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Messages - Sijjy

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1
Suggestions / Re: The PvP SMG You'll die for!!!(and from)
« on: October 06, 2014, 01:55:13 PM »
When using melee, you might actually cleave someone in half.

My apologies, when i read this part of the description i thought it meant the perk was for melees. But let's not get off topic.

But anyways, SMG is a special weapon. Like you said, a 1handed AR or a full auto Pistol. It currently doesn't shoot any faster than either by any major amount.
Enfield takes 20AP, AK47 takes 20AP,  AK74m take 20AP. Most others take 25+AP, but SMG? Sterling 25AP, Uzi 17AP, Tommy Gun 18AP.
Now compare it to a D Eagle, 25AP where Uzi single shot goes to 20AP and Tommy Gun to 30AP. Thats more AP than burst for a huge cut in damage output.
For aimshots, Pistols are better... for burst, AR are better. SMG needs something.
An SMG trades average burst fire rate for hindered range and damage.

2
Suggestions / Re: The PvP SMG You'll die for!!!(and from)
« on: October 06, 2014, 12:07:59 AM »
The point is SMG's are terrible and they NEED SOMETHING. Look at Silent Hill Death, Evil Scientist, and Bloodthirst. That's a perk for Melee, Sneak and Trapper that are situational. A Big Gunner would ignore all of these perks as much as mine.

And as with any suggestion you look at in the future, try to get the point of the idea, don't focus on the numbers. The numbers are never concrete or well thought out.

As for the perk itself: take off ST requirement, reduce RoF to 10% and add any bullet that misses its first target in a burst will have a 20% chance to hit someone behind them: if there is only 1 target, that still applies, but to that target.(yes the bullets will curve, after all SMG are magical weapons)

Or how about this perk
(Crazy Bursts of Magical Friendship)
Any bullet that hits an enemy during a burst becomes a team member of your faction and cannot cause friendly fire for 5 seconds.(SMG only)

3
Suggestions / Re: The PvP SMG You'll die for!!!(and from)
« on: October 05, 2014, 10:56:25 PM »
How about a perk that requires Lv.18+, 250 Small Guns, and 6ST called Steady Burster. This will only affect SMG weapons and reduce their burst/full auto AP costs by 15% and causes any bullet that would have missed a 30% chance to hit.

An SMG user would want to take BroF, Fast shot and wear BroF Armor to get a whopping 40% AP reduction on bursting SMG's.

4
Suggestions / Re: The PvP SMG You'll die for!!!(and from)
« on: October 04, 2014, 05:45:31 PM »
I think reworking limb shredder to fit SMG's would be a fun idea. I only know of its use on Rad SMG and I hear no complaints about it.

Adding bleed, maybe small amount per bullet sounds cool. The closer you are, the more bleed you can inflict.

AP cost dependant on ST would be cool, maybe add a full/half clip burst that costs 125AP and is reduced by 5 per ST? Idk, something like that maybe, OP?

5
Suggestions / Re: The PvP SMG You'll die for!!!(and from)
« on: October 04, 2014, 01:09:45 PM »
I've heard this from someone else, but having Limb Shredder on all SMG's would be fun. Also decreased AP cost on bursts.

6
Suggestions / Re: Sneaking Suggestions
« on: October 04, 2014, 01:03:00 PM »
I only skimmed the topic of the developers thread you posted and what I took from it was that it was focused on weight penalties. If the thread moved slightly towards other parts of sneak I do not know(did not read any posts, apologies). I get it, there is a thread about sneak that the developers wanted feedback for. Again, I apologize because I did not see it. And stated before, I don't read developer polls OFTEN(they are far between), not don't read them at all. This post just came to mind and I did not want to lose the ideas(if they are unbalanced or not doesn't matter).

In the future, maybe I will use notepad or something to get my ideas out and then look at other forums before posting.

7
Suggestions / Re: Deathclaw Leather Coat
« on: October 03, 2014, 11:21:32 PM »
I have an idea, maybe make a deathclaw trenchcoat like you posted, but give it special resistance traits.

For example, Bleed Resist, Poison Resist, or whatever.

8
Suggestions / Re: Sneaking Suggestions
« on: October 03, 2014, 11:17:29 PM »
My apologies, I don't look at the developers polls often and didn't even realize it was there. Also, that topic and the other topic about sneak on this board are about weapon weight penalties, my topic is about melee sneak or burst sneak counters and problems discussion. If you do not like it don't read it, it's not like i'm spamming the board.

9
Suggestions / Re: Sneaking Suggestions
« on: October 03, 2014, 04:43:00 PM »
If I die by a sneaker, chances are I was being careless. The problem is that there is no way to know there is danger and PvP is only fun when you are facing an opponent you know you are fighting and there is back and forth play/counterplay. Sure, there is a thing called element of surprise, but that should be to get an advantage not an outright uncounterable win.

Seeing a sneaker from 10+ hexes? they are playing wrong and you have time to kill them.
Seeing a sneaker from 3-4 hexes? they are playing right and you are dead before your gun raises.
Seeing them 5-9 hexes? That's the sweetspot where there is room to counter, but still be in danger. And in this situation you either shotgun knockback or aim to cripple(knockout).

I see this as a problem (my opinion) because good sneakers won't allow counterplay, thus unfun. Also, notice that I am only adressing crit melee builds where you get 2 shot. I have yet to encounter a sneaker smg user. Sneaker flamer is just as bad, although you don't get knockout and you get time to heal or run(if wearing Fire Leather Armor).

Another suggestion: create footstep noises where you can hear them maybe 10 hexes away. Lower if you are sneaking and/or walking.

10
Suggestions / The PvP SMG You'll die for!!!(and from)
« on: October 03, 2014, 04:16:36 PM »
So we all know there is no viable SMG right now, so here's one I think we'll all like.


Ammo: 7.62x25mm Takorav FMJ
DT -10
DR -50
DM 12/10


[PPSH-41s]
Rare Part: Short Pipe
(single)x1
30-45Dmg   20AP   35Rng
(full auto)x6
20-30Dmg   16AP   25Rng
30AP Reload
35 Rounds
Spray & Pray
Double Tap
Faster Reload
Bonus Ranged Damage
Hit the Gaps
Bonus Rate of Fire(2)


[PPSH-41s Drum Mag]
Rare Part: Drum Mag
(single)x1
30-45Dmg   20AP   35Rng
(full auto)x6
20-30Dmg   18AP   25Rng
50AP Reload
71 Rounds
Spray & Pray
Double Tap
Faster Reload(2)
Bonus Ranged Damage
Hit the Gaps(2)

11
Suggestions / Re: Sneaking Suggestions
« on: October 03, 2014, 04:15:09 PM »
See my profile picture?
That's the look I had while reading your post :)

I'm just here trying to make this game better.

:) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)

12
Suggestions / Re: Sneaking Suggestions
« on: October 03, 2014, 03:45:49 PM »
I've seen how sneakers are played(been in their squad) and fallout is an RPG game. No matter how you look at it, any gameplay style where you can kill in 1-2 hits is just plain unfun for the target. Sure, sneakers are having fun and i'm not saying completely obliterate it. These are just suggestions. In my opinion, sneakers should be recon/info gathering (mainly) with the ability to kill single targets with good play. Now, how you think sneakers should be played is your opinion and i won't ignore or bash it.

13
Suggestions / Sneaking Suggestions
« on: October 03, 2014, 03:31:36 PM »
Just a few suggestions for sneaking. All I hear about sneaking is bad and I actually think it could use a nerf or two. Not so much that it becomes unusable, but it seems over the top right now.

1) Getting hit while sneaking will cause winded
This will make sneakers use their heads and not just run around willynilly, won't really affect them if they are already close like 4 hex

2) Silent Running only allows you to run at 50-70% of the normal run speed
This will make sneakers more realistic, you can't just sprint around and not be seen or heard.(unless you are a true ninja)

3) Melee Weapons now cost 30 extra AP while sneaking
This will make sneaker reliant on crits(to get knockouts) to kill their targets. They won't be able to get two hits off right away, they will need to recover AP and this gives time for the target to get up.

4) Reduce Wakizashi range to 1 (not 2, wtf its not a spear)(plus all other knives)
Not that big of a nerf, but this just seems silly that you can thrust a knife as far as a spear.

5) Damage dealt to front of target is reduced by 50% while sneaking
So you actually have to assassinate targets, the whole point of sneaking

6) Perk: Martial Arts: Allows you to aim with melee attacks. AND Silent Running move to Lv15/18 Perk(not quest)and require 150 sneak.
Create a new perk to allow aimed attacks for melee and moving silent running to be picked instead of from quest.

SO tell me what you think about sneaking and my suggestions. Post anything you can think of as well.

14
Resolved bugs / Infinite Throwing Spear
« on: February 11, 2014, 08:22:45 PM »
I have a spear in my inventory that does not go away after throwing, meaning it just stays in my hand and I can throw it infinite times. It says tier 1, but it has 45-70 damage.
Also, I cannot place them in containers or take them out.(just figured out it is the Spear item) All spears are the same.

Also, is it possible to make spears stack?
And the Sharpened Spear has throw and thrust actions reversed.

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