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Messages - mAdman

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21
Suggestions / Re: Open Petition To Keep Rerolls Free
« on: September 06, 2015, 11:54:11 AM »

then stay with one account , its possible in aop to make one build for almost all purposes ... ofcourse u will be more effective with some dedicated build still the mechanincs there for good versatile gameplay , just compare it with other fonlines and u clearly see that. second thing im all in for that alt thing , because if u just want dedicated builds then go level them! or pay for the reroll and get poor after 1k rerolls because u had to reroll after every battle because u play without a team and 1 vs swarm ( really what excuses there to justify current reroll system?). the point is that this rerolls kill all that supposed role stuff plus it kills the need of leveling (going into core etc type of stuff) at some point and then we get what we got now , people sitting in hq and qq about no pvp , no interaction etc. ...

I know, and I likely will stay with one account, but if I can get specific, I personally play a sneaker, but to me it seems selfish to only ever be able to fully effective as a sneaker as a team player in a team oriented game, of course I can pick up a PKS and put on SPA, but it would be silly to do that if there is someone that combo would be more effective on (that may not even be online at that moment etc). If I had a machine at base that allowed me to switch to even just a second pre-determined role (likely a big gun specialist or tank of some description), I personally, as a casual, one account player, would have a vastly larger range of effectiveness.

I don't want rerolls to be something done after every battle etc, the main reason I use them is to test specific variations to my specific build (let alone testing other builds) and fixing mistakes, for that reason alone I would want rerolls to still be available (I'm fine with a pricetag).

As a sidenote;

To me the definition of swarm = 5 guys try to take control of an area and 11 guys show up to deal with them.

Once you see more than double than your full numbers heading toward you, tactics tend to go out of the window in terms of usefulness.

22
Suggestions / Re: Open Petition To Keep Rerolls Free
« on: September 06, 2015, 11:15:54 AM »
I don't understand why some of you seem to want to give the game an even more pronounced feeling of a Hinkley 2.0. Why not simply give away all the optimized builds and let players choose between any of them? It makes no sense at all to me. It simply looks as a cheat code, or like you don't really wanna play anything else than HL PvP.  I don't understand the purpose of having three characters in one either. Why not simply let you transfer experience through your characters? It doesn't make more sense.

It also seems to go against our initial vision of characters leveling up on the battlefield alongside their mates and forces them to hide until max level even more.

Carefully design your character in the first place.

The systems (perks special etc) sometimes work very differently than they do in other servers, there is a difference between knowing what type of character you want to build, and actually doing it "right" or well (or effectively enough to be competitive with others trying the same thing). If rerolls were never available I would have made several new alt accounts with slight changes just because it was either something I wanted to try or something I felt was a mistake when I made the character (and I read the shit out of the wiki/asked questions while planning etc).

Having multiple accounts/characters and thus multiple roles is possible without rerolls, having rerolls just cuts out the middleman of having to level up several different accounts in order to be able to "fulfill more than one role" to full effect.

I know you are saying that everyone can do almost everything to some degree (a purposely built sniper can pick up a minigun and still be effective), but you will still never be as effective in a specific role unless you are built for it, and in the team dynamic, it doesn't make sense to give a purpose built sniper a minigun and putting him at the front of the pack just because you don't have a front line minigunner (that's a pretty general example too, you can never really expect a tanky, frontline big gunner to start sneaking around and scouting).

The reason the slots or profiles idea appeals to me in particular is that I do not enjoy having "alts" at all, and prefer to just focus on one account rather than having to maintain multiple, but being able to fulfill a different role(s) than my particular favorite (to full effect), without having to change accounts to a different character entirely, or reroll my character entirely would be extremely useful.

23
Suggestions / Re: Open Petition To Keep Rerolls Free
« on: September 06, 2015, 07:33:00 AM »
The reason why I'm against having these pre-made slots is what if you want to make a modification to them?

Or if changes are made to the game and you want to switch them up slightly etc, yeah that could be annoying, but the rerolls that exist would still function alongside the "slots" system, so they could still be utilised for alterations and customisation etc.

Perhaps limiting free rerolls by time (e.g. one per week) and by location (i.e. only in room/base) would give leeway for "fixing mistakes" and testing builds and the like, then by forcing excessive rerolls to pay somehow (money, rep, XP) would deter using rerolls as a combat tactic.

EDIT; those "Roll chamber" pics look great Stem +1, very fallouty :) I guess they would go in peoples rooms?

24
Suggestions / Re: Open Petition To Keep Rerolls Free
« on: September 05, 2015, 06:06:44 AM »
Possible solutions:
Perhaps introduction of character states to save a couple of predefined roles is in order.
Say up to 3 per character, and if you want to rewrite one you have to pay.
Of course pay for each slot and only available in your HQ.
The one click re-roll you want with the limited rerolling I want.

Seems like I'm the only one, but I really like this idea, it solves the problem of certain roles going offline and ruining composition, while also allowing the feeling of fulfilling a role and having an "identity" in terms of an RPG like Shangalar spoke about.

Even if it was just a second (already selected) character preset that a player could switch to at base. That way a player has his main class that he enjoys the playstyle of the most while being able to change roles quickly and to great effect. (E.G. If someone played a sniper as his main, he may want a melee tank as his second "profile", or a sneaker may want a tank burster as his second profile, keeping options open for quick and easy team composition switch ups.

Don't get me wrong I love free rerolls, and this server has the best reroll system by far, so I do feel  a bit like, if it ain't broke don't fix it but, it is pretty silly being able to morph into whatever you feel whenever you feel with no restriction.

25
The Lobby / Re: Plasma Grenades
« on: April 27, 2015, 03:49:12 AM »
The idea that they would stick to players was awesome, it would stop any timed explosion complaints and make for an interesting gameplay change.

26
Changelogs / Re: 25-04-2015 Changelog
« on: April 27, 2015, 03:47:55 AM »
- Buffed Pipe Rifle

Game over.  ::)

27
Changelogs / Re: 25-04-2015 Changelog
« on: April 25, 2015, 08:42:36 AM »
Sleep OP

28
Suggestions / Re: Rework crafting recipes
« on: April 23, 2015, 05:02:15 AM »
Yeah they might seem ridiculous, but they have to add up (closely) with their sell/buy cost, XP reward and their combat effectiveness.

It's hard to say if it is too much or not, but from experience I have a pretty difficult time making traps from the looting I do personally.

29
Suggestions / Re: Anti-Tank mines :V
« on: April 18, 2015, 02:33:10 AM »
Well, no one has ever used traps...

Elite level hyperbole.

Nonetheless I will always give more traps a +1 ;)

30
The Lobby / Re: Snipers people don't take to PvP
« on: April 17, 2015, 11:24:07 AM »
There's really only so much room to work with as we categorize each weapon into subclasses.

Subclass of the Small Guns as we see it are:
Small Pistols : Colt, SigSauer, S&W
Large Pistols : 223, 14mm, Deagle
SMGs : Self explaintory
Shotguns : Self explaintory
Battle Rifles : M1, G3, FAL
Assault Rifles : Self explaintory
DMRs : ACOG, PSO1, M21, SVD
Snipers Rifles : MSG, DKS, M1C
Light Machine Guns : BAR, SAW, LSW

I think its easiest to tweak damage numbers because that easily tangible and understandable, the implications are simple, target dies from bullet saturation. But I would prefer if every weapon doesn't just do the same thing.

So, each subclass will have 2 weapons? or 3?

The meta argument will always be an issue, some will consider particular weapons more effective/some weapons will just do "better" damage (for different builds). The weapon perks/traits are what make the biggest difference (weapon range and AP cost/damage obviously also make a difference just not as much).

For example, with the m1c vs the dks. The range difference and AP cost/damage do impact what the weapons are used for, but not as much as the weapon perks, as if you are using an m1c and not shooting a KO crit spot (groin or head) you are "wasting" two of the weapons perks, this basically makes the m1c a headshot (or crotchshot) specific weapon. The perks on the DKS however allow you to take full advantage of all the perks no matter what location of the body you shoot at, with the exception of torso shots, as if you are going to be torso shooting with a sniper, the rifle that has djibouty would be much more effective at doing so.

Personally, the slaughtershot perk is the "best" sniper related weapon perk (meta perk for snipers) as your crit chance is at it's highest when sniping, as you said flat extra damage is the easiest to "measure" in terms of combat effectiveness, and slaughtershot gives the best potential extra damage to someone using aimed shots. That being said, if you are using aimed shots, you do have to choose a specific body part(s) that you will be targeting, and since no weapon with 5x slaughtershot exists, you will likely use the weapon that has other perk(s) relative to your specific target, or the other perks on the weapon with the most slaughtershot perks (m1c) will determine what you will target.

In short; whatever weapon perks/traits that you give a weapon in comparison to other weapons within the same subclass will decide its combat usage and effectiveness, more so than any other characteristics of the weapon (range, damage, AP cost etc).

31
Changelogs / Re: 16-04-2015 Changelog
« on: April 16, 2015, 09:29:04 AM »
Interesting changes, the crit table looks good, headshots are viable again (eye shots not so much). It seems that djibooty shooty and mozambique shooty will make a very powerful combo, we'll see how it goes :)

32
Changelogs / Re: 10-04-2015 Changelog
« on: April 10, 2015, 12:48:12 PM »
I'd blow a door to get an opportunity like that!

Kurwadollars buy much stuffs.

33
Changelogs / Re: 10-04-2015 Changelog
« on: April 10, 2015, 05:33:48 AM »
Epi pen too lol I missed that.

Will this be a no skill item? It makes sense, but it could become quite OP >.< depends how expensive/rare etc I guess.

34
Suggestions / Re: Vision range instead of PE
« on: April 10, 2015, 05:26:16 AM »
Agreed.

Kewl.

And some one with 1PE cant sneak properly anyway

I'm with you on everything but this, I actually tested out a 1 PE stealther build, gave him hawkeyes and a pistol (melee would be the same, probably without hawkeyes), and he is amazingly effective. The only real problems with that type of build is other sneakers.

35
Suggestions / Re: Quickscoper Trait
« on: April 10, 2015, 05:10:12 AM »
I endorse this idea +1

But unaimed cost for aimed shots might be too much, the idea of losing hit chance for the speed of an unaimed shot is probably enough.

36
Suggestions / Re: Burning damage
« on: April 10, 2015, 04:51:27 AM »
Unless the laser blasts etc were directly hitting your wounds the cauterizing argument is a bit silly, also I don't mean burning damage as in the character is on fire (except maybe with a flamethrower etc, where they would be) but instead the after effect of being burned or hit by plasma/lasers, it doesn't stop being painful when the flames go out if someones body catches fire.

Realistically (if it matters) the wounds caused by the fire and energy based weapons would be just as deadly if not more so than wounds from bullets and blades, they should have an after effect like those weapons.

37
Changelogs / Re: 10-04-2015 Changelog
« on: April 10, 2015, 04:28:09 AM »
Cool, cheers for the examples too niamak, that incinerator fire mode looks great.

Those charges look like an interesting addition, will/are they based off the traps skill? Perhaps they can deal damage to people near the door too, based off traps, or have a chance to explode instantly, blowing the door but injuring the person who placed it if they "fail".

I wonder what happens if someone opens the door after the breach charge is set? Does it explode?

Either way awesome stuff, stacking traps is good, but traps visible to squadmates is fantastic

38
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.

39
Suggestions / Re: Burning damage
« on: April 09, 2015, 11:48:11 AM »
Well for the reasons stated (modified by fire resistance, different treatment, stacking with bleed), it is different enough to bleed to be useful.

I also would't see a need to go any further (i.e. bleed #3) as these are the primary sources of damage, even poison deals its own damage and radiation reduces stats.

Seems ok to me anyway :P

40
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.

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