Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - mAdman

Pages: 1 2 3 [4] 5 6 ... 33
61
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 10:12:03 AM »
Hmm, so a sneaker with 10 pe at night gets reduced to 3 pe at the darkest times? Ouch.

62
Changelogs / Re: 01-04-2015 Changelog
« on: April 01, 2015, 09:18:18 AM »
I'm finding it difficult to understand what nailbrain is saying.

So simian doesn't work as intended and the new scope FOV nerf is too much?

Tunnel vision with a scoped weapon just seems a bit strange to me though, is it implying that we are running around with the scope at our eyes the whole time? Or is it directly attempting to nerf four eyes? Maybe tunnel vision should apply only when standing still instead (same with the scope vision bonus)?

63
Suggestions / Re: The Shrekoning
« on: March 31, 2015, 04:07:59 PM »

I was gonna say that the green stimpack makes you extremely resistant to bleed and boost your critical resistant by 40% but you lose 40 Action points, your AP regen+ goes down by 7, AP regen drops to 8 from 10.

As for your suggestion on alcohol, 25% is not a major difference :P The player is basically losing only 1 weapon perk for such a huge bonus.

A crit resist boosting drug could be cool, as a class A or B. The problem I have with that is I feel crit resist rates are already too high, a 40% boosting drug seems like way too much, also reducing flat AP too much as a penalty will just render such a drug useless to a lot of builds (or more specifically hugely buff only certain builds), I think the heavier ap regen penalties work better. But it looks like we had about the same idea there :)

As for alcohol, I thought skill reduction because I feel an effect of alcohol would make you lose some of your shooting finesse at least. Maybe -25 skill and a flat -10 or -15 to hit on top of that (reducing the usual 95% to 80% etc), then granting a bonus to resisting critical temp effects (suppressed winded etc). To go a step further alcohol could also reduce bleed resistance but increase DR by a little (5%ish), to simulate the numbness and heightened blood flow that comes with drinking. But that might be too many effects to even attach to a drug really.

64
Suggestions / Re: The Shrekoning
« on: March 30, 2015, 12:47:53 PM »
Bomba Blot Clot seems a bit too powerful as in most ZC situations, you can take cover to regenerate AP so it's almost 80% free reduc dam from bleeding most of the time.

Liquid Courage seems nice, do you mean if you have 250%, you go to 225, making you lose 1 perk ? That could be nice, but the bonus should be viable (not OP, but useful). Hard to tell without tests I guess  ;D

Yeah enough to lose a perk and maybe some accuracy for lower levels, if it was a common effect (e.g. if all alcohol had it) the resistance values just need to match the trade off somewhat, though I'm not sure if it is an overpowered concept.

The blood clot item's values could be lowered too, dependent on rarity etc, but it could be nice, like you say people generally run to cover, which is smart and an item like this promotes that kind of play (doccing yourself or calling for a doc just for bleeding can be a bit OTT at times), and as an item specific to anti bleeding its AP cost would be low enough to merit usage.

Just thoughts really anyway, I like the idea of the double walking dead bonus drug too that's pretty cool.

65
Suggestions / Re: The Shrekoning
« on: March 30, 2015, 10:18:26 AM »
Well, I'm not sure about what Niamak is talking about, I must have missed that one.

But the green stimpak; How about something to deal with bleeding? An easy use item that partially deals with heavy bleeding for a short time, but also has a negative effect, for example;
Bomba Blot Clot; Reduces bleed damage by 80% but halves your AP regen rates for 10 seconds.

And for the blue juice; Liquid Courage; Makes you very resistant to temporary effects (like winded, suppressed etc) but reduces your primary skills by 25 (to be honest though that is how I feel alcohol should work in general, that looks a little more special than regular alcohol).

66
General Discussions / Re: Are there any incoming changes to SMGs?
« on: March 30, 2015, 09:57:46 AM »
Well the Uzi and the Sterling are both cool weapons (concept and looks), but a silenced Scorpio sounds great, I'm sure it will fill the role.

It would be sweet if the Uzi fell into the category of a second silenced pistol, but having the potential for automatic firing as well. It would be a shame to see the Uzi go either way, hope it can be kept and made useful.

67
General Discussions / Re: Are there any incoming changes to SMGs?
« on: March 28, 2015, 01:52:41 PM »
That's fair, I have not actually had a close look at the scorpio yet.

Are you planning to keep both the silenced SMGs? Or are they in the list of SMGs to be gotten rid of?

68
The Lobby / Re: Crits
« on: March 28, 2015, 03:56:15 AM »
Can't you just disagree without being condescending?

One of the main points I am making is that both the starting crit resist rate and crit resist perks (as they are so heavily weighted) are very high, for the perks it makes their value so much higher than a lot of other perks.

Edited for the sake of friendliness  8)

69
Suggestions / Re: Tesla armor "electrified" trait
« on: March 27, 2015, 08:59:59 PM »
had this idea for a long time:
how about - "with X(33 for ex.)% chance will reflect any EW attack to another character". Not sure if it will be easy to implement :P .

That would be hilarious if possible, but might just hurt EW builds if there's a chance someone is wearing gear that potentially means you will be shooting yourself or your teammates.

I was under the impression that tesla was already tough vs EW, to add a bonus like this you might want to reduce its resistance against them first.

70
The Lobby / Re: Crits
« on: March 27, 2015, 08:45:23 PM »
Well if you want to be a dedicated critter you'd need ~120% crit chance. So luck and int 9 or 10. Way it should be for a dedicated char. This way you can for example rely on cripples in combat. Lowering base resistance will punish the 'grunts'. You won't really notice 135 or 125 crit ag. But you'll surely notice 75 or 65 crit ag.

So: if it ain't broke don't fix it. If you want to crit, roll a critter :)

BTW: ATM you need 135% crit SPECIAL to be invulnerable. But its a sacrifice to dedicate 1 buff and 1 perk.

10 luck and 10 int build btw...

Aiming for crit effect is more about guessing opponent builds and active leadership modules nowadays.

Simple examples : if you see a close range character with high HP, he will most likely have low PE, so blinding him will be easier. If you see a low max HP character, crippling him will be easier. Leadership modules add another layer of mindgame over that.

I agree, it is a guessing game, which is fair enough, but even so with the way it is, if you see someone with lower health, there is a good chance his crit endurance will still be near 100, so shooting legs/arms isn't really worth it unless you are carrying a specific gun or build (trick shooter etc).

I love how they have done this system, but these values just seem too high, making critical body part effects negligible if you build around them, that might not sound so horrible, but you are cutting out the crowd control effects in game that not only 10 luck snipers with specific builds and weapons should be able to take advantage of.

And in a team game, where these effects are just 1 (or a couple) doc away from being removed, they should really have a place. Most of the time i fear dropping my weapon more than crit effects (with the exception of KO, I admit, I fear KO the most) as doccing is easy, but losing your gun can mean the end of your combat effectiveness.

71
General Discussions / Re: Are there any incoming changes to SMGs?
« on: March 27, 2015, 08:35:47 PM »
I hope they bring back one hexing with SMGs :D

Honestly I wouldn't. But a perk or something added specifically for "1 hexing" would not be so bad in my opinion, something like;

Point Blank Bandit; At a distance of 1 hex, all burst weapons deal +40% damage and all single shot weapons have +2 crit strength. (requirements; Level 21)

72
The Lobby / Re: Crits
« on: March 27, 2015, 08:14:03 PM »
Hmm, But 105 is the max without leadership buffs right? If the values were reduced a bit it would mean that even dedicated tanks can only prevent so much, or that they have to sacrifice other charisma buffs to reach over 100.

There is only 1 gun that I have seen that has 2 knockout strikes for perks for example, 2 weapon perks designed to amplify the frequency of KOs, and that doesn't even cut through a single crit special resistance perk (20 vs 25).

It just seems to me that the crit resist perks are very very strong and are must haves really because they give so much stat bonus value for what they do, the perks would still be hugely valued if it was only 20%, even more so if the base crit resists were at 25. You would need to have 10 in a stat and a specific perk to take you to 85% resistance (which is huge btw, I think we have been spoiled by being able to resist effects at over 100% of the time, resistance 85% of the time is really tanky enough right?).

I'm not trying to make crit builds "OP" or anything, honestly to me the values get way too high way too quickly and it renders the choice of making specific aimed shots for specific reasons not worth the extra AP and aim time.

In another example, specific to me, I have been trying a very squishy character build, but by taking the crit resist perks I am able to overcompensate for my terrible stats, 60% resist chance on specials that are only 1 is just too high to me, I would be happy to have them drop, even though it would mean that much more hurt for me specifically, it seems more balanced that if you want to dump a stat, your resistances from that stat should suffer a great deal, if you choose the perk to compensate, then you change terrible to average etc etc.

73
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).

74
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.

75
The Lobby / Re: Machete
« on: March 27, 2015, 08:21:58 AM »
I really don't like to see before-human-history weapons to be competitive with last and best technological weapons and often be much better them.

Maybe it's a power machete?

But srs, a machete has always been a deadly weapon, obviously it lacks range, but if you get hit by one...

Of course if you are wearing fancy future armor, a machete might not be so bad.

76
Suggestions / Re: Weapon Trait Suggestion
« on: March 27, 2015, 08:12:24 AM »
You're right, I think most of them use the 8x scope too.. I'll just edit my post..

77
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 ;)

78
Suggestions / Re: Weapon Trait Suggestion
« on: March 27, 2015, 07:44:11 AM »
Well, technically everything without a scope would be iron-sighted, but even so would a hit penalty even effect someone with 250 skill? Because if not then it is only a buff really.

Although... Some of the smaller scoped weapons would be awesome with a benefit like this, so instead I propose;

Weapon trait "Quick Scope"; medium ranged scoped weapons have no aim time penalty (when performing aimed shots) but max at 75% chance to hit a target.

79
Changelogs / Re: 24-03-2015 Changelog
« on: March 25, 2015, 01:45:38 PM »
Team deathmatch was really fun.  8)

Yeah could have played it for hours :D

It was fun, Though I did terribly, as I was halfway through rerolling my guy when the DM started lol.

Personally though I liked the free for all better, even though it was unintentional. Maybe a couple more teams can be added (4 teams like the 4 factions)?

80
Suggestions / Re: Balance issues
« on: March 23, 2015, 12:34:13 AM »
Well, not that it is at all on topic, but I haven't had a lot of time to play anything lately. Came back here recently to see all the new updates and changes, and will probably be playing again soon. I guess I'll have to see what the players numbers are like at different times of the day, if they are small, then I can at least playtest a bit.

All of this is not to say that I haven't participated in ZC in the past though, as I have many times. And this specific problem I assume, has not changed that much.

Pages: 1 2 3 [4] 5 6 ... 33


SMF 2.0.2 | SMF © 2011, Simple Machines
Simple Audio Video Embedder - Theme by Crip