: You inflict up to 30% more damage on low health targets with attacks that are capable of scoring critical strike.

So this perk is atm a must-have for all weapons that can crit.

The Lobby / Re: Big Gun Snipers needs buff
« on: February 04, 2017, 04:50:13 AM »
Well AS50 despite having lower range and requirement to be deployed deals significantly more damage than L95, especially if shot fails to score critical. Other strong side of AS50 is that it can be used for unaimed shooting and score good damage in that role, morever, it is ususally a primary use of the weapon. Just make sure you have enough BRoF bonuses from charisma/armor/perks or traits to have AP cost of 33 for unaimed, that will allow you to do 3 shots in a row, that will show the gun's potential.

The Lobby / Re: Silent murder weapons and other models of guns and sounds.
« on: February 03, 2017, 11:11:30 AM »
Well there are plans for at least 3 new sneak weapon, but it isnt a high priority atm.
tier 8 - AS Val;
tier 9 - VSS Vintorez;
tier 9 - tranquilizer rifle.

Even current mechanics of sneak isnt final, so once there will be more or less finished concept of how to improve it we'll create discussion topic I guess.

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