FOnline: Ashes of Phoenix
Game improvements => Suggestions => Topic started by: SnowCrash on October 17, 2014, 01:48:33 PM
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Problem with buffing 1 hex is that it will make melee chars unviable right?
So, what about making that chars with a melee weapon equipped reduce the 1 hex potential of the attacker (based on HtH combat skill/10)
So a melee char with 250 HtH combat will reduce 1 hex potential by 25%, this way the 1 hex power of every weapon can be buffed from 15% to 25% of the actual values without damaging melee class
And SMG can finally have a decent 1 hex, and still will be countered by melee
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It's not just the 1hex itself, it's the playstyle behind. Everyone running around like erratic chickenm, frantically trying to either 1hex or avoiding to be hexed.
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Its fine for me if that will become the playstyle for SMG, that was the goal of this suggestion.
The increase in the other weapons its just to maintain their current power against melee and not to make it profitable to turn into a 1-hexer. (i don't think that 20% buff will lead to that playstyle for other weapons)
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It's not just the 1hex itself, it's the playstyle behind. Everyone running around like erratic chickenm, frantically trying to either 1hex or avoiding to be hexed.
Nothing wrong with a hexing party xD
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sooo, soo many things wrong with a hexing party.
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I assume this is about 1 hex bursting?
What exactly is the obsession with it? And why does it have to be 1 hex? Why not 5 hexes or within puts a burst weapon at full potential (good chance to hit with most/all bullets)?
If you exclude wide spread big guns that fire dozens of rounds from this, smaller burst fire weapons could prove much more variably useful in different circumstances, and set them aside from the current "best" burst guns.
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I assume this is about 1 hex bursting?
What exactly is the obsession with it? And why does it have to be 1 hex? Why not 5 hexes or within puts a burst weapon at full potential (good chance to hit with most/all bullets)?
If you exclude wide spread big guns that fire dozens of rounds from this, smaller burst fire weapons could prove much more variably useful in different circumstances, and set them aside from the current "best" burst guns.
The obsession with it is all you need to do is get one burst. It makes so every player regardless of stupidity can get a kill. It creates this artificial *skill* that becomes an insanely stupid meta-game everyone loves. One of the reasons I cant play FOnline2.
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No 1hex is one of the best features of AoP imo :)
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Can someone explain to me, as if I was a blond person, what's the actual difference between this mystique one-hex attack and say a flamer burst or a cattle-prod thrust? Is it about damage? Is it that the "1hex" kills all players with one click even if they have good armor, drugs and 350hp and you need two clicks with a flamer/cow-dildo (and some armors can protect from the later)?
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Shooting from 1-hex applies mysterious formula to burst shoot which gives you ability to hit with >90% of bullets and some even believe that gives some positive damage modifier.
At servers with 1 hex combat is happening like this:
https://www.youtube.com/watch?v=wDt1eZQMDMA&feature=youtu.be
Combat mechanics is balanced the way that even if you stand at 1 place and burst all the time, the player who will 1-hex will win anyway. Sometimes even if you're 2. Or 3.
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Shooting from 1-hex applies mysterious formula to burst shoot which gives you ability to hit with >90% of bullets and some even believe that gives some positive damage modifier.
At servers with 1 hex combat is happening like this:
https://www.youtube.com/watch?v=wDt1eZQMDMA&feature=youtu.be
Combat mechanics is balanced the way that even if you stand at 1 place and burst all the time, the player who will 1-hex will win anyway. Sometimes even if you're 2. Or 3.
You got me wrong. I know how it works, and what's the idea behind it (I did play reloaded and 2238) but how is is different from a flamer burst or other short range, high damage attack (like some melee weapons)? For me it looks like we have a 1-hex-like mechanic, only it's not called that way - it's just a guy walking next to you and killing you with a high-damage-low-range attack.
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Oh, well. So the difference is small amount of specialized weapons against all bursting weapons, and thus differentiated classes, I think. So playstyle will be different as well, especially in small quarters because instead of melee and flamer you'll have the half of the team able to 1hex.
You know, Cirn actually suggested to turn on 1 hex for a week for testing couple of days ago. If you really want, I think he is still don't mind.
E.g. currently you can stay 1 hex to the MG without any problem, won't be possible anymore.
This: http://youtu.be/ZMizkziS0fc?t=1m17s never happens at AoP. I don't really miss it.
Yeah, so basically it's toilet control mk2.
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I think that video explains the problem perfectly. Most retarded thing I've seen in a while.
AOP already has a '1-hex' feature in the form of silent death. And that requires such amount off skill to pull off that I think its ok.
I understand the problem with SMG not having a place in the meta, but introducing the Erratic Chicken Dance is not the solution.
I think Madman has a point. Limited range with larger spread would probably be enough to make SMGs playable. To illustrate:
https://www.youtube.com/watch?v=zyPDI84E6YY
As we can see in this educational video Chuck Norris doesn't need 1-hex to fuck people up. All he needs is limited range and large spread.
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From 0:28 it's obvious that Chuck is cheating.
He probably has unlimited ammo and auto-aim either high explosive shrapnel bullets.
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Spray and pray ;D
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Chuck is cheating.
http://www.youtube.com/watch?v=OVcwNoZdDko (http://www.youtube.com/watch?v=OVcwNoZdDko)
Jokes on you, that wasn't even remotely as good as this.
I'm against 1-hex in whole. It's a an Ok mechanic, but it looks too damn silly. I'm not against "testing" it though, maybe even for more than a single week. I remember some people leaving only because there was no 1-hex, so it might just help ;).
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Typical CC in aop killing bluesuites.
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Seen the videos again, and I think I get it now. It's the order of magnitude difference between 1 hex and 2+ hex (200 dmg at 1 hex, 20 dmg at 2+ hex).
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Currently Avenger hits with 6-7 bullets per 100. 1 hex - 90 bullets.
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The characters that 1 hex the most are melee and you want them to be able to resist 1 hex ?
Why not protect the other characters agains't it, let's say the characters that DON'T 1 hex ?
So there would be more balance between the one with the awfull amount of damage, and the one who can't deliver it, but can have a good defense agains't it.