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Messages - SnowCrash

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21
The Lobby / Re: Ripper
« on: March 03, 2016, 11:12:11 AM »
Taken by surprise as is often the case for rippers, leaves little time for counter play. Unless I happen to have this Super Sledge...
But that the purpose of melee weapons.. If i manage to close the gap, and get at melee range catching you off guard with a melee weapon, you certainly deserve to die...
Imagine that a melee player in the scenario described, catch a ranged player off guard... but the ranged players still have 50% chances of counterplay and win… what will be the purpose of playing melee...

Melee its countered by playing carefully, choosing good positions, having support from teammates.

I can agree that melee do damage too fast, so its very hard to react against. But the problem is that if the damage gets lowered it will be too easy to escape from a melee attacker.
What's can be done, in my opinion, its to rework melee so they do less damage, but locks enemies (suppression, chance to immobilize or whatever) so enemy cannot escape so easy and have to choose if fight or try to escape.

22
The Lobby / Re: Ripper
« on: March 03, 2016, 09:20:59 AM »
I have never successfully been able to 1v1 a ripper with any other weapon.

Super Sledge... counters pretty much every other melee weapon

23
Suggestions / Re: Spears, Spears, Spears!
« on: March 02, 2016, 12:13:11 PM »
Maybe you can have plasma spear charging, similar to a Stealth Boy. Uncharged Plasma Spears don't stack. You engineer them with some SEC and they charge and stack. Have uncharged spears deal the damage of a normal spear. Once a spear is thrown it depletes its entire charge.
That can be a good solution. Two different items for charged and uncharged spears. Once a charged spear hit the ground it will become a non charged spear. Sounds simple.

Also for spears using SEC, at first I thought they were going to shoot some sort of projectile, not throw the actual spear itself. Reworking plasma and energy to throw that projectile would be a good change IMO.
Yeah i have thinked the same, but it will be weird... It will become more like a wizard rod than a spear.
Other Idea that i had, was to have a powered gauntlet that generate pure energy spears, but that again will fit more a fantasy game with magic generated weapons (And also will behave like a normal energy gun, making spears not feeling like a unique type of weapon)

24
Suggestions / Re: Spears, Spears, Spears!
« on: March 02, 2016, 08:25:31 AM »
someone should donate this man some plasma spears , i dont know how u can say that plasma spears are support spears LOL.
I classify them as support as they don't stack. So it will be a pain in the ass to use them as primary weapon,  and better to use to finish a target.  And last time i tested damage didnt differ much from serraed. May be ill need to check them again


i dunoo , impaler perk says that it adds range alread but i havent tested it , good suggestion.
Atm Impaler dont add range. i think that devs want to mean that it can hit additional targets 5 hexes beyond the main target. But who knows...

And i remember that thread, but back then, spears where found anywhere in the core and cost less AP.

25
Suggestions / Re: Spears, Spears, Spears!
« on: March 01, 2016, 10:24:49 AM »
Not actually… i forgot about that game.
I get disappointed of F4 for not having spears (and then i get bored by the story...), same with skyrim…
Maybe I should give far cry a try to to satiate my primitive need of use spears.

26
Suggestions / Spears, Spears, Spears!
« on: February 29, 2016, 02:00:02 PM »
Spears are a great addition to FOnline games. A unique type of weapon that really fit the Post Apo ambience with epic animations, and its fun to play (or at least for me).

I will classify them on two categories, Combat and Support.
Combat ones are those that can be used as a primary weapon (serrated, barbed, may be piston) Support are those that are situational (plasma, dynamite)

Atm playing a Combat thrower is viable but with very limited tools. Serrated seems the best option, and barbed as a less effective replacement. Support spears are not worth it, as grenades are much better.
I know throwing its as a support skill, so throwing weapons are mainly oriented to be support weapons, but devs state that they want to make every character class be effective in combat, and Combat Spears make possible to play a pure thrower.
So here a bunch of suggestion to improve Combat and Support spears

Suggestion 1: Default Spear traits
One by One: weapon drop effect only make one spear to be dropped (and not all your stack), but you need to draw a new one so you lost 10AP (15? whatever balanced amount)
Street samurai: spears can be toggled between one handed weapons with no delay. So can be used as backup ranged weapons for melee chars, or as support for other classes

Those traits added to all spears will increase the uniqueness of this weapon class.

Suggestion 2: The impaler Perk
The perk effect it's very situational and you need luck more than anything to take a benefit.
So instead make it a weapon trait for some spear(s): i suggest piston (that also knock back adjacent enemies) for unique linear damage knockback
For perk effect, ill go with:
Option 1) when a cripple its caused, add an additional cripple level  to that limb, better winded chance (imagine a spear piercing your arm or stomach)
Option 2) Add piercing strike perk to every spear
Option 3) Add bonus damage and bonus range

Suggestion 3: Spears Rework
-Serrated: Probably best spear atm. good damage and perks
-Barbed: May be lack some base damage. Good bleed potential
-Piston: Decent damage but not as good as serrated. Add impaler trait
-Snake: Worst spear atm
  Rework it to cause winded on every hit (can be resisted), low damage.
  Will be good as support weapon for melee players to catch enemies
-Festering: poisoned, add 10% hard damage trait (Hard damage will reduce max ammount of HP for a decent amount of time) So it will be a good weapon to slowly weaken your enemies
at the initial combat stages.
-Dynamite: bad atm
  Option 1: add AoE and some secondary effects (limb shredder?, confusion?, knockback?)
  Option 2: stick to target (dealing normal damage) and explode after a time causing explosion damage in AoE

-Energy and plasma spears
Those spears have the issue that dont stack so are tedious for using as Combat spears, and there its better to use grenades as support weapons
So one option can be that they dont need to be charged, but they use sec directly from your inventory. So as long you have secs they work as charged spears, and otherwise they work as uncharged spears.

Suggestion 4: New spears!
Lightning Spear: Uses SECs. Will have Chain trait: so it will deal AoE in a different way than grenades.
(May be not a new spear, but a reworked energy spear with Chain trait)

Diamond spear: Good penetration, some bleed. Spear designed to finish off bleeding targets
Eviscerate weapon Trait: any hit with this weapon will cause that 25%-40% bleed of the target will automatically converts into damage. Decreased DR trait. Perks: more criticals, finisher, slaughter shoot, better bleed, bonus damage. Situational against bleeding targets. (Extra suggestion: rename serrated as diamond to be the most effective penetrating spear, and name this one serrated spear)

Grappling Hook Spear (Tier 3 spear): will work like scorpion kunai, or dota butcher meat hook.
Weapon trait: “Get over here!” drags target unit in your direction (don't works against SPA)
Drag to your position will certainly be not fun to play against, so can be a few hexes. But here is the fun thing: you can also drag dead bodies! So you can use it to bring a dead fellow to a safer position to be revived. Or to claim an enemy body to your side, so it cannot be resurrected.
Perks: hemorrhage, 2 more criticals, BRoF, HtG

For implementation I have two options in mind
1) it won't be lost on throw, so it will be like a melee weapon with range. Will have high AP cost to use and pump action trait (you need to ungrapple/unjamm after each use)
2) it will be lost after each use, but will have lower AP cost and when you find it it will come in batches of 3-5. So you willl have limited amount of those, and need to carefully chose when use it.

Suggestion 5: Legendary Spears?
Spears cannot be made legendary (It have sense) but that means that spears will be less useful to use as main weapons as the game progress
So a suggestion for that: New weapon/item Power glove

The power glove at first won't do anything. But it will gain legendary status as you use spears. Perks of the power glove will be applied to every spear you use

Implementation may be the problem...
option 1) make it a weapon and spears will work like ammunition (spears should also have to be usable without the weapon, just like now)
option 2) power glove have to be in the utility slot and affect spears on both hands (fair trade off for get bonus to spear?)
option 3) make a hidden slot. when drag it to a hand slot it becomes translucent and you can equip spears on top of the glove. To unequip first unequip the spear and them the glove

Suggestion 6: Crafting spears...
Crafting spears can be tedious (pole->spear->serrated only for 1 serrated). Also most of them dont require rare components and the ones requirem them aren't worth the resource for only one piece.

So make them able to be crafted on batches
Combat spears will be crafted on batches of 20. Support on batches of 5
So as an example
Serrated spears will require 20 poles, 10 flints, 12 metal, 10 alloys and 1 ceramic for a batch of 20
Lighting spear will require 1 energy transformer, 5 poles, 10 metal, 10 alloys for a batch of 5

With this change i wouldn't mind if speas break 100% of the time

Suggestion 7 (and final): Loot
Make spears spawning on the core and enemies to be in batches (similar amount of crafting)
Not free spears like we got before, but make that if you find spears the amount is at least enough for a fight.

27
Developer Corner / Re: Tech Progression
« on: January 29, 2016, 06:42:45 PM »
The current tier 3's pretty much make up next seasons tier 10s, however theyre not really part of the normal progression. In a sense the normal tec prog stops at 9 and then gauss and APA and vindicator will be made available in a similar fashion like the current tier 3's. What I mean by that is that gausses would not really be standard issue like any tier before it, but tier 9 would still be the baseline and as the final battles progress, more and more tier 10 will get in.

Another thing to mention is that the difference in tiers is not always as big and it's not really the case that often that a next tier is just better in every single aspect. I can see certain guns staying in the meta longer than others, especially when those guns are made legendary

Great, things will be more or less what i have in mind after reading cirn post
Thanks for the extra details

dynamic weapon mod system <3

28
Developer Corner / Re: Tech Progression
« on: January 29, 2016, 11:53:52 AM »
I really like how this may be going, but i have some concerns:

What will happen with rare items  (current tier 3 items: SPA, pulse rifle, etc)? they will be only available when max tech lvl its enabled?
If those are enable on every tech lvl, their power will be proportionally inverse to the current tech lvl (much better at low tech lvls)

One possible solution its to make them available at every tech lvl. But make power of those items scale with the global tech lvl, so a SPA when the global tech lvl its 3-4 will have certain resistances and when the tech increases, all SPA armor will become stronger (15% 20% per lvl)

Also, weapons that offer different styles should be upgradable or have a similar replacement as the tech progress. Let's say desert eagle its tier 5, ext capacity tier 7. at tier 9/10 should be another upgrade or pistol that behaves similar to the Deagle.
What im saying it that it wont be good that a play style its only available at certain tech lvl, and when the tech progress that style become obsolete

29
The Lobby / Re: SPECIAL/Traits/Perks
« on: January 28, 2016, 11:24:19 AM »
tunnel vision, 1 hex seen behind you instead of 50 - not a drawback?
afaik thats the drawbak for scoped weapons. Having the trait doesnt make it worst (unless it have changed a i didnt know about it...)

30
The Lobby / Re: SPECIAL/Traits/Perks
« on: January 28, 2016, 09:24:49 AM »
Specials
About sight, may be the problems are on how high are the bonus. (Scoped bonus can be reduced to +2/+3 sight)
IN: Agree on skill points diminishing. But this may end on only lowering the must have IN to 6-7
Critical stats can be reworked so IN+LK = base critical and PE+LK= aimed critical
LK=+3 Base critical +2(5) aimed critical (max 30 critical, 50 aimed)
IN=+2 base critical (max 20 critical, 20 aimed)
PE=+(11-PE) aimed critical (max 55 aimed)

Traits
Lizard limbs: change the drawback to -10 critical EN. Raise the chance to regenerate to 50%. and add a bonus to HR
Make fast metabolism the inverse: increased bleed and poison resistance. less HR

Same you say about heavy handed can be applied to 4 eyes (scoped weapons user have almost no drawback)

Will add finesse to the list: the 30% increased DR its too heavy to compensate  the 10% in critical chance.
Make criticals deal less damage (reduce or remove completely the bonus damage off criticals) but have better chance to cause critical effects (-5%/10% on the related resistance to resist the effect).

Perks
Armor efficiency: 20% will be fine
Fast reload: buff to 15% AP reduction
Psychopath: +30 AP and + 3AP regen+ for 20 seconds
Living anatomy: also not worth it. increase the critical bonus or make it increase bleed caused by 10%-15%

31
Developer Corner / Re: Zone Control
« on: January 18, 2016, 02:22:20 PM »
Really nice!! Cant wait to try this new stuff :D

I feel like VIP can be a different event instead of a way for capture a zone. Like from time to time, your faction ask to secure a slow NPC (or groups of NPC) to travel from a zone to another in the core. When the faction meets the NPC the event start and the other factions get noticed that a valuable target is being protected in the core.
Rewards for successfully protecting the VIP can be reputation, items, tech level increase in a certain weapon, etc.
Killing the VIP will grant reputation to the contending factions

32
General Discussions / Re: Controls / interface improvements
« on: May 28, 2015, 10:07:55 AM »
Add sneak current value below stealthboy timer.
This will be, sneak skill + ghost bonus + map objects +/- armor - malus from weapons

33
Changelogs / Re: 16-04-2015 Changelog
« on: April 16, 2015, 04:24:20 PM »

- New Character Perk Mozambique shooty, every 3rd unaimed shot will become a headshot.



why the fck it works with guns that cant aim at all like ripper, rad rifle, 14 mm pistol, wtf???
Why not? is a perk. A perk gives bonus

34
Suggestions / Re: Vision range instead of PE
« on: April 09, 2015, 01:56:06 PM »
I can agree with you on some of those, as perception is related to all senses and not only sight.

Night should only affect sight range, as is a factor that reduces your vision but has no effect on your other senses.
Psycho and mentats seems reasonable that affect PE directly. But as you state, some one with low perception can negate the drawback of psycho. May be can be changed to -3PE -8 sight instead. And same with mentats giving +2PE and +4 sight to still give a bonus for chars with 10 PE
Sneak penalty its fine, lorewise you can see it as if you need to use all your senses to focus on remain stealthed. And some one with 1PE cant sneak properly anyway

Blindness and disorientation already affect you chance to hit, so those can only affect sight range. May be even drop your vision to half

But a simple solution can be that sigth calculation concider negative values. The formula is: base sight + PE*4. So, having 1PE and taking a psycho will result into: base sight - 4*4

35
Changelogs / Re: 01-04-2015 Changelog
« on: April 09, 2015, 09:06:08 AM »
What about make the peripheric reduction a bit less (5% per scope lvl), but higher if you have 4 eyes? it will become part of the drawback of that trait

36
Suggestions / Expanded Leadership
« on: April 08, 2015, 10:06:46 AM »
1) Make radios be useful to chars with CH that dont have a squad leader. You faction will have an operation center to command and organize their member while there arent influenced by a leader. Basically, if you have a radio in your inventory and dont have leader bonus you can choose a set of bonus provided by your faction but with less power that an actual leader (now bonus its assumed as the leader has 10CH, this bonus can be assumed as if the leader has 5-6CH)
The available bonus sets will depend on your reputation with your faction. To choose the bonus it can be a set of reservated radio frequencies, and an NPC that tells you what bonus will provide each frequency.

2) Make leaders provide bonus to chars that are in and adjacent map if they have a radio. This bonus will be calculated af if the leader have 8CH

3) Make EMP grenades disable any leadership bonus to affected chars by an X amount of time

37
Suggestions / Re: Perk/trait suggestions
« on: April 08, 2015, 09:21:22 AM »
Perks don't have downsides to them, only traits do. So the only way to counter-balance stealth-master is to make the requirements sky-rocket.

Yeah i know that...(well... grenadier kind of have a drawback) i wasnt suggesting that any time you open a door you need to spend 200 AP, instead you get a new option to pass throw doors. So you can choose to open the door normally or use that skill (sure, it will need a key bind or an interface button)

38
Suggestions / Re: Bloodthirst Activation
« on: April 07, 2015, 01:58:35 PM »
I said before, but for me this trait its too specific, and after the waki nerf, is even harder to kill someone and remain stealted.
The activation should be linked to the distance of the kiled target, no matter if you are stealted or no, something like if you kill a player at 1-2 hexes you get +30% speed. from 3 to 9 +20% and from 10 to 16 + 10% . So it will be a great option for close combat players

39
Suggestions / Re: Throwing Glavie
« on: April 07, 2015, 12:02:57 PM »
Throwing knives should become a stealth weapon. It can even have silent dead perk to make it useful to hunt fleeing enemies.

A glaive can be an interest weapon, but we already have the impaler perk to hit multiple targets.
May be make it a rare weapon? It come to my mind the Azram's Star or the Aerial Decapitator from Arcanum. Both automatically return to the owner hand after throw
http://arcanum.wikia.com/wiki/Throwing

40
Suggestions / Re: Perk/trait suggestions
« on: April 07, 2015, 11:53:13 AM »
I like the options that can offer stealth master. But whitout limitation will be OP. What about if it requires to spend 200 AP to use that skill. and only if you have a full AP bar. this way it will leave you vulnerable for a while, and prevent shooting and hide

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