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Author Topic: crits  (Read 7045 times)

_Youkai_

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Re: crits
« Reply #45 on: August 25, 2011, 04:03:45 am »

Quote
14:44:09 • You were critically hit in the eyes for 42 hit points and blinded.
14:44:09 • You were critically hit in the head for 27 hit points and knocked down.
Well, gentlemen... this is what I call a Super-Fast-Sniper. O______O


Or maybe a Two-Hand-Sniper...  :o
« Last Edit: August 25, 2011, 04:05:18 am by _Youkai_ »
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Re: crits
« Reply #46 on: August 25, 2011, 07:08:20 am »

Everyone know that crits after wipe will be nerfed so just chillout and try to avoid every possible sniper ;)


This will kill knives throwing guys:amen Gray Rain,rest in peace :'(
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Crosby

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Re: crits
« Reply #47 on: August 27, 2011, 03:07:01 am »

Snipers are NOT that powerfull that they need to be toned down. I would rather go against a sniper than a big gunner. I would know, I am a sniper  ;D

Johnnybravo

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Re: crits
« Reply #48 on: August 27, 2011, 03:42:23 am »

Unless you're skilled enough to get a good crit you can't really do any damage or effect that is not random. You can still play better no matter what kind of damage or crippling you do, this is something that many people don't realize.
And yeah that condition is sarcasm.
I wonder if it'd be possible to get a fonline without single random call. It's matter of phylosophy whether randomness even exists, but ingame it does not do much good beside putting players to unpredictable situations - which still could be part of tactics/AI even without random chances.
« Last Edit: August 27, 2011, 03:46:26 am by Johnnybravo »
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Re: crits
« Reply #49 on: August 27, 2011, 03:44:17 am »

Snipers are NOT that powerfull that they need to be toned down. I would rather go against a sniper than a big gunner. I would know, I am a sniper  ;D

crits being toned down will be from the new anti-crit perks and modifiers associated with armour. However this does not mean everything else will stay the same, pretty sure solar has stated that sniper rifle damage will receive increase to balance this (by 50% i think it was). Let us hope that we reach a good weapons balance post wipe.
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Re: crits
« Reply #50 on: August 27, 2011, 04:01:10 am »

not everyone wants to play snipah and wish for bursters and snipers to be balanced not just instas all the time.....(i hate snipers)

You don't need to play " sniper " to score insane criticals just make crippler go reno with 14 , 10 mm pistol(223 pistol if not crippler for maximum pain) maybe CLJ and your in business or maybe a lazor crit based build don't care what you do with the build if it involves lazor-critical it makes guys in CA and avenger look like soft girls , and when we talk about criticals in general each 1.5 attack cripples your arm and almost each shot drops your weapon,  damn avenger and change to fucking secondary rocket launcher so that you could drop that too , not to mention the hour long knockouts or when you get knocked out while your knocked out( how the fuck is that even possible ) or that the randomness sometimes you get hit like dozen times and you still stand but sometimes it takes 2 shots and you can kiss my ass and donate stuff. Like the only real weakness for snipers if they get unlucky with critical shots if they KO , cripples any body part , knocks you down first shot it doesn't matter if they have low hp and they are fragile in narrow spaces not to mention ridicoulos damage on bypasses. blah blah blah

I play with sniper enough to know critical hits are broken as much as they can be , so you all want critical hits to be nerfed not snipers , i could write all day long about critical hits and i would find like a million reasons why criticals should be nerfed , fucking up gameplay just like militia does right now. btw i know this gonna change so someone will call this flaming i call this feedback kekekeke ;D
« Last Edit: August 27, 2011, 04:24:35 am by T-888 »
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Johnnybravo

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Re: crits
« Reply #51 on: August 27, 2011, 04:49:46 pm »

Little tip, eyeshots are changed to headshots when not facing the opposite direction ( that means if you wouldn't face the same direction when you'd turn 3 times in one direction ).
This is useless vs cripplers as arms and legs are still the same, but makes lasers completly useless as their critical chance is usualy low and their noncritical damage is complete joke.

There are some countermeasures and damage will go up. Though armors are going to be balanced only by 5%ish changes usualy, it's still better than nothing.
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Re: crits
« Reply #52 on: August 28, 2011, 01:00:57 am »

Unless you're skilled enough to get a good crit you can't really do any damage or effect that is not random.
When I started playing I was surprised by the fact that snipers did so low damage. If I got it right, the problem is that snipers are useless when they don't score chained criticals, and when they do, they are overpowered. Well I'd say nerf criticals (I read that's going to happen after the next wipe, good) and make sure they do more damage to balance it out.
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Michaelh139

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Re: crits
« Reply #53 on: August 28, 2011, 06:32:19 am »

Nerf chance greatly.  But give shooting to eyes (At any time) at least 50-75 hitpoint damage every shot with say, a sniper rifle.

We see ALOT less critical bullshits, (but still occassionaly that perfect shot.  They are snipers afterall). and more guerrilla warfare, and shot-picking, like snipers are supposed to be.  Adding more tactic, and less randomness.
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JovankaB

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Re: crits
« Reply #54 on: August 28, 2011, 07:52:49 am »

IMO the problem is AP penalties are too big and they stack so if you are knocked down once you are dead in 4/5 cases, 250 HP, psycho and armor almost doesn't matter. My propositions are:

1. Remove stacking of additional knockout/knockdown AP penalties if the person is knocked out/down already.

2. Create to hit penalties for aiming lying targets from distance - yes, they don't move but they are much smaller after all. For example it could be -2 SP for every hex of distance if target is lying, so it would affect long range snipers the most. They would have a problem shooting someone in head over and over from 50 hex. You could create long range and short range sniper builds.
« Last Edit: August 28, 2011, 07:59:15 am by JovankaB »
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Johnnybravo

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Re: crits
« Reply #55 on: August 28, 2011, 10:28:25 pm »

Nerf chance greatly.  But give shooting to eyes (At any time) at least 50-75 hitpoint damage every shot with say, a sniper rifle.

We see ALOT less critical bullshits, (but still occassionaly that perfect shot.  They are snipers afterall). and more guerrilla warfare, and shot-picking, like snipers are supposed to be.  Adding more tactic, and less randomness.
You're wrong
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Nerf chance
is not equal to
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Adding less randomness
Critical chance is less relevant than crit effect. Even if there was only 1% critical chance, but that'd be instagib, it'd be random and people would hate it.

Also by default aimed shot has no effect unless it is critical, that is a good place to begin.
Whether the solution would be non-random factor ( like giving bodyparts their own health ) or still random ( like currently doing random criticals with random effect ) it need to exists to give combat some depth.
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Michaelh139

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Re: crits
« Reply #56 on: August 28, 2011, 10:42:48 pm »

 Maybe you should look up the word "less".  meaning: "Not as much".  The less critical hits there are, the less random crap that happens due to those critical hits.  It's in direct correlation.

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Critical chance is less relevant than crit effect.
Why?  If there isn't enough chance to get crits then there would be no crit effects. if there was no crit effect then there would be no point to crit chance.

 
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Even if there was only 1% critical chance, but that'd be instagib, it'd be random and people would hate it.
I don't understand this:  instagib?  Besides 1% chance would hardly be noticeable enough for people to hate it.

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Whether the solution would be non-random factor ( like giving bodyparts their own health ) or still random ( like currently doing random criticals with random effect ) it need to exists to give combat some depth.
Obviously, but it is clear we need less random, more things we can rely on.  So I would think bodypart health wouldn't be such a bad idea.  But before this we would need to make up a new doctor system perhaps, and an item for repairing these limbs.
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Johnnybravo

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Re: crits
« Reply #57 on: August 28, 2011, 11:43:02 pm »

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Why?  If there isn't enough chance to get crits then there would be no crit effects. if there was no crit effect then there would be no point to crit chance.
Currently average eyeshot critical chance might be like 75% ( some have more some less, obviously )
this might seem like a lot, but only 40% (perked, hinted by Solar) of those criticals bypass armor.
Those which do not bypass do usualy 15-30 damage, or something quite low.

That means the scary criticals all whine about are in fact like 30% or perhaps less or more depending on build.
Does it sound like way too much? I don't know.

Anyway if you had same critical chance, 100% chance to bypass, but very low modifiers (like 1.5x in average), you would do on every critical from 40-75 damage perhaps, and 10-15 on non-criticals.
I don't really intent to do much maths, but let's say that makes damage average in 60 per good shot.
For current system if we would take average bypassing critical in 150ish range, average damage per shot would be more or less the same.

This would be for Laser Rifle on some Combat Armor. So as you can see if every critical bypassed armor but did not boost damage that much, weapon would do good damage, and would not feel random ( though non-criticals would feel that way as failures ), but ofcourse is not ideal because it makes armor irrelevant.

But as you can see with higher chances, stuff is much less random.
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I don't understand this:  instagib?  Besides 1% chance would hardly be noticeable enough for people to hate it.
Something like 300 or more damage.
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