Nice_Boat
ever heard of so said sniper nerf ? it was only big guns that got nerfed ? ...
You're quite wrong. It went on like this:
- sneak too powerful, people whining -> nerfed
- sniper rifles too powerful, people whining (oh, I wonder why now of all times?) -> nerfed
- big guns too powerful, people whining (oh, I wonder why now of all times?) -> nerfed
... the only question I have is what's coming next. And when is the spear nerf coming. There is a valid reason why Fallout Tactics didn't really change much when it comes to Fallout 2 combat - and that reason was that the game worked, which is not really the case right now. Even until the sniper nerf it used to have a nice "you're seen, you're quite dead" balance, right now it's just tedious with most weapons and the damage output got real friggin' different not only between weapons of the same class, but also between classes - which is REALLY bad and I think I don't have to explain why.
now more things nades like you call them - maybe you can throw alot of them but their damage is quite pathetic (frag one ) less then half of RL one.
And the other granade - is plasma ..and plasma is good as long there is no tesla armor... + nades got as awsome range as 16 hex .. thats qutie close to the minigus barrel...
Not a single build can withstand 4 plasma grenades without an extraordinary stroke of luck - and you're not going to get hit by any less. And minigun? You mean the one that takes 50 minutes to craft 3 bursts that's going to just scratch the paint on your CA, or the one that takes 50 minutes to craft 2 bursts and unlike the plasma nades doesn't guarantee a kill at 15 hexes, especially if the target is on psycho?
if you think snipers life is so easy go for it ...
Oh but I did go for energy sniper twice. Played it in all rounds of Ares tournament and NA vs DA event, died once - I think that if I say I'm experienced with that build I wouldn't exaggerate.
I find since the last wipe they've implemented a bunch of small good changes and a few huge gamebreakingly terrible ones, ie diminishing xp, crafting times, not fixing TB which should have been done months ago. The problem lies in the game itself, fonline is just a bastardization of fallout 2 and that wasn't designed for any of this. The combat system needs total reworking if we ever want any kind of strategy.
Nah, the combat system was good and works (see Fallout Tactics for refference), it just doesn't need any tinkering of the sort that's been done. As far as the newly implemented stuff I tend to agree - the new economy, xp and timeouts are just a wrong turn. They should just revert to pre-wipe leaving current town control and crafting in (with smaller timeouts for ammo and maybe gathering) and have shops autorestock on nice resources - and we'd have a pretty neatly working game with smooth gameplay experience.
Even the organized pvp fights end up one sided because every fight is just "you die or I die but either way its going to last 2 seconds". It's not like pvp in this game requires any skill whatsoever, congratulations you clicked on someone and won a dice roll. There isn't even any skill to making a character because of how limited your choices are.
Whoah, hold your horses there buddy - no skill whatsoever? Than how come same players generally dominate each fight they take part in unless they're vastly outnumbered or plain out of luck? And making a character ain't that bad - there are innovations surfacing from time to time after all.
You don't know if the person who popped into your encounter is hostile or not so you either shoot first or risk having him kill you for nothing. Hell the fing russians don't even kill or loot you, they knock you out and leave letting you lie there for 10 minutes or whoever long it takes the game to bring you to the world map.
Well I like the tension that comes with the fact that anyone could be hostile. When it comes to the knockout thingie - yeah, there should be a command for suicide.