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Author Topic: Remove diminishing XP  (Read 5982 times)

Nice_Boat

  • I shot a man in Reno just to watch him die.
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Re: Remove diminishing XP
« Reply #45 on: January 31, 2010, 10:19:09 am »

40-90 dam on plasma  granade - > its 8 to 18 when hiting on tesla ...wtf ?you ahve less then 80 hp ? ><

but then tesla doesnt protect you well agaisnt minigunning ...  a price to pay aint that ?
So it's either get screwed over by a plasma grenade or get screwed over by everything else. Doesn't change all that much in practical terms now, does it?

now second thing is 50 mins =  200 AP bullets = 5 bursts ... dont make up numbers when i already cleared that out ...
I stand corrected (but no, it's only 4 full bursts), but still 50 mins = 20 rockets = 20 attacks. 50 mins = 20 plasnades = 20 attacks. And we're talking more or less equal level lethality here. Even if you had 20 bursts for 50 minutes of crafting the Minigun would chew through more ammo due to higher rate of fire - and then it'd make sense as you'd have to choose between lower damage per minute, ammo conservation and knockdown and higher damage per minute, high ammo consumption and no knockdown.

and psycho somewhat means he is melee or smth and the fella will have hard time surviving two point blank minigun rounds.
Psycho + plasmanades + 2x cigarettes = you're a screwed little minigunner, aren't you?

as for Fallout Tactics - i belive the mechanic was qutie different  - first i rememebr you could crouch or lay down , then IN RT moving costed AP i belive , there was crit modifiers on weapons i think , some weapons were tweaked... and there were deathclaws as playable <3
It doesn't matter as long as the general feel and gameplay mechanism was exactly the same: you're spotted, you die or get grievously wounded, you don't regenerate AP while you run, you sneak till you fire, you can heal using FA. Crouching and laying down just meant you could pop from behind cover vertically aside from the horizontal stuff you have in FOnline. The only difference was that in Tactics you could force fire with some weapons, ie. throw the nades through the window to get some splash damage or fire a rocket into a trench. Before the nerf FOnline played very much like Tactics with one character instead of two and with the "autoaim" thingie turned off.
Re: Remove diminishing XP
« Reply #46 on: January 31, 2010, 11:08:30 am »

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So it's either get screwed over by a plasma grenade or get screwed over by everything else. Doesn't change all that much in practical terms now, does it?

it does coz either its 1v1 and you can pick best gear vs target or its group fight and its another story ...

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(but no, it's only 4 full bursts)
http://www.fo2238.fodev.net/wiki/Avenger_Minigun 40 in burst 200/40 = 5 ... whatever - like it or not big guns offer the most punishment atm.

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Psycho + plasmanades + 2x cigarettes = you're a screwed little minigunner, aren't you?
so ou complain abotu ammo consumption yet you assume someone will eat a 10k worth of consumables to be competitive ?

@Tactics - imo tactics for me didnt hold the coolness of F2 world ..

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Marko69

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Re: Remove diminishing XP
« Reply #47 on: January 31, 2010, 01:04:15 pm »

I completely agree. Remove diminishing experience please.
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Anti-pk, protector of the law in wasteland.
Re: Remove diminishing XP
« Reply #48 on: January 31, 2010, 08:14:42 pm »

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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.

Yeah the combat system would work better if it WAS the tactics combat system but it isn't. All they took was the real time function, if you've ever played tactics you'd know that the damage over all was way lower and everything had more HP. We don't have an auto attack function, the line of sight system is less useful as F2 wasn't designed to take cover, just stand in the open and blast away. They didn't even have the same weapons or stats and the maps were huge in comparison. You can't just take one function from a game and claim the combat is the same, it's not. Also AP mattered in tactics because of it's steady increase in RT, if you had a 2 ap pun ch vs a guy with a 6 ap gun you could hit him 3 times for every shot. But with the mismatched ap gains and the fact you only gain full ap when not doing an action (such as swinging a punch) you have to stand there for 3 seconds not attacking to get your full ap regen.
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