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Messages - GroeneAppel

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1
Suggestions / Re: Sneak bandaid further improvements
« on: October 05, 2014, 04:07:03 AM »
Give bluesuits a penalty and im fine with it.

2
Suggestions / Re: Scopes in hands to increase view range
« on: October 05, 2014, 03:56:40 AM »
Good idea, keep it in active hand and its a fair suggestion.

3
Suggestions / Re: The PvP SMG You'll die for!!!(and from)
« on: October 03, 2014, 07:02:03 PM »
New equipement is always nice. But the problem at hand are SMG's themselves currently simply being underpowered. It's better to fix that issue instead of adding new gear.

4
Suggestions / Re: BG Sniper Balance
« on: October 03, 2014, 01:13:52 PM »
I have a much better idea, just increase the firing animation time.
Can I get a survey of sniper specials and how many of you dump AGI? I might tie aimtime to AGI.

maybe should add a trail for bullet (like halo sniper rifle) like Gauss rifle have

I just might. It was originally the plan 8 months ago but I merely forgot.

I'd assume that the average sniper rolls with 10lk. I personally haven't dumped AG, but that's because I made my char on day 1 and simply never changed it. But with the current state of the game most people i've talked too seem to enjoy making AG a dumpstat, no matter their build.
Tying aimtime to agility will certainly make a (both SG and BG) sniper think twice about dumping AG, though that still won't be any incentive for other classes to get some AG. perhaps attach deploytime to AG aswell while you are at it? Though i'd rather see the runspeed of those with low AG lowered, but that's for another topic.

5
Suggestions / Re: BG Sniper Balance
« on: October 03, 2014, 09:57:47 AM »
I have a much better idea, just increase the firing animation time. Keep damage etc as it is. But just make the aiming timer twice as long.

This way you can seperate SG from BG nicely aswell. SG specializing in taking far quicker shots, while doing less damage versus the slow but lethal big gun snipers.

6
Game Tips & Guides / Re: Pistol Builds
« on: October 02, 2014, 07:16:21 AM »
You could even consider dropping 2-4 luck and going entirely unaimed shots (with high int for base crit chance and maybe living anatomy too), with the amount of shots you can put out with a pistol and the lack of aiming delay, you would be a powerhouse gunslinger.

3 5 7 4 10 7 4

That would be a one way ticket to a gimped build. Remember to take your opponents crit resistance into mind. Your base crit - their crit res is your actual % to crit. That 40% base might seem high, but its closer to 0-10% when you take your opponents crit res into mind.

In addition, you would throw about your own crit resistance by going low luck aswell. Great way to become a prime target by 90% of the opponents team: namely snipers.

I won't touch the topic of sneaking for now. Since the sneaking mechanics seem to be subject to changes soon.

7
Game Tips & Guides / Re: Pistol Builds
« on: October 01, 2014, 02:25:15 PM »
with 10 CHA you can get 40 sight range so no PE needed, and you also can get like 100% crit AG and ST resistance added to your base res. That kinda solves all problems with the lack of special pts. And yes IN gives more crit % than LK, but without 8-10LK your critrolls are too random to rely on them(they are always random but by my experience with 9/10 LK you can rely on them kd/ko/crippling/etc the target)

You are correct yes. I played around a bit more, and going with 10 CHA is completely viable (and actually the best choise) if you have a squadleader that can roll with +sight, +critical str and +critical agility. Though I wouldnt cut on perception due to the negative ranged modifiers you will be getting. In addition, you dont want to lose out on critical perception%, getting blinded is always painfull.

3/4/4/10/8/1/10 would be a viable tactic. Keep in mind, even if you go with 1 agility. You will STILL have more than double the resistance to knockdowns compared to a regular player with low charisma. Assuming you have a squadleader. Your biggest weakness would be your HP. so consider shaving a point of int and luck to get that up a tad. But afcoarse, your squadleader could simply go for +hp, crit ag and crit str to make up for that.

8
Suggestions / Re: Private base cleaning.
« on: October 01, 2014, 12:17:11 PM »
I would much rather see some (caps paid) option to have your base cleaned and items put into specific lockers. Would save allot of time sorting things out and more time for pvp.
Nonsense, everyone has their own sorting system.
Add the possibility delete useless items and objects from private base.For example - use Science on object and it deleted.
Trash can that delete items every period of time maybe? x)

Yes they do, but for those who don't care for spending hours going through trash it would be quite a welcome addition.

9
General Discussions / Re: Smoke from the Grenade disappear too fast
« on: October 01, 2014, 07:54:51 AM »
smoke grenades are already Overused by those fucking sneaker gifted assholes throwing them around, if they disappear faster now then that's a good thing

That's a problem related to sneakers, not smoke grenades.

Smoke grenades themselves could use a buff, perhaps a larger AOE aswell. Anything to prevent sniper lines.

10
Suggestions / Re: Private base cleaning.
« on: October 01, 2014, 07:50:15 AM »
I would much rather see some (caps paid) option to have your base cleaned and items put into specific lockers. Would save allot of time sorting things out and more time for pvp.

11
Game Tips & Guides / Re: Pistol Builds
« on: October 01, 2014, 06:54:05 AM »
Not that much room for a tank SPECIAL if you roll with 10LK and high int.
If you pick 8 int you will be capable of hitting 250% SG + 150% in two secondaries. Making it a very viable character to level after the softcap.
This does mean that you won't have to much room for other SPECIAL. You can either rely on having a squadleader that grants defensive buffs or roll with 1 CHA and get yourself a decent STR, END and AG. While AG is fairly usseles it does offer you knockdown resistance. meanwhile STR offers you knockOUT resistance. So pick whatever you consider more important and go with that.

It's probably best to roll with enough str to handle your pistols without weapon handling, and ensure that you don't go <5 AG or something close to that. End can be sacrificed a tad if you dont mind losing out on 20-40hp compared to others.
Something like: 5/4/5/1/8/7/10 could work or: 7/4/5/1/8/5/10. Yes that is much more STR than you need for your weapons, but that doesn't mean much in a gameworld where a knockout results in your death 9 out of 10 times. Knockdowns are dangerous for smiliar reasons.

Last but not least, if you have a good squadleader that enjoys defensive buffs, you could roll with: 3/4/5/5/8/5/10.
Do not underestimate charisma, it can be considered OP if you apply the right buffs in the right situations.

12
Game Tips & Guides / Re: Sniper with 5PE?
« on: September 29, 2014, 01:35:33 PM »
5 pe is to low in my opinion. I would go with 7pe and then take four eyes as trait.

13
Suggestions / Re: Reworked ZC Mechanics
« on: September 28, 2014, 05:23:48 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.

14
Suggestions / Re: [PVE-Perk]Gun runners expert
« on: September 27, 2014, 07:58:31 AM »
This one is actually decent and usseful.

15
Suggestions / Re: Mauler armor
« on: September 26, 2014, 03:21:03 PM »
What a terrible idea. Please think things through before you post them.
How would somoene aim such a crazy device? In addition, you lack the length your arm gives you. So I can't possibly see this abomination as effective.

16
Suggestions / Re: Reballance critical shoots
« on: September 25, 2014, 04:07:55 AM »
I'm going to disagree here.
Crits do absolutely nothing if you actually plan your build properly.
For a good tip, I advice people to invest in charisma and a good squad leader. I'm even willing to say that charisma is the most OP SPECIAL stat in the game.


17
Suggestions / Re: Big Energy Weapons
« on: September 24, 2014, 07:16:16 AM »

Trust me, it didn't end that good ;D.
p.s.
Image is from TLAMk2 weapon Hyperboloid. There are a couple more of those, but I think you get the idea.

Those things were the opposite of what MGs are now. The first few seconds when the wielder has lots of AP they dish out a ton of damage, but after that they are fairly slow firing.

They were so broken not just because of the weapons themselves, but because they went along with some seriously overpowered characters. That's what happens when devs get greedy and allow people to go full p2w in trade for donations.

What I would enjoy seeing is some form of anti camp/area denial weapon for EW. Perhaps something like a tesla rifle that slowly damages everyone in an area. Weak in direct damage, but great as a tactical tool.

18
Game Tips & Guides / Re: Gifted - When i should pick it?
« on: September 22, 2014, 11:20:47 AM »
I personally dont see any use in taking gifted ever. It's a sureway to gimp yourself. Perhaps if you wanted to do a jack of all trades build. But even then, with the skill bleedover it most likely is completely usseles. Just stick to tagging.

19
Suggestions / Re: [Weapon perk]Mexican style
« on: September 20, 2014, 06:56:18 PM »
No thank you.

In any case, instead of making a seperate thread for every little suggestion you make. Please make one big thread with all suggestions together.

20
Suggestions / Re: Remove RNG from First Aid Kit and similar items
« on: September 20, 2014, 08:33:20 AM »
Or alternatively, just like stealthboys. Have people reload the things in some way.
Energy cells could work fine. For the sake of balance.

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