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Messages - Sir Craftkid

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41
Resolved bugs / Re: [MAP] Paradise Vailey Workbench.
« on: February 27, 2014, 01:21:54 AM »
maybe drunk dev :D
Was probably meant to be inside the building a couple hexes to the southeast. Or was probably meant to be in the alcohol-induced rainbow wonderland :D

42
General Discussions / Crafting recipes?
« on: February 27, 2014, 12:57:06 AM »
I have to admit that I am LOVING this system of crafting, and all these new additional weapons. Feels like there is finally a balance between weaponry. Spears and melee are becoming very versatile, with ranged melee weapons and explosive spears and energy spears and ballistic fists and...yeah :P energy weapons look like there are no longer two forms(very weak or very powerful); I see a lot of in-between weapons that I enjoy using. Small guns have a huge variety of different forms and ammunition types...scoped assault and battle rifles, more use for every ammo type(9mm is actually useful neyond level 1 now, whaddya know...). I have little experience with big guns other than hard to make, but deadly powerful; deserving of the term big gun, in other words. And the crafting system no longer depends on alts with high repair/science skill, but on individual gifts of rare items that will prevent alting rather than encourage it. The suspense of what you could unlock next the first time you play really gets you searching high and low for those items. To sum it up, i love the crafting and weapon balance in this game...what do you guys think?

43
Resolved bugs / Exploitable weapons?
« on: February 27, 2014, 12:47:21 AM »
Seems like a bit of an unbalance with some middle tier weaponry...unless a specific build is made for each weapon, it seems to me like the solar scorcher greatly outpowers all other energy guns. No reload cost, 13 ap to shoot, and 65-85 damage(correct me if my info is off). I can sort of see it being balanced as it requires daytime to reload, but clearing a nest of highly armed soldiers with one of the first few unlockable ew recipes made me feel like I was cheating :p
The impact fist's 100% knockdown rate reminds me of those troll HH builds in fonline 2238, with which people took you into an encounter and savagely beat you to death when you could do nothing about it but watch your character on the floor. As with the solar scorcher, there is some balance with it requiring energy cells, a reload, and fixing from jams. Still, 60-82 damage and 25 cells before a reload can kill any player with less than 600hp wearing anything below advanced power armor.
Before anybody gets mad,  i'm not complaining about "OP GUNS", just curious as to why these two seem to have less disadvantages than most. I would not ask this out loud if it were not for the fact that this game is in an early beta stage, and many fixes could be made, so it is not out of the realm of possibility that these two are a bit too strong

44
Resolved bugs / Stacking
« on: February 27, 2014, 12:39:26 AM »
Is there a problem with weapons stacking, or is it a feature? Guns and the high tier "electronic" melee are understandable, but items like plant spikes or knives or crowbars leave a heck of a mess when they don't stack. And when throwing stackable(spears) items, one has to re-equip it to throw another, I hope it's not intended as it severely cripples melee and throwing builds, especially with weapons like the thrust or dynamite spear when stacking in hand is nothing short of essential.

45
Resolved bugs / Exit grid bugs
« on: February 27, 2014, 12:33:41 AM »
There seem to be a few bugs with the exit grids, mainly in the core...for one thing, one needs to wait about five seconds outside the grid and then step into it after combat ends in order to go, going in 1 or 2 seconds after combat ends just leaves me running around the grid sometimes. Also, this happens when I am being attacked(so especially annoying), but my mouse mode sometimes locks up by the grid, using both right click and the hotkey to no avail.

46
Resolved bugs / Rad SMG
« on: February 27, 2014, 12:31:10 AM »
The ammo for this weapon is labeled as fission batteries, while a player in v-tec told me it accepts microfusion cells. Personally have not tried it yet, but am working on getting mine back

47
Resolved bugs / Serrated Spear
« on: February 27, 2014, 12:29:50 AM »
I have a bit of a strange problem with the serrated spear, my thrust range for it is 35...I had a lot of fun spearing my friend across the map and watching him call me a hacker, but now it seems this could be a serious exploit...did I maybe bug the spear somehow? I think i remember thrust being 2 before...
This goes on if i change attack modes, drop it, stack it with other spears, die with it, and just about anything else I can think of.

48
Technical Center / Re: BETA CLIENT
« on: February 27, 2014, 12:20:05 AM »
Hello. There is no plan for any translation right now though we've already received the same proposal from the French community. So, I guess we'll have a look at this at some point. I can't say when though, depends on the advancement of our other tasks.
While I myself do not need it, I could help with a Polish translation if it goes into demand. As to my knowledge, Polish and French are not too common on the fonline servers, but still common enough to have plenty of people. Not sure if too late to say it, but just saying I could help with the matter :P
Also, a little note to the people having trouble with critter/master... I somehow managed to successfully use the fonline 2/reloaded "fallout.dat"  by changing those two extensions in the datafiles from master/critter to fallout on both lines. Since those games come with that file already packaged, could help

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