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Messages - SnowCrash

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1
General Discussions / Re: A letter to potential developer
« on: December 29, 2016, 01:13:16 PM »
it asks me a quetions "What is the best in life" or something, I googled it still I have no fucking idea



Those noobs...

2
Developer Corner / Re: Perk system changes
« on: December 06, 2016, 08:32:10 AM »
IMO the rearrangement in 3 tiers its a good idea, it will help balancing perks and design builds. For simplicity i dont see much of an issue, fallout players are used to have different lvl requirements so at least for me that is not a big deal. But it can help development and builds diversity

Venomous hands could be moved to the +12 category. in current season you can take venomous+BroF+Silent Hill Death. (Or move SHD as it was nerfed to only affect crits?)

Have ho! the effect will be negated if you have 150 or more in the throwing skill? why not make something like: you get +3(4?) ST for purposes of determining range, speed and damage (melee damage for throwing spears) for throwing weapons

3
General Discussions / Re: Best its ever been
« on: June 29, 2016, 09:15:20 PM »
And go ahead and try to find something wrong with #3:'' no sneakers in CAs/MAs, no wielding assault rifles and machine guns while sneaking: stealth weapons only. Nerf the said sneak weapons so sneakers can realisticly fight other sneakers, but not pvp apes. And there you have it, sneakers fight their information war amongst themselves, while the fighters fight the other fighters. One team have a sneak and you dont? Well they will know your position movements etc and thus get the advantage. And that's it, that's the role of sneakers.....not insta backstab murder anything you see.''

If that happened, there would be fun for everyone and balance between sneaks and fighters. It was like this for ages in Fonline and it always worked, why try to fix what's not broken? Sneakers fight other sneakers to deny the info they would send their team, while trying to stay alive to keep sending info to their own team....Sure they can backstab and finish wounded soldiers if they want, but not head on attack a full health soldier. It's all about doing the smart moves and chosing the right moment etc. Veteran sneakers probably looks at AOP sneaking and lose interest seeing how it require little to no skill/smarts at all.

I can agree with some of those statements, but not all.
First, I dont think sneak should be only able to fight other sneakers. Sneak weapons should offer different options to be used in PvP fights (lure/disrupt/debuff enemies, finish severely wounded targets, etc)
Second, Yes sneak weapons need to be nerfed/adjusted. But they should be able to fulfill different roles. Some weapons should be good against enemy sneakers, Some weapons should be good to backstab, Some weapons should be good to debuff enemies. So a sneakers must choose to be good in 1 or two PvP situations. Or to be good to scout.
Third. I agree that sneaks should be mostly limited to sneak weapons and leather armors. But i say mostly, not “only limited”. IMO penalties should be much higher for heavy armors and no sneak weapons. But a player should be able to use a steal boy with CA and some rifle if he want. But with a little bonus for doing so. (We can mostly agree that majority/or even all big guns are out of the equation)

Why? The best thing of this server is that was the first (and unique) server that make viable most of the different gameplays styles for PvP. (Melee, big guns, flamer builds, spear thrower, sniper, gunslinger, and so on…) And that was because of the developers ideals of what kind of game they wanted to build. They even have to change lot of the base of fallout and FOnline games and think different approaches to fulfill that purpose. And i like what they are building, and how they don't give up when people only say “that's shit just remove it“. So i support the team when they want to make a secondary skill viable for most of the characters. Even if it takes lot of time to get at a balanced state.
Yeah i know, this sound a lot like zootopia “anyone can be anything” :)

Now i think that the third point is the most controversial and will be the harder to balance.
So if it were to me, i would take out that part and try to balance sneak only with sneak weapons and leather armors at first. Then we can gradually add the other weapons (first pistols, then smg, then sniper rifles..) and armors.

4
General Discussions / Re: Best its ever been
« on: June 29, 2016, 02:25:14 PM »
5- So instead of seeing a sneak at 20 hex, id see him at 25.....and then add that extra +25% sneak so it goes back to what? 22-23 hex? Big deal.
You clearly dont know how sneak and wartime works… and here you are claiming you know how to solve sneak… (That change was aiming to reduce sight of sneakers and harsher penalty for not being in wartime mode)

And stalker, i haven't agree with most of the changes done of sneak. I was against heavy armors used by sneakers and think that non sneak weapons should have harsher penalties. Sneaks should be mostly limited to leather armors and sneak weapons. (So yeah probably im retarded for not being able to make some idiot like you not understand that)

5
Suggestions / Re: Sneak rework discussion (public)
« on: June 09, 2016, 12:05:45 PM »
So, it looks like every leather armor will have different purposes.
LJ: looks good for scouts and long range sneakers (while also for close sneakers)
CJ: good for hit and run or chase fleeing enemies
CLC: good for spammers
I like that. Tier and price can be adjusted latter as you said.

Sneaking in heavy armors now is one of the core parts of concept so unlikely to be removed.
I get the intention of make sneak usable by every char (compatible with most armors) as is a support skill and should be an option for most builds (like FA, throwing, and the other support skills).
But what i feel is that the way it works now will end or either having a little impact on no dedicated sneakers (and only used by rich factions to get small advantage), or either making everyone want to use stealth boys due to the bonus. While the second not being necessarily bad, It will be hard to balance and may end making things mandatory to not be in disadvantage (like having high sight to detect enemy first, and have to always use stealth boys to remain competitive)

But i cant talk too much until test those changes.

Another option that i have in mind:
-Only allow jacket sneakers to be full time cloaked (kind of like now)
-Every other armor can use sneak, but for a limited amount of time and with a cooldown on where they can sneak again.
So lets say leather armor can cloak for 60 seconds with a 30 seconds cooldown
And metal/combat can cloak for 15/20 seconds with a 120 seconds cooldown

So every char can use sneak and get a bonus. For heavy armors it will be used as a temporary bonus useful to change positions/escape/safe deploy/get the first shot from long range/rush for melee chars.
Leather can be hybrid scout having temporary scouting capabilities, long range combatant (more cloaked time for positioning and snipe) or even melee assassin that has to act quickly to not get revealed in a bad spot
While leather will remain dedicated scout/ninja/stealth sniper

So even if you dont have high sight (or others ways to counter sneak) there is still a vulnerability period against non dedicated sneakers.
And will be easy to remove/rework penalties like armor bypass as the sneak bonus becomes situational

6
Suggestions / Re: Sneak rework discussion (public)
« on: June 08, 2016, 11:47:19 PM »
Good to see more sneak rework in progress

Thinks i dont like at first sight:
-Leather jacket giving better bonus than higher tier versions.
This favor all or nothing behaviour, take leather armor a waki and stealth boy and go try to kill some bastards, you dont have much to lose…
I get the point of having lesser resistances while better sneak bonus, but i suggest to instead of lower tier armor have better sneak, to make a new T3 jacket that have better sneak bonus while less resistances than CLC

-Same problem comes from using weight as a penalty: the less thing you bring to combat better you will be.
I understand this have lot of purposes like avoid sneak looters and limit potential of sneak chars. But also makes more profitable to go PvP with a low equipment value.
For now, and to not complicate things too much, weight its fine to determine penalty, but would be more easy to balance if each item have a stealth value that is used for sneak penalty instead of weight, so you can balance certain drugs and support items to be allowed for sneakers with lower penalty while make other items almost forbidden (like less penalty for stun grenades but higher for plasma ones)

-Sneak detection related to sight range instead of PE
Is easy to have high sight value without much sacrifice, even for low PE characters. Maybe make a combination of both so detection range is affected by PE and Sight range. i.e: sight / 2-(PE*0.1)

-Armor by pass penalty: this is a form to cut sneak survivability. But the greater penalty comes to close/melee sneaker as they need more sneak value and also are more exposed to enemy fire.
I would understand it as a form to cut down heavy armors resistances, but in the end lesser armors will get even less resistance...
Imo it will be better to not allow at all combat and metal armors to be used with stealth boys (or make harsher penalties for those armors)

Things i like:
-Wartime drawback: involves decision making and makes close combat builds to lose some scout capabilities helping differentiate sneak roles
-Sneak bonus for armors (helps against blue suit sneakers)
-More specialized sneak perk(s): will make sneakers have to lose something (other important perks) to be effective


What i would suggest:
Armors
-Sneak mostly limited to jackets and leather armors. (help reducing tankiness of sneakers)
-Better sneak bonus for higher tier armors. May be with addition of new tier 3 armors to help balancing resistances and sneak bonus (increase value of sneak gear)
-No bypass penalty: balance those new armors if want to cut resistances

Harsher penalties for non silenced weapons
-Sneak reduction based on weapon type (something like now, harsher penalties for rifles and two handed weapons) so rifle users will need to compensate the sneak reduction with silent walking and ghost perks (limits mobility and survivability)

What this try to accomplish:
-More value on sneak gear (not to much, but at least tier 3 armors will be used more)
-Long range sneakers usable but with limited mobility and survivability
-Close combat sneakers with reduced detection capabilities (wartimer)
-Scout sneakers with mobility and scouting capabilities but no combat potential at long range (need to activate wartimer to engage with a silent weapon)

7
Changelogs / Re: 06-06-2016 Changelog
« on: June 06, 2016, 08:51:54 AM »
Added new weapon perk: Slayer - up to 20% more damage on targets with low health.

Cool! good to see some of my suggestion for sneak beign concidered :)

8
Suggestions / Re: Sneak Overhaul
« on: May 12, 2016, 09:18:38 AM »
Nigga what circumstances? Backstabbing someone deployed is already easy and now you want a perk that grants 50% bonus damage?  :o
Sure bitch!, but those changes come with an overall reduction in damage (if you actually read what i wrote), so this 50% or whatever (numbers can be tweaked) its to bring the nerfed damage to a similar value than now.
Even with no base damage change, waki total damage will be reduced from x3 to x2 and x2.5 to deployed enemies. So how that is a buff to you?

"Make bloodthirst more reliable" Bitch, are you even playing AoP?
Yeah bitch! but making it reliable will also come with a nerf on bonus speed (from 30 to 20) and will open more strategies other than kill and run

I agree that combat and scout capabilities on the same char can be too powerful. But i also like the gameplay options that combat sneak offers. And i think that simply removing it or nerfing it into oblivion is not the way to go.
Cirn talk about making both paths possible for sneaker. May be with other changes both styles can be made playable and balanced.
Lets say we have two different kinds of stealthboys so we can separate each role making one path having harsher sight and scouting penalties but combat capabilities, and the other better scout mechanics but inability to use weapons (except sneak weapons like soflam).

Edit: added a sugestion to first post about wartime to adress sneak roles division.

9
Suggestions / Re: Sneak Overhaul
« on: May 11, 2016, 09:11:50 AM »
Right, and you forgot the 200+ players who were here at launch and just went: Fuck it! Im out of here!
lot of things where broken at the start of this season, but  sure! lets say 150 people left because sneakers

"Hey, killing ppl in 3 hits and backstabbing nearly dead ppl with needler isn't enough, we need a buff!"
Yeah you get the point! making sneak weapons effective only during certain circumstances, while reducing its power in all other scenarios is actually a buff  ::)



10
Suggestions / Sneak Overhaul
« on: May 10, 2016, 02:39:51 PM »
A lot of discussion has been lately around combat sneak.
I think that one solution will be to give combat sneaker some specific roles where it should perform good (counter specific target, kill enemies on certain conditions), but outside those roles there should be still able to offer support to the team (providing information and weakening enemies).

So the power (damage wise) should be low in most scenearios. But the problem of decreasing strength of combat sneaker is that you dont kill your enemy fast you are mostly dead (like when waki was nerfed and end becoming useless).
Sneak character are most of the time in a bad position because they tend to be near the enemy team, so if they expose to attack or get caught, most of the times is a certain dead, and have almost no chances to get revived or supported by the rest of the team. So only nerfing damage will make combat sneak unplayable.

Better escape mechanism

I think that attack power should be low damage wise but escape mechanism should be stronger. This way combat sneak could be effective to lure, disrupt, and finish weak targets and have increased chances to survive after each assault

Make bloodthirst more reliable
Bloodthirst: increase move speed by 20% after each hit you make, duration will depend on AP used to attack and additional hit will increase duration. During bloodthirst duration you will also have increased resistance to suppression.
So if you hit someone  with an 40 AP attack, you will gain bonus speed for 4 secs, after a second,  you hit your target again you will get 4 additional seconds, so 7 seconds of speed bonus
Killing a target will increase duration by 5 seconds, to keep its original purpose of escape after killing or try a kill spree.

With current bloodthirst, you are almost forced to kill your target to get the speed bonus to escape, so its all or nothing. With this approach you can stab enemies to lure/weak/debuff them and run to safe again.

Sprinter armor trait
Sprinter is good to hit and run but the problem is that it works better for low AP regeneration players. So rework it to be like the proposed bloodthirst can help solve this issue.


Pick the right target

Sneaks should be good against certain targets under certain scenarios.
Killing a full health target with one AP bar should not be happen unless certain conditions are meet.
So instead of capable to kill any player in 1vs1 confrontation you should pick a target that meet the right conditions to be successful
This can be achieved making weapons perks/traits that offer specific bonus, so sneak weapons can have its base damage reduced but still perform good on certain situations

Additional weapons perks
-Slayer: same mechanism as silent hill dead (damage increase up to 25% on low health targets) so weapons can be balanced to be good on wounded enemies but weak on high health targets
-Eviscerate: Deals bonus damage to bleeding targets and turns part of the bleeding in damage. Great to finish bleeding targets
Proposed effect: removes 30% of the bleeding of the target, that bleeding will turn into x1.5 damage instantly. (So a target with 100 bleed will end with 70 bleed and will receive additional 45 damage instantly)
-Silent death: bonus damage nerfed to 50%. Will help balancing weapons with this trait

New proposed character trait: Backstabber
Melee silent weapons do 50% more damage against deployed targets. Ranged silent weapond do 25% more damage to deployed targets . Deployed players will be marked with an indicator.

This will make sneakers (specially melee) a direct counter to deployed enemies without team support. Good to assault BG snipers, or an unsupported machine gun nest.


Silenced weapons and playstyles

Long range: play safe, not good damage but potential to debuff and weaken enemies and remain safe. high revelation time than most silent weapons
-Syringe rifle: poison, AP drain, better chance to cause winded. Very low damage.
-Silenced rifle: medium damage. high ap cost (much more than regular snipers) maybe need to be deployed. 1 slayer rank

Medium range: more risky than long range but better damage
-Needler: nerf AP ammo damage, should be good to reveal other sneakers and damage enemies while still stay safe, low revelation time.
-Silenced Smgs: good for hit and run tactics and finish low health targets, add some Slayer perks. Some one could have eviscerate to synergy well with bleeding weapons.

Close range: Lowest revelation time, highest damage (still lower than regular melee weapons)
-Waki: 2x silent death,  better criticals,  more criticals, Slayer. Good to finish weak enemies from behind, able to kill a full HP enemy if deployed (waki +backstab perk will deal x2.5 to deployed targets from behind).
-Combat knife (lil Jesus?): Eviscerate, silent death, hit the gaps, 2 x finisher. Some bleed power. Good to finish enemies with high cumulated bleed or knocked down/winded.
-Machete: high bleed power and AP drain. Good to damage enemies making cumulate high bleed. Stacking with poison will make even stronger. Probably high AP cost to make it good in combination with bloodthirst/Sprinter to hit and run.
-Garrote: Increased DR trait. 2x knockout strike, better knockout, 2x slayer. Good to disable opponents, very low damage. You should be able to knock out one or two enemies and run to safe. Low damage and 2 slayer ranks will make it only good to deal damage to a target with very low health.

Non combat sneak weapons
-Soflam: good scouting tool. Maybe reduce its weight
-Jammer gun(?): similar to soflam (range, 0 damage), hitted enemies will lost all leadership bonus, even squad vision (and teammates won't longer have vision of the affected player). Hitted sneaker will also lost sneak for the duration. Good to isolate and debuff small groups of enemies and counter enemy sneakers

Traps:
Will be good if sneakers will be able to carry some traps without having much sneak penalty.
Traps also need an overhaul, not only for sneakers…

Some trap/device that i think will be nice to have (not fully related to sneak though)
Detector trap: AoE Soflam effect with increased duration. in the past a trap that gives vision of an area was implemented but not added to the game for lag issues, maybe using the soflam effect can be an option now?

(New) Stealthboy Wartime
Enabling stealthboy wartimer will further decrease your sigth (-4) and your detection range (-3PE for purposes of sneak and traps detection). Also, you will lose squad vision, and squad lose vision of you (they wont see your RTS mode marks either). You still get leadership bonus.
Disabling wartime will reset sneak and will give 5 secs sneak penalty. So you will need to move to a safe position to back to normal sneak mode

This will make wartime a mechanism to engage enemy or to increase your escape chances if you find yourself in a bad spot. While doing it you will be mostly by your own, unable to tell your team your exact position (and been more susceptible to friendly fire) and see theirs.

This will be a direct nerf to scout sneaker (they will lose the wartimer sneak bonus) and combat sneakers (harsher penalties, isolation from squad, less chance to find enemy sneakers). And make wartime a strategic desition instead of a flat bonus. Making actual differences in sneak roles and gameplay (scout and long range sneakers will use wartime mostly on critical situations to scape. Close combat assasins will use it to engage and get close to the enemy team)

tl;dr;
Sneak should be good to detect and offer enemy information (position, movement, equipment) but also good to debuff/weak/lure enemies and capableof killing specific or wounded targets. Not to be a ninja assassin capable of killing even the tankiest character on full health

Edit: added wartime suggestion

11
Suggestions / Re: Critical Death and Armors
« on: April 05, 2016, 12:17:39 PM »
AoP is the first FOnline where these weapon types are actually viable for group use. Lets not immediately make them an inconvenience for flavor.

Agree with that.
Maybe add extra deterioration to armors with some especial deaths (flamer/plasma/explosion) but dont destroy every item.

12
Bug reports / Re: Spears
« on: March 31, 2016, 03:04:26 PM »
Spears trhown by npc always dissapear.
Spears thrown by players have 10% chance of disapearing. Are you sure that always a spear its dodge dissapear? may by you where unlucky with that 10% chance.

Btw: plasma spear and energy spear shuldnt dissapear as they are expensive...

13
Suggestions / Re: Spears, Spears, Spears!
« on: March 15, 2016, 05:41:54 PM »
About festering spear, leaving a trail won't discourage players to chasing you due the effect of the gas, and mustard on the area will be too similar to the grenade.
But this give a new idea: make the cloud to come from the impaled target. So if a target its hited, it will release gas on nearby hexes (following the main target). This mean that the target can infest their team mates and also it will leave a trail on where he is moving. if the spear mises or its aimed to ground it will only release the cloud like the grenade.

And this makes me think: what about make more spears work this way to act as a different way of crowd control. We can have:
-Dynamite: stuck in the target and explode after time causing AoE damage.
-Festering: stuck in the target for a time releasing a poison cloud
-Energy Spear: Stuck in the target for a time dealing electrical damage and causing AP drain to the target and any nearby player. If energy spear its throw to the ground it will damage nearby players that comes near the impact point and causing AP draining.

I like the idea of a device that disrupt enemy attacks. But perhaps make a trap that do that (point defence drone from SC2?) traps are almost no used, and most support stuff comes from throwing skill so this kind of devices can bring new potential to the trap skill.

And for other throwing weapons apart from spears,  we already have the throwing knifes. They can also be looked and reworked to fit a role. Something like silenced shurikens and poisoned knives.

14
Challenges & Accomplishments / Re: PvP Movies and Screens
« on: March 15, 2016, 09:00:36 AM »
That was epic.
I couldn't understand how ramon goes from sand robe, to power armor and rainbow minigun.  ;D

15
Suggestions / Re: Spears, Spears, Spears!
« on: March 15, 2016, 08:55:17 AM »
Javeling bag can be an option. Just think that will be weird to have a legendary bag that makes you spears more powerfull for some reason.

i call it power glove becuse at firs a was to suggest that power fist can be used for that. but i think that a new item will be better.
To be honest, i dont care if its a glove, gauntlet a bag or whatever.
But would be nice to have the option of legendary bonus for spears.



16
The Lobby / Re: Ripper
« on: March 11, 2016, 09:19:37 AM »
Cool! Those sounds will realy fit. And playing them at random will be great.

17
General Discussions / Re: YOU DIDNT LISTEN
« on: March 11, 2016, 07:01:36 AM »
Yep. Cirn says on irc that wipe will be in one month 10 days.
So grab your spa, your dustys legendaryes and your special nukas and come pvp!

18
The Lobby / Re: Ripper
« on: March 10, 2016, 12:17:17 PM »

19
The Lobby / Re: Ripper
« on: March 04, 2016, 08:59:57 PM »
Told you  :P
Melee its countered by playing carefully, choosing good positions, having support from teammates.

But also i was also thinking about. May be what's makes ripper so strong its that can insta cripple,  even from first strike... so maybe make the cripple chance progressively increase with every hit.
Or something like that cripple chance will depends on remaining life of target, less life, more chance.

So first hits leave chance to scape or counter play

20
The Lobby / Re: Color Nuka
« on: March 03, 2016, 11:15:28 AM »
Appart from the after effect, i think the time that the speed last should be lowered. So there is more risk

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