FOnline: Ashes of Phoenix

Game improvements => Suggestions => Topic started by: baskila on October 15, 2014, 06:20:10 AM

Title: Nerf modules
Post by: baskila on October 15, 2014, 06:20:10 AM
Modules at current state render non 10ch builds useless. They prevent variety of characters as everyone wants to have 10ch as it provides most benefit making other stats useless. In result all characters are similar and there's no variety.
It ends in situation of people having two chars - one for team pvp with 10ch and one for solo play if they even need one.
I suggest to heavily nerf modules to bring some variety back to character making.
Title: Re: Nerf modules
Post by: Perteks on October 15, 2014, 06:33:50 AM
nerf whining!!

Nerf not contructive suggestions!!
Title: Re: Nerf modules
Post by: Niamak on October 15, 2014, 06:37:07 AM
nerf remington, nerf milkor, nerf bg sniper, nerf sg sniper, nerf sneak, nerf aimed critical hit, nerf ALL \o/
Title: Re: Nerf modules
Post by: mAdman on October 15, 2014, 06:37:31 AM
nerf whining!!

Nerf not contructive suggestions!!

Does that include this post?

And this post?

Add looping paradox.
Title: Re: Nerf modules
Post by: Stem Sunders on October 15, 2014, 06:52:54 AM
Nerf Teemo...Oh, wrong game.

I dont know what nerfing modules would do. I dont even know what having 10ch improves when it comes to modules :s.

We are talking about the memory modules that we install to our cheap boys right?
Title: Re: Nerf modules
Post by: ZwierQ on October 15, 2014, 07:03:31 AM
.
nerf remington, nerf milkor, nerf bg sniper, nerf sg sniper, nerf sneak, nerf aimed critical hit, nerf ALL \o/
Agreed with that. If crying and nerfing will stay as it is now this server should change name to Ashes of Mechanics. A lot of things have to change here. Modules and Charisma too. I think it should be leadership dependant for both leader and squad member, nerfed about 50-80%. Just make it a feature not game changer. With this nerf should go some stat revamp. Making ap dependant of agility, more penalties if you don't have minimum strength that weapon requires, removing weapon handling perk, critical consequences of having stats <5 etc., etc. If it is going as it looks like, just give us the one proper build that you/devs want us to play.
Title: Re: Nerf modules
Post by: PorkchopExpress on October 15, 2014, 07:12:33 AM
OR stop whining and  create multiple characters for different situations like most of smart people did?One for ZC,one for solo looting pve or w/e but saying that build with high ch will  win some other build in 1v1 is just nonsense.You do have to keep that those characters are pretty useless unless you have a leader with you for active bonuses....To go solo around with that build is like commiting suicide.
Title: Re: Nerf modules
Post by: baskila on October 15, 2014, 07:26:08 AM
OR stop whining and  create multiple characters for different situations like most of smart people did?One for ZC,one for solo looting pve or w/e but saying that build with high ch will  win some other build in 1v1 is just nonsense.You do have to keep that those characters are pretty useless unless you have a leader with you for active bonuses....To go solo around with that build is like commiting suicide.
That is also one of the negative sides of too strong modules - they promote alts. With modules changed this problem would also be fixed as people would be able to play on decent level with one char as it was designed.
Title: Re: Nerf modules
Post by: Anza on October 15, 2014, 07:35:09 AM
I do think leadership as it is now is very powerful and most of the builds try to go 10 charisma. However this was the purpose of leadership to have strong bonuses when people make squads. But when you kill the leader, everybody lose the bonuses.
This points out the actual issue : there is no way to identify easily leaders except the main one who is hard to target I guess. Squad leaders and FTL should be easy to spot and target, as they should be priority targets. Si maybe add a forced name colo for them ? Add XX% accuracy on them (as they are focused on giving orders and not moving/paying attention/whatever) ?
This should make more builds because some people will go like 5 charisma to have bonuses but not to rely too much on it in case of leader dies. Moreover it could add more tactics during fights as people will and should try to kill leaders first.
On another subject, most of the builds have 10 intelligence too right ?

PS : I play a FTL  :)
Title: Re: Nerf modules
Post by: mAdman on October 15, 2014, 07:53:24 AM
Yeah identifiable squad leaders would be awesome, maybe link that to a perk though, perhaps leadership based (needs 100 leadership to take) that gives some other bonus too.

Otherwise no one would want to be a squad leader lol if everyone can immediately identify and target them down.

In regards to intelligence, I think high numbers are quite common but there are builds I have seen that have very little and manage fine.
Title: Re: Nerf modules
Post by: nailbrain on October 15, 2014, 07:58:01 AM
nerf is not needed little rebalance maybe
the actual leader recieves all bonuses as of now
and all his subordiantes recieves 1/3 of his current buffs regardless of cha
dat way only one superman per squad others are demoted to ordinary batmans
 
Title: Re: Nerf modules
Post by: Anza on October 15, 2014, 08:00:34 AM
Imo it should be more something like
The leader gets nothing or even maluses
The squad gets bonuses depending on CHA
Title: Re: Nerf modules
Post by: RazorRamon on October 15, 2014, 08:06:23 AM
AC module: 2,5x as much AC as the dodger perk
DR module: 4x as much DR as the toughness perk
fire module: +40% dps (highest dps increasing perk is silent hill death with +15% average)
and lets not even get started about critical stat modules that turn everyone into a juggernaut that nobody can knockout or armor bypass

fair and balanced obviously
Title: Re: Nerf modules
Post by: mAdman on October 15, 2014, 08:14:42 AM
You could cut those values in half and it is still stronger than any other stat.
Title: Re: Nerf modules
Post by: PorkchopExpress on October 15, 2014, 08:15:45 AM
AC module: 2,5x as much AC as the dodger perk
DR module: 4x as much DR as the toughness perk
fire module: +40% dps (highest dps increasing perk is silent hill death with +15% average)
and lets not even get started about critical stat modules that turn everyone into a juggernaut that nobody can knockout or armor bypass
fair and balanced obviously

And the other team doesn't have that?You cannot whine about this in 1v1 unless you go rambo 1vs entire faction.If you encounter one of "squad" characters solo,he'll get raped easily since 10ch is then useless without bonuses(unless you came into ZC zone solo,but that's your fault).And when you have these bonuses active it usually means that it's ZC time and then the enemy team has them too so i dont really see the issue.Biggest issue is couple of modules like that fire boost which results in flamers raping melees.But hey, no build should be able to beat every other out there....And it IS really pain in ass to find leaders who run modules useful for your build(unless you all made clones).

Title: Re: Nerf modules
Post by: paragon on October 15, 2014, 08:26:59 AM
This is a team game which rewards good organization and teamwork. Everyone can create CH 1 character and do whatever they want, being balanced. Someone who creates CH 10 character has to stick to concrete role and the leader all the time.
As leader you can choose only 3 bonuses in one time, not all of them.
You require dedicated leader to get those bonuses. One leader can not share different bonuses to different characters. Dedicated leader has to have leadership 200. Currently in v-tech without KotW (who plays rarely) only 2 dedicated leaders in Europe prime time, probably around 2 in America prime time. They can not provide needed bonuses to everyone. Not everyone is online everyday and every minute. And also I believe that amongst people I play with CH 1-2 builds are 70-80%.
You'd better run if you have no leader or your leader is dead / flee / stupid.

I believe lawyers have much better organization in this question and actually can create correct Fire Teams with specialized bonuses. Good for them, it's their own good work. Try do it yourself.

Leadership system is one of the best and most noticeable features of this server. It could take some rebalance but not nerfing it as it gives your character and fireteam dedicated role at the battlefield instead of being middle-universal. And it's great.
Title: Re: Nerf modules
Post by: RazorRamon on October 15, 2014, 08:33:43 AM

And the other team doesn't have that?

Both sides having something does not make it in any way balanced. Like baskila said in his opening post, it reduces the overall variety of builds because everyone thats not running around with leadership buffs is not performing optimally right now.

You cannot whine about this in 1v1 unless you go rambo 1vs entire faction.If you encounter one of "squad" characters solo,he'll get raped easily since 10ch is then useless without bonuses(unless you came into ZC zone solo,but that's your fault).
Solo PVP is almost dead. I could run around for half an hour inside the core without finding someone. Most people only start up the game these days if there's zone control going on.

But hey, no build should be able to beat every other out there....
Like the 10CHA build outperforming everyone else right?

And it IS really pain in ass to find leaders who run modules useful for your build(unless you all made clones).
Not really. Running DR and critical strength is a nobrainer. Knockouts are the strongest critical effect and another +20% DR when you already got 60% through armor/perks/drugs cuts the damage you receive HALF
Title: Re: Nerf modules
Post by: Anza on October 15, 2014, 08:34:37 AM
I agree that bonuses should be strong to make people create squads, and yes it is on all sides so no worry on that.
One thing though, leaders atm are too powerful as they can switch bonuses whenever they want. Maybe leaders could choose only X modules, and use 3 at a time. This will make specialized leaders, instead of OP leaders who can adapt to every situation.
That + the fact that leaders should be easily identified + the fact that they shouldn't get the bonuses they provide. Leaders should be like medics, as a priority target, don't expect to survive every fights, we have this awesome feature called defib for them
Title: Re: Nerf modules
Post by: paragon on October 15, 2014, 08:39:01 AM
Not really. Running DR and critical strength is a nobrainer. Knockouts are the strongest critical effect and another +20% DR when you already got 60% through armor/perks/drugs cuts the damage you receive HALF

7.62x54mmR 7N14: Damage Threshold Resistance Modifier   -66
60% * 2 / 3 = 40%
80% * 2 / 3 = 53%
Title: Re: Nerf modules
Post by: RazorRamon on October 15, 2014, 08:45:10 AM
7.62x54mmR 7N14: Damage Threshold Resistance Modifier   -66
60% * 2 / 3 = 40%
80% * 2 / 3 = 53%
That's DT. We're talking about DR

And one overpowered thing (7.62x54 ammo) does not mean the defensive module buffs are fine as they are
Title: Re: Nerf modules
Post by: paragon on October 15, 2014, 08:50:50 AM
I agree that bonuses should be strong to make people create squads, and yes it is on all sides so no worry on that.
One thing though, leaders atm are too powerful as they can switch bonuses whenever they want. Maybe leaders could choose only X modules, and use 3 at a time. This will make specialized leaders, instead of OP leaders who can adapt to every situation.
That + the fact that leaders should be easily identified + the fact that they shouldn't get the bonuses they provide. Leaders should be like medics, as a priority target, don't expect to survive every fights, we have this awesome feature called defib for them

I'm not agree with you that leaders should be _easily_ identified. For a long time I described the situation than FTL is an alt which is standing somewhere in the toilet and never get shot because he needs to stay alive. Leaders do expect to survive each fight and die last, if they don't, they make the whole 10 CH squad kitties. You can not adapt every build for every situation, you can not adapt sniper to be a tank and melee to be a sniper (at least before they are level... around 35-40 at least). Any further vulnerabilities and weaknesses of the leaders will make the situation even worse. My suggestion to solve this was to implement "range of leadership".
How leaders are too powerful? I don't get it. What's so powerful in them? They are usual 10 CH characters, most probably with high IN to get leadership skill up to 200. Yes, they can change bonuses, so what? Enemy leader could do that too. And it's actually great art to choose right bonuses right in the battle and in the same time don't break your fireteam.

If you want to know who's a leader, you probably need to have to infiltrate player groups, which is often not hard. E.g. if you play against v-tech and want to know who is FTL there, you can figure it out in 10 minutes. Sadly, I don't really want to do it myself, although information about who is LDRs in lawyers would be very important for my group. And then use colorizing (:


P.S.: Just remembered that I heard  that modules will be nerfed anyway... so I don't really know why I am wasting time defending it xD
Title: Re: Nerf modules
Post by: PorkchopExpress on October 15, 2014, 09:04:43 AM

And the other team doesn't have that?

Both sides having something does not make it in any way balanced. Like baskila said in his opening post, it reduces the overall variety of builds because everyone thats not running around with leadership buffs is not performing optimally right now.

You cannot whine about this in 1v1 unless you go rambo 1vs entire faction.If you encounter one of "squad" characters solo,he'll get raped easily since 10ch is then useless without bonuses(unless you came into ZC zone solo,but that's your fault).
Solo PVP is almost dead. I could run around for half an hour inside the core without finding someone. Most people only start up the game these days if there's zone control going on.

But hey, no build should be able to beat every other out there....
Like the 10CHA build outperforming everyone else right?

And it IS really pain in ass to find leaders who run modules useful for your build(unless you all made clones).
Not really. Running DR and critical strength is a nobrainer. Knockouts are the strongest critical effect and another +20% DR when you already got 60% through armor/perks/drugs cuts the damage you receive HALF

LOL.And modules are to blame that there's no people in core to fight loners?10CH outperforming everyone else?Seriously?Only situation where it will outperform other build is in ZC IF YOU don't have active bonuses as well.That's really a nobrainer;bonuses>no bonuses,which again is user's fault since he wants to solo fight in something which is intended to promote teamplay(loners can be played in ZC and get rewards,but not as effectively as squad characters).As i said  previously,its your fault to go solo into big pvp fights where it's all about teamplay.If you want to solo rambo everyone,don't go ZC and you won't encounter those Uber 10CH builds.If they're so OP,reroll your characters to 10CH and rape everyone around.....
Title: Re: Nerf modules
Post by: S.T.A.L.K.E.R on October 15, 2014, 09:09:12 AM
How about just make your own 10 Ch build instead of bitching on forums.
Title: Re: Nerf modules
Post by: Niamak on October 15, 2014, 09:11:31 AM
I just rerolled 10 CH, please be gentle.   :-*
Title: Re: Nerf modules
Post by: baskila on October 15, 2014, 09:33:53 AM
No one should be required to create a separate character just to play ZC. It's just bad balance.
The aim of this server was to allow players to have one build that would be decent performer in many things. Of course not all but most. That's why there's skill points bleed feature between SG, BG, EG. That's why there's bleed between FA and DOC. That's also why skills like Persuasion, Engineering and Science rise when you do certain tasks and not because you just add skill points to it.

OP modules go against this design by not only by dis-balancing player stats but also because they force people to have alts.
If something goes against one of the main design aspects of the game than it needs to be adjusted.
Title: Re: Nerf modules
Post by: Deathproof on October 15, 2014, 09:36:50 AM
It will outperform in solo situations as well, if you don't know means you didn't try it. I'll give you a hint, try investing as much in DR or try investing in bleed.

Anyway, it will be nerfed for a reason.
Title: Re: Nerf modules
Post by: paragon on October 15, 2014, 09:48:20 AM
No one should be required to create a separate character just to play ZC. It's just bad balance.

First, this server is about team pvp. Team pvp takes at least 2 people. It's squad leader and follower. Doesn't matter for ZC or not, it's design to be in team. You don't need to create separate character, if you have a team and 10 CH charisma. Or if you are a leader and have 1 friend.

OP modules go against this design by not only by dis-balancing player stats but also because they force people to have alts.

I have only 1 character 10 CH which I play, also I have a dedicated platoon crafter because teaching everyone Science and Engineering will take months (so alting / sharing characters in here is in design). So how does 10 CH make me to create alts?

Modules is the only thing which makes character specialized. So in your opinion balance is 5 5 5 5 5 5 5 characters without ability to select where to invest skillpoints? No specialization, cool.

But really, it's looped already. You say something what's already said and I do. If devs read this topic, they already understood my and yours opinions, let's not argue further.
Title: Re: Nerf modules
Post by: Anza on October 15, 2014, 09:58:24 AM
I think people ask for nerf because it's better to have 10 charisma whatever the situation. It should be leaders who need 10 charisma and not the squad. The bonus not depending on player charisma can actually be good on second thought.

Anyway it's the same with int (most builds have high int i guess), and no one complains about int coz everybody use it. It's funny how people usually complain only on thing they don't use. "I don't use it so nerf it"
Title: Re: Nerf modules
Post by: RazorRamon on October 15, 2014, 10:02:11 AM
Modules is the only thing which makes character specialized.

No. Modules is one thing that arent character specific because they are changable on the fly.

So in your opinion balance is 5 5 5 5 5 5 5 characters without ability to select where to invest skillpoints? No specialization, cool.
Where did he even imply that? Try to properly argue and not pull strawman arguments out of your ass
Title: Re: Nerf modules
Post by: PorkchopExpress on October 15, 2014, 10:02:18 AM
Nerf base crit chance of aimed attack plx
Title: Re: Nerf modules
Post by: Myakot on October 15, 2014, 10:16:21 AM
My oppinion on modules (how I thought to suggest nerfing them even before the server-launch):

After looking into AoP's mechanics, I was glad that finally someone tried to make CH a usefull stat, however I wasn't ready for this. CH should've been a stat which was a "situation-adaptability-parameter". Which in my mind was: you see a sit where you need this, you switch to it asap, you see that situation is changed, you switch your DR or whatever. AFAIK it's now working just like that (well there are a few preffered modules, but that's ok), BUT (there us a huge BUT) those bonuses shouldn't be higher than their non-situational mother-stats. Basically I mean that 10CH shouldn't give you more bonuses from ST parameter than 10 ST would give you, it's just insane.

So CH became a "situational" and "overall" stat which also exceeds all other stats, by granting better bonuses.
Title: Re: Nerf modules
Post by: RazorRamon on October 15, 2014, 10:30:24 AM
Yes that's exactly it

A 10CH and 5 EN player with the respective module has more effective HP than a 10EN character that picked all available defensive perks.
A 10CH 5PE player with the right module has more viewrange than a 10PE guy with hawkeyes.
A 10CH 5AG player with the AC module has more armor class than a 10AG guy with dodger.
And that's only a few examples i could probably find a ton more.

10CH would be fine if it created a sort of jack of all trades master of none balance by providing different buffs for different situations. But right now the modules are either too strong or too weak. Why bother running a module that shortens knockouts and armor bypasses if theres modules that nullify knockouts and bypasses almost completely?
Title: Re: Nerf modules
Post by: mAdman on October 15, 2014, 10:31:52 AM
Agreed with Myakot, the mechanic is fine as it is. It is the values that are too high.

IMO with the ability to have 3 active and to switch at will, no single squad buff should ever really go over half of their "mother stat" as Myakot put it. Even at 1/3 of their mother stat they would still be extremely effective.
Title: Re: Nerf modules
Post by: Myakot on October 15, 2014, 10:51:30 AM
1/3 is way too much ;). You go with half and it becomes useless, this path is shallow.

Maybe some desneak-type mechanics may come into place? At least get rid of "insta-class-switching" with modules. Make it so that after module switching everyone under the affects suffers some debuff, possibly a kickback from the bonuses you've exchanged for a period of time.

I.E.
You had a 146% (joke) Knockout res, but now you need to run? Be my guest! Run, with a 146% decreased knockout res for x seconds.

Or at the very least make it cost like 200 ap per module switch ^^. That would suffice for start.
Title: Re: Nerf modules
Post by: MuchaChota on October 15, 2014, 10:54:49 AM
Agreed with Myakot, the mechanic is fine as it is. It is the values that are too high.

IMO with the ability to have 3 active and to switch at will, no single squad buff should ever really go over half of their "mother stat" as Myakot put it. Even at 1/3 of their mother stat they would still be extremely effective.

But don't forget that having 10CH should still be useful. If you use(or waste) 9pts to get 10ch, only to receive 10%dr and lets say 50% to the crit special you want(half of what modules give now)... it would be still be useful to roll 10ch?

I don't say this to undermine your effort to balance the server, but I don't think nerfing the % modules gives is the way to go. Maybe forcing leaders to have 10CH and 200 leadership to give full bonus but only 5CH for squad members to receive that full bonus will open up the posibilities for more variated builds
Title: Re: Nerf modules
Post by: Seki on October 15, 2014, 10:57:29 AM
i must agree that modules need some rework.. even when some peoples arent using them because it looks too complicated for them and they will just never make char with CH  ;D they are currently too strong, i remember Lidae saying something about changing them

and even when it may look like you have to invest alot of points into CH so you will be weak on some other SPECIAL, its not really like that because you can decrease your PE to 5 and use sight range module (+40 SR with 10 ch and 200 lead), you can decrease ST and use weapon handling, you can decrease AG to 1 as its almost useless and you got 10 CH very easily

also some examples of what you can reach with 10 CH..
MA + toughness + DR module -> 80 DR without adrenaline rush/drugs (MA also got high laser DR and normal/laser are almost only damage types used on long range..)
10LK + crit res module, 46 -> 66 critical resistance (so 10in 10lk sniper got only 42,5% chance to crit you instead of 67,5% -> muuuuch less effects and dmg from crits... or even more in support CA -> bb snipers)
+1 other bonus like sight range if you are dumping PE or critical strength -> immunity to KO/wpn drop etc..

aand even when modules are very strong its not true that everyone is playing 10 CH chars
Title: Re: Nerf modules
Post by: 3.14 on October 15, 2014, 11:01:50 AM
The bonuses are just a wee bit high. Someone with a natural strength of 10 should be harder to knockout then one with 1 str. and some penis-implant bonus.
Title: Re: Nerf modules
Post by: mAdman on October 15, 2014, 07:19:21 PM
1/3 is way too much ;). You go with half and it becomes useless, this path is shallow.

Maybe some desneak-type mechanics may come into place? At least get rid of "insta-class-switching" with modules. Make it so that after module switching everyone under the affects suffers some debuff, possibly a kickback from the bonuses you've exchanged for a period of time.

I.E.
You had a 146% (joke) Knockout res, but now you need to run? Be my guest! Run, with a 146% decreased knockout res for x seconds.

Or at the very least make it cost like 200 ap per module switch ^^. That would suffice for start.

Mmm, we will have to agree to disagree on halving them still making them useful, half is still +25% crit resistance to 3 stats mind you, that's 75% (or 3 perks), which is the difference between 1 st and 10 st. But I can understand that charisma should still be relevant and useful.

Your last point is a good one, similar to another suggestion I made where leaders should have to carry a radio, through which they "issue orders" at a cost of AP, you could force a squad leader to "issue orders" to confirm the selection of mods he has made, and there could be a temporary malus for doing so, for him and all effected by the switch.
Title: Re: Nerf modules
Post by: John Porno on October 15, 2014, 08:54:22 PM
When the boosts were made about a year ago, pretty much 95% of the game was just theory in the way that it hadn't been tested. The general idea of leadership balancing was a rather simple one. I'll try to formulate it in a couple of theses.

1: The points spent in CH to raise boost effectiveness should correlate to what you would have gained if you invested those points in another stat. It's easy to balance for Hit points, not so much for fire damage.
2: Leadership should let you specialize while sacrificing all-around protection/effectiveness. By concentrating the strenghts of your characters in certain directions, you leave gaps in other departments.
3: Since boosts are only active when;
- there is a leader online
- he is alive
- he has picked boosts that are actually useful to you
it has to be taken into consideration in point 1, thus the high numbers. Risk->reward

it was also conceived that;
- Major, organized teams would specialize and adapt their builds to it, making it part of the meta.
- Teams making proper use of leadership should have a big advantage over teams not doing so.

Apart from that, I gladly admit that some of the numbers could use some tweaking. Due to an internal mistake and apparently not enough motivation to go fix it, the applied boost calculation and its relation to CH was supposed to have diminishing returns, which it doesn't right now.
However, what I hoped not to see, though knowing that it was inevitable, is that people would complain about its strenghts without trying to exploit its weaknesses.

The way I would define something as being "OP", there would have to be a practical situation where the only way to counter a certain leadership setup was to use the exact same setup in order to negate it. However, until proven otherwise, I will say that every leadership setup and its implication can be countered by means other than using the same strategy. For example, if the enemy repeatedly uses +hp, +dr and +crit ag, they will not only be just as vulnerable to every other damage type than normal, but the very nature of stat points is to have a number of different effects which doesn't apply to CH. By putting 9 points into CH, players will have
- less bleed resistance
- less critical special
Because those two stats are spread out all across the SPECIAL.

In the above example, we have a lot fo room to figure out further weaknesses;
- If the required stat points are taken from PE, IN orLK, that team will have diminished sniping capabilities, which could be abused depending on the map. Especially when taking the lack of bleed and critical special into account I just noted.
- If the required stat points have been pulled out of ST and EN, it could again be abused by using critical effects that roll against those 2 stats. Crippling, limb shredder, Frag grenades and mines come to mind. Logically, since the stats are neither in ST nor EN, they would have to be in the sniper-stats. If it not happens that the enemy is msotly using snipers, one could try to force them into a close range battle.

Now on top of that, one could even counter leadership with leadership directly by using the 2 bleed related boosts, which apply not only to sg snipers, but certain other weapons like rippers and barbed spears as well. When exploiting bleed, poison comes to mind as it further lowers bleed resistance. While the game could still need some help in that department by increasing the means to apply bleed with gas grenades and special ammunition, even right now this could be executed with throwing characters.

In the end, AoP is a very young game and it will take time until a core playerbase will have developed and we see how the game is really played by the players. I don't think that 2238 devs in 2008 planned their games around rapetrains and lsw sneaks and taxi chars and mutie airstrikes and whatever else the players went on to do with what they found inside the game. While it's easy to criticize a dev for seemingly trying to tell the players how to play his own game and in egocentrical shame denying to accept reality, I can only do my best in supplying the players with alternatives and options. And unless those resources are not exhausted, I see no reason to implement fundamental changes.
Title: Re: Nerf modules
Post by: MuchaChota on October 15, 2014, 09:09:24 PM
So what do you think about this ideas to balance modules so you can't change them on the fly, limit the effective range of bonuses and giving more space to assign special to nonleader chars? I'd like to have them all

- Activating and desactivating modules cost 200/250AP
- Leaders should have 200 leadership and 10CH to give full bonus, but squad members only need 5CH to receive them
- Leader with 200 leadership and 10ch should be X hex from squad members to give them bonuses. Maybe 100-150 hex?


Another idea to nerf them if you think that isn't enough would be to give the leader the current bonuses but reduce them 1/4 1/3 or 1/2 for squad members
Title: Re: Nerf modules
Post by: mAdman on October 15, 2014, 09:19:03 PM
I gladly admit that some of the numbers could use some tweaking. Due to an internal mistake and apparently not enough motivation to go fix it, the applied boost calculation and its relation to CH was supposed to have diminishing returns, which it doesn't right now.

Yep, thought so. Sounds like that may solve the main issue.

Well if that gets "fixed" I guess we would have to look at the new 10ch values to make a true judgement again.
Title: Re: Nerf modules
Post by: Myakot on October 15, 2014, 10:15:36 PM
@John, what you said about 'certain modules are countered by...'
As you've admitted yourself both poison and bleed are not considered a threat, while also you'll have to keep in mind that by switching modules to counter your enemy - you counter your own self. Since you'll switch off those stat crit and basic crit res modules.

Well, it's refreshing to see that you keep thinking outside of the box, hope we'll become to think that way also.

I guess waiting for anything is futile until next 'big patch'? :)
Title: Re: Nerf modules
Post by: 3.14 on October 16, 2014, 02:41:34 AM
There's no (legal) way to tell what mods the other team has.
If I made 5 headshots and had 0 ko/knd, then can I be certain the enemy has +str,+agi,+crit.res. mods?
And if I know they have these mods (by magic), then what can I do if I'm playing as say a dedicated sniper?
Title: Re: Nerf modules
Post by: mAdman on October 16, 2014, 02:44:55 AM
Hmm, that is a good point as even if you made 5 successful headshots and none were successful KOs it still wouldn't be a measure of their module selections, they could just have a high special and/or resistance.

The problem is how would you identify the current mods active on a player to others? And is that really something the other team should know?

I'm on the fence about that.
Title: Re: Nerf modules
Post by: paragon on October 16, 2014, 03:08:22 AM
So what do you think about this ideas to balance modules so you can't change them on the fly, limit the effective range of bonuses and giving more space to assign special to nonleader chars? I'd like to have them all

- Activating and desactivating modules cost 200/250AP
- Leaders should have 200 leadership and 10CH to give full bonus, but squad members only need 5CH to receive them
- Leader with 200 leadership and 10ch should be X hex from squad members to give them bonuses. Maybe 100-150 hex?


Another idea to nerf them if you think that isn't enough would be to give the leader the current bonuses but reduce them 1/4 1/3 or 1/2 for squad members

What's the reason for the nerf again?
> - Teams making proper use of leadership should have a big advantage over teams not doing so.

Activating and deactivating AP cost will make leaders toilet-alts.
5CH for squad members to receive full bonus as well, also it will help to specialize in the same time as u

There's no (legal) way to tell what mods the other team has.
If I made 5 headshots and had 0 ko/knd, then can I be certain the enemy has +str,+agi,+crit.res. mods?
And if I know they have these mods (by magic), then what can I do if I'm playing as say a dedicated sniper?

Nobody said that all 15 people should be in 1 FT. Create several FT with different type of characters. And use them to counter enemy bonuses. If one group doesn't work good enough, try another one with different bonuses. So against anti-critical leader use flat damage / unaimed shots. This is team game, sniper is not suppose to knockdown everyone in one shot, some characters are better against some classes and that's there cooperation should be used.
Title: Re: Nerf modules
Post by: 3.14 on October 16, 2014, 03:15:33 AM
I'm not saying we should see the type of enemie boosts. John Porno said that mods can/should/could be countered - but I have no idea what to counter. There is no tactic, roll the dice!

But I don't want a big nerf!
Just so that a natural special 10 is worth more then 1 + implant and the same for perks.
Title: Re: Nerf modules
Post by: paragon on October 16, 2014, 03:25:04 AM
(edited my prev messages after you posted your answer... don't really remember changes, unfortun.)

Tactic is in proper FT preparation and in-battle awareness if your concrete FT execute well enough or not. I gave you and idea how to counter anti-crit, we can discuss on it or other examples.

About numbers of Boost Basic Value, there should be major testing going on to say if they are legit or not. I just enjoy current feeling of server balance and afraid that "nerfing this, nerfing that" will break it. Critical Special Resistances for me doesn't seem to be adequate, I even posted a bug report on it. But I believe devs probably have a math to prove that it has its reason.
Title: Re: Nerf modules
Post by: Anza on October 16, 2014, 04:44:37 AM
I agree with the fact that teams using leadership properly should have big advantage, but it is true the values are a bit high. And again, why do so many people use 10 charisma, it is because atm, you have the bonuses almost all the time, leaders hunting should be something important during fights.
Title: Re: Nerf modules
Post by: clochard on October 16, 2014, 05:35:59 AM
i agree with
-a certain cost in ap for changing moduls.
-a way to identify leaders:  but not with name colorising, it will be to much easy.
(i don't if you can be a sneak leader, but that could hapen to prevent that)
But a perk like awarness could give you information about that, like "squad leader" or "fire team leader"
displaying under hp or something.


Title: Re: Nerf modules
Post by: paragon on October 16, 2014, 06:30:21 AM
I have to repeat again and again, making leaders being easily identified (I like idea about awareness) without introducing mechanics to make leaders stay in the zone of the firefight will make them all not-combat sneaker-like / full tank characters which doesn't even try participate in fight, but only hiding and fleeing.
E.g. inside the flag perimeter at Gun runners, FTL will stay inside the building and the only way to kill him will be to move through only 2 entrances.
In Police Department FTL will stay somewhere in the building on left top, where nobody ever walks around.

Thinking now I like the idea that LDR bonus could be shared only in field of view,
but there are problem with it:
check tick if FTL shares bonuses is about 10 seconds now, it'll bring random losing bonuses periods during moving through the doors, etc.
Making check ticks less AFAIK will turn in server productivity issue.

Did you guys ever try to change modules in battle? There's no fast button for it and it takes real time to open pip-boy, find needed module (my memory about where's the line should be in most of the cases), turn of some of which is turned on already and turn on new on.
Title: Re: Nerf modules
Post by: Anza on October 16, 2014, 07:05:56 AM
I do change bonuses during fights and it is not that hard.
AP costs for changing bonuses and the SL/FTL info with awareness are very good ideas anyway.
And having some mechanisms to avoid lead bots in toilets is important too yes ! But it is understandable that a leader cannot perform as well as his soldiers, so having a leader not shooting as much as others and focusing some of his time into taking cover and staying alive is OK imo
Title: Re: Nerf modules
Post by: Niamak on October 16, 2014, 07:21:00 AM
Guys, leader already waste 50 AP IRL to change modules... As paragon said, there is no hotkey for this.

(but yeah you could make a macro)
Title: Re: Nerf modules
Post by: Hans Landa on October 16, 2014, 10:06:51 AM
A good nerf is to remove the ability to change modules while being in the Core. The bonuses you want to use can be selected only on the base and in the Core they can be activated/deactivated.
Title: Re: Nerf modules
Post by: Myakot on October 16, 2014, 10:08:48 AM
A good nerf is to remove the ability to change modules while being in the Core. The bonuses you want to use can be selected only on the base and in the Core they can be activated/deactivated.

That's an overkill. CH has a mechanic, with a sole purpose of situation-adapting. Your suggestion will kill it, in a unique way. It doesn't need "nerf" it needs "tweaking".
Title: Re: Nerf modules
Post by: 3.14 on October 16, 2014, 10:32:06 AM
A good nerf is to remove the ability to change modules while being in the Core. The bonuses you want to use can be selected only on the base and in the Core they can be activated/deactivated.
No, bad, don't want.

Ap cost is also bad.

Just trim the numbers a bit and all will be fine.
Title: Re: Nerf modules
Post by: Perteks on October 16, 2014, 10:56:04 AM
Maybe instead flat bonuses make crit resists as % bonus of existing in that way 1 agi char won't be immune to ko
Title: Re: Nerf modules
Post by: 3.14 on October 16, 2014, 11:00:12 AM
Maybe instead flat bonuses make crit resists as % bonus of existing in that way 1 agi char won't be immune to ko
Yes, good, want  ;D
Title: Re: Nerf modules
Post by: nailbrain on October 17, 2014, 05:15:29 AM
For example, if the enemy repeatedly uses +hp, +dr and +crit ag, they will not only be just as vulnerable to every other damage type than normal


like fkn what ??? Laser is only 60ish range other type of dmg weapon and u know METAL ARMOR
plasma rad and electro weapons are total joke with ~30 range
so only weapon u can deal some dmg is scorcher but only daytime and flamers

Title: Re: Nerf modules
Post by: ZwierQ on October 17, 2014, 06:15:27 AM
DR bonus should gave max +20/25% BASE DR for every kind of dmg, but it's just my opinion. It will buff all kind of armor without making some of them almost immune to normal dmg.