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Messages - mojuk

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1
General Discussions / Blueprints, maps, holodiscs in fixboy...
« on: April 30, 2016, 05:01:48 AM »
So what is the deal with those items appearing in fixboy after you use them, some with visible crafting recipe some with hidden (bugged?). After you manage to craft them you get message in log like "item crafted" and nothing more. So I heard it's like random BP thing but if that's so it would be nice to at least know what you crafted/got from it not have to remember which recipes you had unlocked and search for new one. Or do I get this wrong or something?

2
News & Announcements / Re: Wipe Status Level
« on: April 10, 2016, 08:20:34 AM »
Was wiki updated during season and is up to date with new changes/mechanics/features added lately? (not asking about wipe changes, just info about stuff on live server)

3
Suggestions / Re: Ideas
« on: November 08, 2014, 08:54:16 PM »
Just did test with BG DSR50.
I go into deploy mode which eats almost all ap. I can click 5x on a target, but he will not shoot when req AP is reached.

Also tested on stationary target (explosive barrel) I click couple times on barrel while ap is building back up, but he wont shoot when ap needed to shoot is reached.

On Fonline2, i have no problem with this, char always performed attack when req ap is reached.

My ping on this server is better than all the others. Can anyone else confirm if it works as John stated?
"Attack queuing" is working on few other servers, it even used to work on AoP until some update ago. It was really noticeable change since you could try to perform 50 ap attack with 45 ap and your character would not shot unless you click again after having at least those 50 ap needed for attack.

4
Developer Corner / Re: State of Factions and ZC Payouts
« on: October 10, 2014, 10:10:58 AM »
There were times in FOnline that players did tones of pvp just for the sake of having fun and killing others. Now they need bigger and bigger carrot to even get of caves, sad...

5
Bug reports / Re: Defib high bleed damage?
« on: October 07, 2014, 01:04:21 PM »
A bit offtopic but I would also be nice if drugs' effects would get cleared on respawn in room/base/whatever and stay on if you are revived.

6
Developer Corner / Re: Assault Rifles
« on: October 03, 2014, 04:13:44 AM »
Friendly fire is not an issue here. It's the fact that other weapons provide more dps and utility than assault rifles in every aspect: spamming, aim shots, burst. The tricky part here is that people, who know what they are doing, will never compromise for something good, they will always pick the best. So no matter how many guys you will have available it will always come down to 2-3 best dps+range sniper rifles, 1-2 best crippler rifles, 2-3 best spamming guns, 2-3 best dps+support burst wepons and milkor/rocket launcher.

7
Developer Corner / Re: Assault Rifles
« on: October 02, 2014, 09:35:41 AM »
But when it's working it's working and it's working good, too good imo.

8
Developer Corner / Re: Assault Rifles
« on: October 02, 2014, 07:47:26 AM »
From what I saw only good (enough) bursting weapons are
SG: BAR,
BG: PKS, AVENGER.
Nothing more, all SMGs, Assaults are shit.
Keep in mind that leader's DR buff is fucking up most of bursting weapons.

9
Changelogs / Re: 30.09.2014 Changelog
« on: October 01, 2014, 03:19:56 AM »
Would be nice if we could get full changelog in the future, ninja nerfs/fixes included...

What got ninja nerfed/fixed?
For example 100k reputation cap from latest update? It's just if you spot another hidden change you start wondering what else was changed in such way.

10
Changelogs / Re: 30.09.2014 Changelog
« on: September 30, 2014, 03:20:42 PM »
Would be nice if we could get full changelog in the future, ninja nerfs/fixes included...

11
Developer Corner / Re: Sneak
« on: September 29, 2014, 03:23:13 AM »
I'll put the sneak nerf on hold for now and see how it plays out with these bug fixes.
I saw my fortune teller and she said: "This will change nothing! Buahahaha!".
Maybe because those fixed bugs are not even close to problems listed in 3 previous pages...

12
General Discussions / Re: SMGS are useless?
« on: September 27, 2014, 08:54:41 AM »
to the guy who said SGs are useless, i beg to differ, the M29 revolver is a wondorous weapon there's the CAW Shotgun and the Remington, along with a variety of assault rifles like the M16, the AK 74 and the FN FAL
If I'm that guy than I said "burst SG" and I still stay by my words. All SMGs' and assaults' burst mode sucks and mentioned revolver or desert eagle is much better than those burst weapons.

13
General Discussions / Re: SMGS are useless?
« on: September 26, 2014, 09:23:55 PM »
So far I only found 1 good bursting SG. And it's not smg or assault rifle, they all suck hard. And you anyone here is judging weapons by tests on npc, bluesuits or random players than good luck... try against good build with good armor and leader buffs. ;]

14
Changelogs / Re: 25.09.2014 Changelog
« on: September 25, 2014, 05:57:14 AM »
Rerolls on lvl 27+ (especially 2 free combat perks at 27) were highly abused so I would say yes ;)
Also if skill cap wasn't working for gifted chars too (it was not for normal). So any high level gifted char had chance to raise his secondary skills' cap by now (maybe even primary skill, no idea if that worked or not thou, I hope it did...).

We just have to wait for full, not bugged reroll or wipe ;p

15
Changelogs / Re: 25.09.2014 Changelog
« on: September 25, 2014, 04:03:55 AM »
- Secondary skill cap reinstated. Can only raise them to your lowest secondary tagged skill.
Skills already raised above this cap are unaffected by this fix. And I only guess that if you managed raise two secondary skills to 200 your cap is no 200?

16
Bug reports / Re: Leader bonuses bug
« on: September 24, 2014, 07:39:35 PM »
After last fight some of us lost HP and normal DR again.
It looks that it happened to chars that died (and probably replicated) before leader died/left the map.

17
Technical Center / Re: Wakizashi
« on: September 23, 2014, 11:35:04 AM »
It gets perks from sneak skill.

18
Suggestions / Re: Dueling area.
« on: September 23, 2014, 05:43:29 AM »
I am getting mixed signals here, you say they will get a habit of rushing and running away?
Running away from a battle isn't a bad thing if you know you are losing, it's no good to sacrifice your life for nothing.
Mhm. It usually applies to rushing/chasing single enemy (very often a bait or scout) that in most cases leads to death of the attacker. Also trying to fight without support with group of enemies by windows or doors.
As for running away... no it's not ok to run away if the rest of your team is still fighting. If in situation when 8 of you face 10 you decide that it's lost and start running away it's 7 vs 10, than 2 more will see you running = 5 vs 10 so enemy will just run over your teammates now just for you to have a chance to escape. That's not the best teamwork example wouldn't you say? That's the running away I was referring to. Same goes for hiding. If in 10 vs 10 open space fight there will be 3 people in one team that after first shots will decide to take cover, heal, regen ap than it's 7 vs 10 again.

Quote
No the AI is way too foolish for that, all they do is rush up to your face and shoot. Only tactic you learn is luring.
Sure, if you lure 1 npc, kill it with few friends, lure another one then it does not sound interesting at all.
You see only npc running forward and luring but what more do you need?

If lured well you can train making lines to share fov (field of view) for windows, enemies passing corner so that when one person see enemy you all can shot at him, not only half of people standing in line.
Make line up, lure as many npc as you can without dying and you can practice a lot of things: focusing fire (also choosing primary targets very fast), helping friends in need (learn to know when it's better to give first aid to somebody or provide covering fire/eliminate attacker) and many more, really.

You have a chance to learn how move in group (always somebody with high perception in front, bursters behind him so that they don't have to run 20 more hexes (possibly under enemy line) just to go in front of all snipers running first), take position when you spotted enemy (to avoid heavy burster deploying at back of your team or everyone standing in front of burster line), cutting fov while running.

Even standing npc can be of a good use. You know where npc is "on GO! we run 4 hex right, make a line up, shot and go back, 3, 2, 1, GO!" see how it goes and repeat. Same goes for making lines with same fov in windows.

Learn to rush corners. Very important, not many teams does it good or remember to do it the right way during fight.

As you can see there is a lot to do even without shooting, all you need is just few people, map and some free time.  Thinking that if you get to shoot 10k bullets in training room will make you better fighter is wrong :)

19
Suggestions / Re: Dueling area.
« on: September 23, 2014, 04:24:11 AM »
Quote
I notice the same guys saying its a bad idea are also Fonline veterans part of huge and trained clans.
Or just people who had a chance to witness how such places successfully limit pvp in game on other servers.

Training in safe environment, no loot - safe/free gear and so on in most cases gives very bad habits that will lead to fast death (ramboing). Also it is very common to see people who usually fight bravely in first line in such places to still stay at back of their team or being first to run/hide because they are not used to losing gear.

Get your friends, equip regular stuff and go rampage in core - you will learn much more and faster than by shooting safely in base. Die, die a lot until you learn not to die so much. Best way to learn it is to learn it the hard way.
Simple combat related things you can train with friends on assignments, ok npcs are stupid and ai is abusable but still you can try making lines, taking covers, positioning in windows, even healing friends under fire, providing covering fire and such. There are many ways to learn out there, you just have to get out of safe base...

As for testing damage simple dummy would be enough or even that no rep lose in private base but you can check that way now, reputation lose is not big if you do this right.

20
General Discussions / Re: PK - What to do ?
« on: September 22, 2014, 11:38:51 AM »
I'm not saying we are saint (we are far from that) and I know "that some people are a lot more trigger happy than others". I'm aware of some needless kills while scavenging and such but usually they are explained by more or less valid reason, apart from those it's just stupid to do so, ok, agree and such situations should not be tolerated.

My main point however was ZC related kills. Sometimes it may look like unjustified and random kill but if some person was spotted many times doing all those unacceptable things it's only natural you don't want this to happen again. You can try to talk but this usually does not work and only thing you can do is shot. We are trying to limit such actions but sometimes people get too frustrated seeing such behavior repeating over and over again.

Kink it's not like that, that if somebody will not get very good score in ZC or don't come with top gear than we have to kill him. We had many new players or simply loners fighting with us with regular or low gear and they were doing just fine helping their team as much as they were able to. It's people who take jacket + random gun just to baypass ZC gear limitation and go there as vultures. You can see there are people who come, have 0 or almost none score, always stay in back or hidden in building but when somebody drop dead they are first to loot and run.

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