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Messages - Niamak

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501
Suggestions / Re: Reworked ZC Mechanics
« on: September 28, 2014, 06:37:26 AM »
My biggest issue with ZC is the waiting. It takes forever to cap a zone. And it especially sucks when some faction runs in with a few sneakers at 30 seconds remaining and snipes a single person for a few points and claims the zone.

You must understand waiting 20min on 1 zone or 10min on 2 zones is pretty much the same thing. You still have to wait for opposing faction. Players need time to regroup before you can expect some retaliation. Realistically, it takes around 10-15min to form a response team.

If your goal is just to capture zone and not to fight, well you can just abuse the multi cap trick.

502
Game Tips & Guides / Re: Scorpions Eggs
« on: September 27, 2014, 09:02:32 AM »
Scavenging in the core

503
General Discussions / Re: SMGS are useless?
« on: September 27, 2014, 09:01:01 AM »
Another problem since INT is so important for skill point and crit chance, you are better off with a crit weapon and burst/full auto mode obviously doesn't crit.  :'(

504
General Discussions / Re: SMGS are useless?
« on: September 27, 2014, 02:47:45 AM »
Don't forget light and heavy machine guns :o

505
Developer Corner / Re: Sneak
« on: September 26, 2014, 05:51:47 PM »
- (~25%) reduction to total vision instead of flat 3 PE.

Might as well go blind...  :o


Don't forget Sight Range reduction for the sneaker, you can't see him but he also can't see you unless he has max PE and sight range perk.

506
General Discussions / Re: SMGS are useless?
« on: September 26, 2014, 10:21:00 AM »
I can two shot bluesuit with sterling smg hollow point ammo, so OP. :o

507
Suggestions / Re: Needler Pistol fix *Input wanted from all players*
« on: September 25, 2014, 11:37:21 PM »
Make it a crippler or crit weapon because it already has better critical perk. Sneaker needs more support weapon, not just full auto smg.  :'(

508
Suggestions / Re: Cone-firing (hex shooting) available to more/all weapons?
« on: September 25, 2014, 12:02:39 PM »
friendly fire for sniper plz  ;D

509
Changelogs / Re: 25.09.2014 Changelog
« on: September 25, 2014, 11:47:02 AM »

510
Changelogs / Re: 25.09.2014 Changelog
« on: September 25, 2014, 09:11:39 AM »
How new players / new chars likes the system where other players have 2 more combat perks and 200 % skills

I bet they love it, same way i do.

If You guys remeber 2238 from 2009 You should know that wipe is needed and You have to do it soon*

Mean while You will hear a river of tears from nabs and other players who werent able to get 2 more perks or max skill cap with Gifted chars.

good luck !

Will you make a new forum account every time to cry about changelogs ?

http://fonline-aop.net/forum/index.php?topic=1404.msg9536#msg9536

511
Changelogs / Re: 25.09.2014 Changelog
« on: September 25, 2014, 06:09:55 AM »
plasma cannon is love, aim dat shit tribes ascend style

512
Changelogs / Re: 25.09.2014 Changelog
« on: September 25, 2014, 06:03:45 AM »
Well i think forced reroll was and still is the alternative to complete wipe, dev's choice. I guess they are working on full proper reroll with trait perks and shit.

513
Suggestions / Re: Reballance critical shoots
« on: September 24, 2014, 09:04:03 AM »
Does critical resistance actually work ?  ::)

514
Developer Corner / Re: Armor Class mechanic
« on: September 24, 2014, 03:53:47 AM »
AC is awesome, you now have to choose between standing still for AP regen or moving around for evasion. Small mobile skirmish groups become more viable not just the traditional toilet control and sniper camp.

I feel AC bonus from AGI is too low and Dodger bonus is too good. 10 agi = +20 AC, dodger = +25 AC, you must be trolling.  :-[

Quote
May I ask how much does AC go up naturally when moving? , mine seems to go from a flat 7 stationary to 25 when moving, so is it set to go to 25 or is the bonus 18?

Quote
-> Armor Class while standing still is your luck attribute.
-> While moving, your Armor Class equals to 10 + 2 * Agility + Dodger Perk (if you have it).
-> Perception reduces target's Armor Class roll by 2 * perception.

515
Suggestions / Re: Big Energy Weapons
« on: September 24, 2014, 03:26:56 AM »
Rad SMG for limb shredding ?_?

516
Suggestions / Re: Make doors "breakable"
« on: September 24, 2014, 03:21:11 AM »
Smoke grenade seems to be the best solution as you can deal with the door abuser and rush in safely to clean the room.

517
Challenges & Accomplishments / Re: Challenge Issued
« on: September 24, 2014, 02:37:29 AM »
Some US timezone actions, Awesome miniguns :D

518
Suggestions / Re: Change Repair
« on: September 23, 2014, 09:54:13 AM »
The best way to get material for armor crafting is to science broken armor. So yeah in a way broken armors are used in armor crafting.  ;D (dem brahim skin from broken leather jacket)

I find repairing to be a good way to level up science/engi. My theory : you can repair high tier armor (gain low % dura) even if you don't have the skill level to craft them yet so you get a lot of skill up from it.

519
Suggestions / Re: Traps
« on: September 23, 2014, 06:28:33 AM »
I understand sniping is easier than using grenades then using grenade is easier than traps but eh...

My faction rarely camp in rooms so I have no use for traps. For example, I see family camping in rooms quite often so traps could be useful for them...

520
Suggestions / Re: Traps
« on: September 23, 2014, 06:19:48 AM »
Did you guys really see any traps in action in ZC to be so sure about their usefulness ?

Traps cost about the same as grenades to craft. Traps are supposed to be useful for camping in rooms, grenade are supposed to be good to counter campers in rooms.

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