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Messages - RazorRamon

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101
Changelogs / Re: 05-15-2016 Changelog
« on: May 15, 2016, 01:03:39 PM »
No problem my friend, always happy to help underprivileged kids

102
Changelogs / Re: 05-15-2016 Changelog
« on: May 15, 2016, 12:31:39 PM »
I understood absolutly nothing about all this.....Did you just buff sneaks?  ???
Wartime sneak mode removed, weight malus/bat consumption.....does that mean they can sneak without using bateries, or stealthboys altogeter? Why add stealthboy perks when people are already complaining about the stupidity of sneaker mechanics?
-25% sneak per BG equiped? WTF?!?! lol. How do you figure that's enough? Just stand still next to a wall and you got max sneak thanks to stealthboy perks.......

I really have to say this now, i played during the begining of season 1, and seeing how everything that was wrong then just keeps coming back again.......Do you even listen to your testers advices? Did realisation hit any of you at any point? That's 2 seasons straight now, where you had 300+ players at wipe, and less than 50 after 5 days.....I dont think any other Fonline server ever hitted the bottom so fast.

You have a great concept, an awesome map, intense pvp battles, tactical items like heartbeat sensors, smoke grenades, bigger zones, longer weapons ranges and FOV.......And you RUIN it ALL with invisible sneakers assasins....It completly defeats the purpose of your game, we might as well all be sneakers or just play another game.....Please oh PLEASE realize that!

Translation: Im a retard with zero reading comprehension and id also rather cry preemptively before understanding things.

Now for special children like beer and Weasel once more: This was a NERF.

Old sneak skill was up to 250 with wartime sneak

New system is 200 and +20 for staying 5 hex near a movement blocker and another +20 possible while right next to a wall.

103
Changelogs / Re: 05-15-2016 Changelog
« on: May 15, 2016, 09:26:28 AM »
Sneak is stupidly strong, let's give it tons of perks!   >:(

Reading hard

104
Changelogs / Re: 05-15-2016 Changelog
« on: May 15, 2016, 07:29:00 AM »
btw cirn0 you forgot armor bonus/malus on sneak value

finally a bit of sneaking in combat armor again :)

105
Changelogs / Re: 05-15-2016 Changelog
« on: May 15, 2016, 07:19:19 AM »
9-hex senpai and 3-hex san are the people that run toward you to take zero damage when they see you firing, so yes shooting at that range is definitely real

106
Changelogs / Re: 05-15-2016 Changelog
« on: May 15, 2016, 07:07:35 AM »
Needler:
- decreased magazine size from 10->8
- decreased range from 45->25
- added single reload trait at 8ap per needle
- added Field Inhibitor trait, resuling in only 33% damage when shooting at less than 33% of maxrange
- replaced better crit perk with deep wounds
- decreased needler ammo bleeds to compensate

Lets quickly compare new needler with old one in terms of effectiveness to check if it was overnerfed

Range:
45 to 25
--> 56% of old max

AP cost to fire 20 shots:
old was 20*20 (cost to fire) + 30 ap (reload) = 430
new 20*20 + 12*8 (reload) = 496
--> only 86% as AP efficient (not even calculating longer reload time)

one better crits gone
dmg lost depends on players luck stat but generally ~5.8% less damage (and way less cripples knockouts etc)
--> Assuming half of all shots are crits this is around 97% of old damage

New field inhibitor trait created for EXTREME RANGE SNIPING applied to a close range weapon:
All shots made at 9 range or less only deal a third of the damage. Needler has 18 eff range with the proper build, so that means you do only a third of the damage in half of all cases
--> 66% effectiveness of old

Now lets add them up!
56% * 86% * 97% * 66%

Still 30.8% effectiveness remaining!

clearly not overnerfed ;)

107
Resolved bugs / Quickdraw perk
« on: May 14, 2016, 06:30:11 PM »
Should be fixed or renamed to "rubberband desync suicide trait", because that's exactly what it does right now

Ofc it works flawlessly if cirn0 tests it with 1ms latency to the server in his moms basement. But for everyone else its broken

108
General Discussions / Re: So New Wipe?
« on: May 14, 2016, 04:17:59 PM »
ban everyone
stop butthurt cycle

109
Suggestions / Re: Sneak Overhaul
« on: May 12, 2016, 07:04:32 PM »
Go play with your non existant lawyer team instead of shitposting weasel

110
Suggestions / Re: Sneak Overhaul
« on: May 12, 2016, 06:05:53 PM »
Around 75% players expresed themselves clearly! No invisible assasins freely running around. We need increase sneak awarness in case of combat skills. Even if sneaks will deal 20% less damage, nothing will change. Range is as important factor as damage itself during combat, sneak basicaly ignores any range requirements allowing usage of extreme weapons anywhere. Its basically same as you would give immortality to someone and put A-bomb into his backpack. What a stupid idea, isn't it?

Scavenger without top stuff will be close to dead anytime he just notice sneaky ambush. Adjusting, adjusting, adjusting broken mechanics. Developers must realy love Ramen if they spend so much time on fixing this bug.

Getting real tiring reading the same dumb shit in every thread.

111
Suggestions / Re: Needler
« on: May 12, 2016, 02:50:36 PM »
max range -5 and quickdraw (detrimental trait that gets you killed due to lag) removed and its a deal

112
Changelogs / Re: 05-12-2016 Changelog
« on: May 12, 2016, 02:47:16 PM »
Things i dont agree with are a blight upon all fonline servers.

ok  ::)

113
Suggestions / Re: Sneak Overhaul
« on: May 12, 2016, 05:14:29 AM »
Keep all your whining in this thread http://fonline-aop.net/forum/index.php?topic=3286.0

This one here by SnowCrash is for actual suggestions


114
Bug reports / Re: Stairs to world map, fast dungeon exit
« on: May 11, 2016, 05:36:08 PM »
works as intended

led zeppelin tribute

115
Resolved bugs / Re: Backdoor Item Perk
« on: May 11, 2016, 09:37:40 AM »
none of the sneakboy perks/traits are active right now, tahts just leftovers from how they used to work

116
Suggestions / Re: Sneak Overhaul
« on: May 11, 2016, 09:27:43 AM »
never forget great aop holocaust caused by sneaks in 2016

only reason everyone quit... even though sneak was basically twice as powerful at the start of season one

117
Suggestions / Re: Sneak Overhaul
« on: May 10, 2016, 05:55:30 PM »
i like the more damage vs wounded targets bit, thats definitely something silenced sniper rifles should have, silent hill death is due for a rework anyway just like sneak

118
Changelogs / Re: 05-10-2016 Changelog
« on: May 10, 2016, 02:39:25 PM »
work as intended

119
income already scales to playernumber

120
Suggestions / Re: Three suggestions.
« on: May 09, 2016, 03:14:57 PM »
I am not realy aware of any childish reply/replies of myself in this thread.

"Give me more caps"
"Remove playstyle i disagree with"

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