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Messages - SnowCrash

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41
The Lobby / Re: Plasma Pistol
« on: April 07, 2015, 11:40:48 AM »
I agree that natures peace on some weapons doesnt feel much balanced.

My sugestion would be to change the trait to make the weapon to deal double damage when HP are lower than 0. This can have ranks, so some weapons, like turbo can have 3 ranks of this trait (dealing damage *8 ) and pistols can have just 1 rank, so it wouldn become OP.

42
The Lobby / Re: Psycho Rework
« on: February 19, 2015, 03:19:28 PM »
Make Psychopath (armor trait and perk) have double effect while you are under the effects of psycho.
Also buff Psychopath perk, its useless atm

43
Challenges & Accomplishments / Re: Guess the secret modifier!
« on: February 11, 2015, 09:19:16 AM »
Clearly, the payout its increased if you are in the hall of fame. I mean, clearly

44
Suggestions / Re: Attack type combinations
« on: February 10, 2015, 05:25:04 PM »
I kind of like this suggestion, but i dont like it as a general thing for every weapon. Maybe some weapons can have traits that work like that.

45
Changelogs / Re: 06-02-2015 Changelog
« on: February 06, 2015, 07:03:29 AM »
Good changes!

Back in the day the weapon i use would only get one nerf

Now M21 gets two at once!

You forgot "Changed wakizashi perks" btw
hint: replacing better knockouts with slaughter shot would restore it to its pre-trash state
Well... M21 was very powerfull, a nerf was seriously needed. But i can agree on you on the waki perk change

46
General Discussions / Re: Unknown invaders!
« on: January 28, 2015, 08:42:22 AM »
If more factions will be added while the player base is still low, we may need a reliable system to make alliances and form squads between different factions.

47
Suggestions / Re: Perk suggestion
« on: January 26, 2015, 02:20:55 PM »
Even if is possible to implement i think that it will be OP, as will negate the drawback of various actions like FA or relading.

Able to Walk with negative AP can be more balanced. But not sure if appealing for a perk.

48
Suggestions / Re: Grenadier Perk
« on: January 26, 2015, 02:13:29 PM »
This perk HAVE a drawback. i know that if you "reload" a grenade manually it takes same AP and more time, but the drawback of this is that those extra AP consumed aren optional. So, if you just want to throw one grenade (or imagine its your last one) you actually get a 50 AP penalty.

IMO this should be a configurable option (like always run) and not a perk. Is not worth it

49
Suggestions / Re: Impale
« on: January 16, 2015, 11:20:09 AM »
Nice idea!
The passive doesnt seem to fit with the perk, maybe a high pentrating value with those weapons instead.

50
Game Tips & Guides / Re: About Sneaking
« on: January 16, 2015, 11:17:28 AM »
1 SEC = 12 e.u.
SB capacity = 1800 e.u.
You can recharge SB whenever you want, no matter if isnt empty

Max sneak by skill points its 200.
And from the wiki:
Quote
With the item perks Ghost and Ghost II (unlocked with skill 150 and 175), you will get a +20 skill bonus if you are within 1 and 5 hexes from a wall, respectively. Furthermore, if the path between the sneaker and the observer is obscured by a scenery that blocks movement but not sight, the sneaker gets +10 to his skill.
So i think max is 200+25(lj)+20(ghostI)+20(ghostII)+10(object)= 275. (but im not sure if both ghost stack, so max can be 255)
Of course you need to be next to a wall AND bloqued by an object. The most comon bonus will be lj+ghostII, so 245.

51
Suggestions / Re: WrenchChucks
« on: December 25, 2014, 07:48:12 PM »

Also you suggest a 25 AP cost (Per swing) for damage of 55 - 70.
What would a crit be? 110, 120?
That seems kinda high for relatively light piece of metal, I can fire 3 shots from a deagle with 100 AP with a average damage output of perhaps 45 - 80 with crits at 120 maybe 135.
I can't see a hunk of metal doing more damage than a bullet to the face.
Of course it should also go on HTH skills, and I know nothing.

Just an opinion.
Well, i tried to make it balanced as a 2 tier weapon. Ripper does 45-65 for 20AP and have decreased DR.
I agree that it feels more like a tier 1 weapon, but in that case no one will use it excep for some fun

@3.14
I like Hit the Nuts, but feels more like a trait instead, and seems much more better than the crapy one i suggest 

52
Suggestions / Re: WrenchChucks
« on: December 23, 2014, 07:19:39 PM »
Here: http://fonline-aop.net/wiki/index.php?title=Weapon_Perks_%26_Traits
You can also check weapons/armor traits/perks in game using the pipboy cheapboy

53
Suggestions / Re: WrenchChucks
« on: December 23, 2014, 06:38:33 PM »
Really love the inventory icon  ;)

Here my take

AP: 25
Range: 2
Damage 55 - 70 (Swing)

V1 unaimable weapon (focused on suppression to stop foes from run away). I really like the idea of a HtH weapon that can cause suppression
Traits:
-Nunchuck Norris:(dont have imagination for a better name): every time you hit an enemy its a small chance that you hit yourself for half of the base damage. Chance based on (300-melee skill)/5
-Unreliable
-AP Drain (2)
-Suppression: every hit have 25% chance to cause suppression.
Perks:
BRoF
Hit the Gaps
Finisher
more supresión(2) (+7.5% per rank)

V2 aimable weapon (much like wakizashi but for melee)
Traits:
-Nunchuck Norris
-Unreliable

Perks:
Better knock-out
Knockout strike
Finisher
BRoF
Hit the Gaps

54
Suggestions / Re: Balance of melee/sneak
« on: December 22, 2014, 10:52:41 AM »
Im start to getting tired of your QQ about that melee insta kills any player. Before you keep with this, try to play a melee build, and see how frustrating can be any times get killed without a chance to fight back, or see your enemies escape from you with almost no health. Or be in ZC and have to wait inside building for a chance to fight. Yes, you can have a backup weapon, but you dont get the max range, or perks.

Again, melee its a situational skill and it should be powerful on those situations, It have also lot of counters (suppression, winded, cripple legs). And even waki sneakers arent that powerful as you want to make people believe, yes, they are the only class that can kill you with 2 hits, but that has a huge luck factor and only happens few times. I have scape sneakers after being backstabbed lot of times, and lot of players scape from my sneaker. Always watch your back and run every time you see a sneaker, AC can evade most of the strikes as sneakers have -3PE.

It of course need tweaks, balance, and fixes (those damn ghost shoots), and im in favor of a damage reduction in exchange for a speed bonus.  But its not an insta win for melee or game breaking as you want to state.

55
Developer Corner / Re: Time to kill
« on: December 17, 2014, 02:14:48 PM »
Hybrid damage seems that can be a nice addition to certain weapons. On the top of my head i think electro/rad smg doing normal+electric, frag grenades dealing normal+explo, power fist/cattleprod/energy spear doing normal+electric, plasma grenade doing plasma+explo, plasma spear dealing plasma+normal.

Other factor that we must consider its poison. As much i love poison my foes i will like a more progressive poison system, instead of a static debuff when you are poisoned. May be make it work like the current bleed system, the more poison you have the strongest the debuff will become. And also we need more weapons and traps that inflict poison  ::)

56
Developer Corner / Re: Time to kill
« on: December 17, 2014, 09:10:39 AM »
I was going to suggest the same about damage reducing the max HP and only able to be recovered over time (may be related to HR).
Lets say by default every 10%-15% of the damage taken will reduce your maxHP, and lets call it Lethal Damage

(New Weapon trait) Lethal Weapon: deals 10% more of his damage as Lethal damage per rank.

Weapons that should have this trait:
-Traps: this will add an additional factor for traps that will make it useful to weaken your enemies before the combat start. Some traps should be even deal 75% of lethal damage (2-5 ranks)
-Plasma guns/grenades (I imagine plasma causing serious wounds) (1-2 ranks)
-Flamers and fire based weapons (burn damage should takes longer to heal) (1 rank as they are they are performing fine)
-Rockets/grenades
-BG Snipers and large calibre guns

Also, ammo modifiers could affect this value, i think that AP ammunition should have less lethal damage amount.

57
Changelogs / Re: 06.12.2014 Changelog
« on: December 06, 2014, 12:18:38 PM »
Nice Update!
-Added Moving Reload weapon trait ( Costs 20% more ap to perform )
What about adding it also to melee weapons (ripper, cattleprod, powerfist, impact globes)?

58
Suggestions / Re: Chinese Stealth Suit
« on: December 03, 2014, 02:10:22 PM »

-No PE penalty and no sneak 5 secs penalty
-All strikes maded from behind (while sneak) have double critical chance
-You can enter sneak even in sigth of other players, and activating sneak AP cost reduced at half if wearing a silent weapon

Really ??
Why not? its a dam 3 tier armor
I think it should provide mayor bonus for sneak builds and not for hybrid combat/sneak.
If the combat bonus can be used for a non sneak char, it will probably end as a generic fighter armor instead, may be only use sneak to approach and then fight like a regular char.

This way can be used for shoot then re-sneak and hide. with a weapon like a sniper rifle you will use lot of AP, and your opponents will have a chance to escape/heal before your AP regen again for a second round.
With silent weapons (that are generally low range) you can use the ability to re-sneak to escape after a kill.

This armor will still have a lot of counters, and probably a single char wont have a chance against small groups. A whole squad with stealth armors can be deadly, but remember that its a tier 3 armor.

59
Suggestions / Re: Chinese Stealth Suit
« on: December 02, 2014, 11:33:52 PM »

- Permanent stealth ( All weapons gain silent strike ) but no bonus to stealth skill
Either completely useless or completely overpowered, depending on the reveal time that regular weapons would receive
Yep, i think the same about that

For me i would go with:
-No PE penalty and no sneak 5 secs penalty
-All strikes maded from behind (while sneak) have double critical chance
-You can enter sneak even in sigth of other players, and activating sneak AP cost reduced at half if wearing a silent weapon
Cons
-Consumes SEC (same rate as SB, take in mind the weight)
-Disabled by EMP

60
Suggestions / Re: GRENADES AND TRAPS FOR FUN
« on: December 01, 2014, 05:06:23 PM »
Hey! And what about make the traps skill - damage dependient?
Its already working like that
http://fonline-aop.net/wiki/index.php?title=Traps

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