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Topics - mAdman

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1
Suggestions / Traps
« on: July 17, 2016, 07:59:30 AM »
The idea is to make traps basically work like grenades with extremely low range, so they can be set up with relative ease, the character could still play an animation before throwing or whatever to stop people from spamming them and/or they could consume huge amounts of AP to "throw" like this (like, max 4 or 5 hexes range I am thinking).

That is just to make the setting of traps up less hassle in general, giving them a hotkey sort of deal like grenades kind of makes sense right? (I know throwing a beartrap or whatever doesn't make sense, but hey nothings perfect).

Also!

To just delete the idea of people spamming trapfields all eternity, you don't have to make them super rare, just put a reasonable timer on them (maybe determined by traps skill?), when the timer on a trap wears out, it just becomes inactive and is a visible object on the ground.

2
Suggestions / Sneak theory
« on: July 04, 2016, 07:10:18 AM »
Simple kind of theory in regards to the potential of sneakers, to remove their potential to access high alpha damage weapons, and relegate them to crowd control weaponry or low alpha damage (spam or bleed) kind of weaponry, by simply making a player unable to sneak while having particular weapons in their inventory.

Another method could be to directly convert a percentage of the flat damage dealt while sneaking into bleed, meaning that at least the first shot from a non stealth weapon won't have such a high alpha impact (and sneak weapons could be modified to suit the idea).

The general idea being to keep sneaking fun and useful, while cutting out their ability to just outright kill full health non sneaking players and run in relative safety.

Giving an opponent at the very least some time to react and respond, by forcing a sneakers damage potential to be spread out over a certain amount of time I think would have a great impact on their capabilities and how they will be utilised, especially when they are alone.

In particular low damage but reliable crowd control sneakers could still potentially make a substantial impact in combat, by crippling or disabling targets during opportunistic moments (with the many options already available), or finishing already heavily damaged targets, while being able to utilise their sneaking and speed to retain hit and run combat tactics.

Apologies in advance, I know this has already been discussed at great length, and I have not posted myself in a long while, but while I love sneaking and it is my favorite role for various reasons, I can understand why people who play tanks in particular hate them with a passion. I think by simply making them unable to access weapons based on dealing high damage very quickly (as long as that list is) could help to manage the ideals of being a sneak based player to begin with.

So hold the salt please,  8) it is just a concept I thought worth discussing.

3
Suggestions / Vision range instead of PE
« on: April 09, 2015, 12:15:24 PM »
There are a few situations/items that negatively or positively effect PE, my suggestion is to change these effects to modifying vision range directly instead, these include;

Stealth, Night time (may already be just vision), mentats, psycho, blindness and crippled eye effects.

The reasoning mostly is so that the positive and negative effects on a characters perception are always somewhat effective e.g. psycho/blindness with PE 1 still reducing vision, mentats with PE 10 still being useful etc, but particularly blinding and eye crits, which in theory do nothing to someone already with 1 PE.

4
Suggestions / Burning damage
« on: April 09, 2015, 11:29:02 AM »
Just like bleeding, but a separate pool (that is modified by fire resistance), damage from many weapons (and/or ammo) can be given a chance to deliver burning damage the same as bleed.

As a second and separate pool, it could be possible to have to apply 2 doctor treatments to cure a patient who is both burning and bleeding (or having the effect that allows multiple a once). Or burning could be an effect that is treated by first aid instead.

Even if it is just another effect treated by a single doc, it could help to level out damage rates with fire and energy weapons, while keeping them competitive with weapons that cause bleed.

5
General Discussions / Courier 6! How were you moving so damn fast?
« on: April 04, 2015, 01:11:10 PM »
Is it a combo of 10 ch move speed module and voodoo?

Because that was off the charts, I was expecting people to show up, but not supermen! :D

You surprised the shit out of me and I freaked out. Well played.

6
The Lobby / Needler/Ammo bleed
« on: April 04, 2015, 10:51:29 AM »
The Needler has 2x Deep Wounds, but the gun itself has no bonus bleed damage, and the ammo it uses (HN AP) has no bleed percentage.

Could the ammo be given a high bleed percentage (40-50%)? And the gun get a small bleed bonus to utilise these weapon perks a bit more?

7
General Discussions / Crotch vs Head shot
« on: April 04, 2015, 09:40:15 AM »
Currently crotch shots are not only cheaper to perform AP wise, but also have a +20% bleed damage bonus, the only difference is the chance to wind for crotch vs the chance to disorient for head.

Is there something planned but not yet in place? Because this just seems like a strange mistake if not, cheaper AP for more damage (bleed).

8
Bug reports / [Reroll mechanic] Kamikaze perk?
« on: April 02, 2015, 06:42:30 AM »
When rerolling with "~give me the chocolate" a trait called kamikaze appears near the bottom, but it is not in the registration screen or in the wiki.

When chosen it gives and "error" entry under traits.

9
The Lobby / Crits
« on: March 27, 2015, 10:42:49 AM »
Getting a decent crit effect seems harder these days (or maybe it always was?), Even with knockout strike (or double KS) weapons I rarely see K.O.s for example. With the recent nerf to targeted crit damage making such a large difference, maybe the chance for a crit effect on targeted shots could be increased a bit to compensate some value into spending the extra AP per shot, and restoring some of the value to choosing specific body parts to target.

A quick way would be reducing the starting critical special resistance from 35 (at 1) to 25 or 20 and or lowering the value of the perks by a bit (by comparison, weapon handling only gives +2 equivalent stat bonus, while crit resists give 5x the stat bonus for example).

Another way could be to increase the special critical resistance bypassing weapon perks (e.g. increasing knockout strike to 15 or 20).

10
General Discussions / Are there any incoming changes to SMGs?
« on: March 27, 2015, 08:39:37 AM »
After seeing all the changes to weapons recently (especially the pistols, which are really great now BTW), the SMGs look pretty lackluster, were there any plans in the works for them that I missed? Or have they been overlooked for now? I know their ammo's have changed, but there are very few weapon traits and what looks like no changes to their perks (specifically the sterling and the silenced uzi).

It's be nice to see some of the new traits on them, like dijbouty shooty etc.

11
The Lobby / Reduce weight of mines/beartraps
« on: March 27, 2015, 08:06:07 AM »
As a sneaker almost all other gear can be given to teammates to hold, but if you are a sneaker setting the traps it becomes tedious or very wasteful or very dicky (switching armors when trapping etc) to properly utilise traps.

I know it's not a common enough thing to worry about too much, but I'd like to be able to carry at least a couple of traps around with me as a sneaker, at 5kg a piece it's just not worth it to do so. Maybe drop them down to 2kg (or is it lbs?) or even a bit less, so they aren't such a huge burden ;)

12
Suggestions / Dragunov SVD and SVDm
« on: November 16, 2014, 06:53:51 AM »
I'll assume the wiki's info is off on the SVDm as if it is correct it seems like paying to downgrade it, I haven't seen one in game for a while either, but either way, the Dragunov series of sniper rifles are some of the hardest to unlock (with the M being the final rifle), but least utilised SG snipers.

In comparison to the M1c (seemingly the strongest alpha striking SG sniper in game currently), the SVD loses substantial damage (15min and 20 max damage), range and bleed chance for a gain of 5 more bleed damage for 10 less AP per shot.

I know they have different ammo and different perks, but the M1c arguable still wins out as the better off rifle in both regards.

Here is my suggestion for the SVD and M snipers

SVD dragunov;

Damage 55-65
Bleed chance 90%
Bleed Damage 90

Ap cost 65

Perks;
Hit the Gaps
Piercing Strike
Better bleed
Blinding strike
Bonus Rate of Fire

With the M series adding extra range (6x scope traded for an 8x scope should at least give scoped x 3), and an increase in bleed chance resist. Possibly swapping some perks too.

I know it is a bit basic to compare snipers like this for a level of even-ness, but these stats make the rifles similar in potential, not including ammo effects.

13
General Discussions / Trait and Skill reroll
« on: November 08, 2014, 10:02:54 AM »
Not trying to rush or be demanding, but I heard mention of the reroll mechanic being extended to traits and tagged skill selection.

Is there a plan to do this anytime soon or would I be better off manually restarting if I wish to choose a second trait or switch my tags?

I really fear starting from level 1 again though >.< getting XP at low levels can be a slow and frustrating process at times and a lot of effort has gone into this character (who is in fact a third build from before the reroll mechanic, I have another level 6 and another level 24).

14
Game Tips & Guides / Primary skills effectiveness over 150
« on: October 24, 2014, 04:25:35 AM »
I don't know where but I heard that increasing a primary skill between 150 and 250 increases the damage dealt by that class of weapons (around 30% bonus damage). Is this true?

15
Suggestions / Stealth item perks
« on: October 23, 2014, 04:42:37 PM »
This is a pretty big suggestion mechanics wise, but still just an idea, so go easy :p

The first and smaller part would be to make the traits or perks on the actual stealthboy item unlocked by the stealth skill, and adding some of the generic stealth weapon perks to it instead (maybe a weaker silent death at 200 for example).

Secondly and in conjunction with the first part, removing the sneak skill requirement on sneak weapons for their perks, and return it to their primary father skill, leaving the ability to sneak attack with the weapons and their sneak related and beneficial perks as their connection to the skill.

Thirdly and lastly, adding a benefit, either perk(s) or trait(s), on leather armor types (leather armors and leather jackets) which are unlocked by sneak. I thought one of (or both) the Ghost variants would fit perfectly on armor for 150 or so sneak skill, but for higher level sneaking (200) you could add a perk that reduces the armor bypass penalty when in desneak penalty on leather armor, even just the first hit for example, and a perk on jackets that halves a sneak weapons reveal time, but under a condition, like within 5 hexes of a wall etc.

Again, just ideas or considerations from a bored fellow, discuss or let them die ;)

16
General Discussions / Sneak weight limit discussion
« on: October 19, 2014, 05:35:01 AM »
Without going too far into reasoning and explanation and creating a textwall, I feel this mechanic in it's current state makes sneak management frustratingly annoying, even with the assistance of a compliant packmule holding all of your spare weapons, meds, ammo, traps and SB energy, if you can find one.

Being unable to spam loot while invisible is a good nerf, but picking up a few extra kilos shouldn't cut your sneak time in half several times over.

9.9 kilos as a threshold cuts down the capabilities of even a short ranged or melee sneaker substantially, and lets face it carrying huge amounts of SECs to counter SEC drain rate is backwards and not a smart tactic in practice.

My opinion; the threshold could start at 15 or even 20 kgs to open up more options for starting sneak item builds, but also I think that a lot of the smaller misc items and lighter equipment need a bit of a weight overhaul, not just for realism sake (like the 2 kg springs ::) ) but also for gameplay (mines and beartraps for example are far to heavy to ever attempt sneaking with).

What are your thoughts, positive or negative, on the sneak weight restrictions specifically?

17
Suggestions / Hunter trader
« on: October 18, 2014, 08:47:57 PM »
A new trader in each of the faction bases that sells "hunters" gear at a high price, his inventory could include;

Pelts of all varieties, chitin scraps, knives, bear traps, fibers, wood, basic leather armors and jackets, stealthboys and stealth guns.

In return he could buy high condition knives, stealth guns, stealthboys, bear traps and leather armors.

There are times when hunting for these mats personally is fine, but many times where convenience would be appreciated. The traders at the front of the bases and even the high reputation trader at times have these kinds of materials but it is infrequent and random, and I thought it would be nice to have an option to buy them in relative bulk (at a boosted price).

18
Suggestions / Events in the core, PvE and PvP combined
« on: October 18, 2014, 08:32:49 PM »
What if there was the chance, for the non ZC maps to spawn "events" occasionally which last for a certain amount of time, have objectives and reward players for getting involved in some way.

For example; All factions receive a message (at the top of the screen I guess), that states something along the lines of; "raiders are gathering at Warmart, take out their forces before they turn into an army" or "a supermutant force is experimenting with FEV at the hospital, stop them and recover the experiments before they complete the task".

From there, all factions have the same amount of time to respond, but it is their choice of how many people they bring, what types of weapons etc or whether they will attend at all.

When the timer runs out or all objectives have been met, the event "ends" and all participants are awarded for the objectives they have accomplished (damaging specific NPCs or objects for direct points to the players who did, or granting a whole team bonuses for items collected by 1 member or objectives completed etc).

There could be some really interesting and funny events, dependent on their location and "lore", and it could force action from groups when there is no ZC going on, being that they are NPC or moderater started, not player started (It also deters camping somewhat, as you wouldn't know if you are the first faction to arrive, and camping wouldn't get you many if any points either).

19
Suggestions / Lowering base critical resistance
« on: October 15, 2014, 02:30:08 AM »
35% is quite high for a special at 1, what if they started from 20% instead?

Or if the high/low points of a special increment it's critical resistance more, say it starts at 10% for all special resistances (indicating an extreme weakness) at 1, +10 at 2, +5 from 3 -7 and +10 again at 8-10.

This would render even people with 10 CH unable to fully defend against what they are weak in, even with the related resistance perk added on top of that they will not be perfect. (10 + 50 + 25 = 85)

Also it will deter min max building even more, by giving such harsh penalties to low scores in combat.

Just an idea anyway.

20
Suggestions / Smaller scale ZCs
« on: October 10, 2014, 04:35:05 AM »
Smaller areas (for example gates and sewers) that can be captured and held by a faction for a much smaller bonus (no patrolling guards etc), but the main point here is that;

Instead of a minimum number of players required, there is a maximum limit to how many can participate in these smaller battles.

Say the maximum is 6 players to "take control" of the south east sewer exit (not exactly a glamorous location to take, but useful in ways surely). If 7 or more players of a faction are in the area they cannot start the ZC until enough leave that only 6 remain, once started only 6 members of opposing factions could enter also, all others would not be able to enter the grid while the fight is on.

Now to combat larger teams just camping the exit with a dozen more fighters, these battles take place on world map exit grids, so the winning team can choose to leave immediately after the battle. To avoid grid shenanigans in battle anyone who leaves while the ZC is on, will not be allowed re-entry, but will still count as an entrant for that factions maximum. to combat waves of "reinforcements" waiting to enter when the battle ends, a 1-2 minute delay before the ZC actually ends could occur, so new players can't just come in and clean up the victors.

So it is however many teams, of somewhat controlled size, fighting to the death or until one party flees. Different areas could have different maximums to give some variation (and even variation in the odds, perhaps a party taking an opposing factions gate has a maximum of 8, while that grids faction can bring 10 etc). Smaller teams can use fights like these to hone their skills and tactics without fear of being completely swarmed, It will also give smaller groups something to do when the larger numbers are asleep.

TL/DR? Is it possible to add ZCs with a maximum number of entrants per faction, alongside the larger, minimum entrants ZCs.

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