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Messages - mAdman

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41
The Lobby / Re: Plasma Pistol
« on: April 07, 2015, 03:09:18 AM »
Maybe add another bleed effect but call it burning damage, add it to all fire and energy weapons to varying degrees, and boom, the rest of the damage issues can be metered out through that.

Natures peace I would agree should maybe be assigned to specific weapons only, in fact I would argue that it should be renamed to simply "Bloody Mess" and be attached (as a percentage chance instead of the 100% chance maybe) to a bunch of weapons including most explosives.

42
The Lobby / Re: Reduce weight of mines/beartraps
« on: April 07, 2015, 02:44:23 AM »
I understand realistically that bear traps and mines would be quite heavy, and make sneaking difficult (I made the bear trap heavier because realistically it would be heavier, but gameplay wise it is actually much weaker than a mine, and should really be lighter).

But it doesn't work out like that, currently you can carry half a dozen mines and say 500 SEC and you won't lose any sneaking skill at all, you just have to recharge your stealthboy every 2 minutes until you find a place (or person) for storage, which is excessively wasteful unless you are very concise and specific about what you want to do. I'm happy for realism to take a back seat to gameplay in this area, as I said it is a very specific reasoning for the change being that it is only really sneakers effected by the weight system now.

For any non sneaker the weight of traps isn't an issue, they could carry 15-20 if they wanted to, with no penalty, able to set them all up quickly and without interruption, a sneak has to run back and forth between his storage location and set mines 1 by 1 unless he has an unlimited source of SEC.

With the no skill FA kits and doc bags, it is a similar situation, it makes sense that gameplay wise, someone who is sneaking and using doc or first aid, would be at some degree of advantage if he had the skills needed to do so. So someone with only a very high sneak for example (and low FA/doc), would need to carry the more expensive and heavier version of the kit to maximise his healing output, reducing his options for other gear.

Once again I know this is very specific to sneakers, but I don't think sneak weight was considered when most items were given a weight value, as it wasn't important, but now with the SEC cost of sneaking being modified by weight, some items that sneakers need/want/can utilise need a bit of a weight workover.

43
The Lobby / Re: Reduce weight of mines/beartraps
« on: April 06, 2015, 03:08:35 AM »
Here is a quick list of the main items I think could use a weight overhaul.

Item;     original weight;    edited weight

Stealthboy;          1360;  600
Mine;                   5160;  1500
Beartrap;             6000;  2500
first aid kit;          907;   1250 (the no skill version should weigh 250-750 more)
doctors bag;         2267; 1750 (no skill version 250-750 more)
Stimpack;            0;       75
Superstim;           450;   250
Mentats;              0;       50
Voodoo;               100;   125
Afterburner gum;  0;      75
Psycho;                0;      150
Bandage;             150;   50
Tourniquet;          450;   150
Scopes                 500;   x4= 250, x6= 350, x8= 450

44
The Lobby / Re: Needler/Ammo bleed
« on: April 06, 2015, 02:26:02 AM »
I couldn't find any when i went checking before, I assumed they had been removed, I will look again. Thanks Niamak.

45
Suggestions / Re: Zone contesting
« on: April 06, 2015, 01:47:34 AM »
I agree that the 1 man thing can be annoying. Also as 1 man if you go in an out of stealth, you can't contest a zone properly as is, with the timer turning on and off when you stealth.

So I was thinking, to contest a zone being taken, that an opposing faction has to first deal damage to the faction taking the zone, once a player deals damage to a faction taking the zone (not their own obviously) the zone becomes contested until those players leave or die. If you never deal damage to the team taking the zone, then it never gets contested. Also if you reenter stealth after dealing damage, you still count as contesting the zone (until you leave the zone or die as per normal).

46
General Discussions / Re: Crotch vs Head shot
« on: April 05, 2015, 02:13:55 AM »
The wiki has the details of all the crippled body parts except the head, I'm not sure what a crippled head does. Depending on what it does could make the difference between headshots being useless currently and actually being a viable choice.

Also if you have only 1 PE (and 35% crit PE) you probably wouldn't fear a blind result, which sets your PE to 1 lol. Maybe blinding should reduce max vision range instead, so PE 1 people still get disadvantaged when blinded.

47
General Discussions / Re: Courier 6! How were you moving so damn fast?
« on: April 04, 2015, 02:23:07 PM »
Nuka cola? Are you serious or messing with me, I haven't played in a while I can't tell.

Interesting if true.

48
General Discussions / Re: Crotch vs Head shot
« on: April 04, 2015, 02:21:57 PM »
OK, fair enough, I will have to try test a bit I guess.

Would a head shot still have any benefit over a crotch shot when it comes to bypass? Or do you mean the KO chances etc will be better for a head shot than a groin shot?

49
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.

50
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?

51
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).

52
Suggestions / Re: Bloodthirst Activation
« on: April 04, 2015, 08:35:53 AM »
Sorry to necro this post, but I agree, I also wonder if it applies to bleed damage, I have been meaning to try out a build or two with this perk.

53
Suggestions / Re: Perk/trait suggestions
« on: April 04, 2015, 08:21:11 AM »
Beast man sounds like an interesting trade off (obviously as long as faction base NPCs aren't shooting you too yes lol stalker). Though if it were up to me I might change the name to "Dances with Monsters" or "Raised by Beasts". :D

I don't think it would need any more minuses to be honest, there are a lot of neutral NPC humanoids (if you include faction guards too) that would be much worse than the animals around the place, If you really think it needs further reduction, just have it not apply to aliens.

Could make an interesting trait, for sneakers or scouts, who could move through groups of geckos and the like but have to avoid all humanoids (and possibly aliens). Good idea.

The traits post is stickied above by the way, my perks post is lost somewhere below.

54
Bug reports / Re: [Reroll mechanic] Kamikaze perk?
« on: April 03, 2015, 01:05:42 PM »
If it also helps vs disoriented, winded and knockdown effects it might be worth it, but it depends how much really. Running away also gives you the AC needed to evade criticals that can leave you just as open as suppression (in theory).

55
Bug reports / Re: [Reroll mechanic] Kamikaze perk?
« on: April 02, 2015, 11:21:42 PM »
Interesting, I have seen AC save plenty of peoples asses, so I think I would prefer AC over just suppression resistance, I wonder if that is all it does.

56
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.

57
Developer Corner / Re: Time to kill
« on: April 02, 2015, 03:48:10 AM »
moving food healing rate buffs to recover from banadaged state faster.

That seems like a much better idea for food over increased HR, has it been implemented yet? The only qualm I have with it is the idea of combat eating (and people with 5000 sandwiches in inventory) but I can understand it's just a mechanic, and as I said I much prefer that to boosted HR from food.

As for bleeding, I have more mechanic noob questions, such as;

Does bleeding build up like a solid pool of damage that leaks over time? (i.e. if you suffer 3 hits that each do 100 damage, 50 normal and 50 bleed, you will stack a pool of 150 bleed damage that drains out of you and is modified by bleed resistance, and if so, is there a maximum this pool can reach)?

What are the levels of bleeding (light, profuse etc) linked to? Is it the size of the pool? Or relevant to amount of bullets/type of bullets you have been hit by? Or is it how fast the bleed damage is dished out?

I like where you are going with the bleeding side of things, making it an important part of combat is great.

Perhaps bleeding damage could be linked to targeted shots too? As in making certain body parts take less normal damage but more bleed damage.

58
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 07:17:47 PM »
Well something has to be changed because ATM you can make a fully functional max range DSR build with 1 perception that has 100+ sight range. (4 eyes, sharpshooter, mentats and Sight range buff for those interested).

If that's true then that needs a fix for sure. Maybe the sight range module should go? Or perhaps 4 eyes should be changed or removed?

59
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 02:35:05 PM »
It should only effect sight range and not actual PE.

This please, I don't like the idea of losing critical perception if that is the case :)

60
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 10:49:47 AM »
I usually used mentats before this while sneaking, now it seems like mentats are a must have for sneaking even without a scoped weapon, in case it turns to night. The last thing you want as a sneaker is people seeing you before you can see them.

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