Other > General Game Discussion
knockdown and knockout
Elmehdi:
--- Quote from: Raegann on February 25, 2010, 09:35:14 pm ---How so? Shouldn't he have damage like (1/3)*(3/4)*(240 to 330 dmg) if not point blank and with 5mm AP? That should be about 60 to 82,5 damage if your modified damage resist is zero, so if not dealing unaimed critical you should be ok after his turn (most of them probably not capable of shooting twice per turn). If he has 1 rank of bonus ranged dmg, it is like 80 to 102,5 damage, if he has two ranks, it should be like 100 to 122,5 damage. Am I right here?
This is just meant as a question, I'm not very good with these formulas and such kind of things. :)
--- End quote ---
Yes, it usually takes 2 minigun bursts to kill me, not much a difference. Why? - 1 eyeshot costs 8 AP, a minigun burst - 6 AP (with fast shot ofc), so there's no chance I have a second shot before death. I think snipers have been nerfed enough already:
+1 AP cost for eyeshot/headshot
no eyeshot possible if you're not directly in front of a trarget,
-16% critical chance for eyeshots (for LK 6 character)
-22% critical chance for headshots (for LK 6 character)
nerfed critical tables,
In order to be a good sniper you have to have 10 LK, 10 PE, at least 230 SG. It means that you have to basically sacrifice everything else and reduce a character to just it - a mobile platform for a sniper rifle. Knockout is a main weapon of this build. I just think it definitly doesn't further nerfing.
Attero:
--- Quote from: Elmehdi on February 25, 2010, 10:18:42 pm ---Yes, it usually takes 2 minigun bursts to kill me, not much a difference. Why? - 1 eyeshot costs 8 AP, a minigun burst - 6 AP (with fast shot ofc), so there's no chance I have a second shot before death. I think snipers have been nerfed enough already:
+1 AP cost for eyeshot/headshot
no eyeshot possible if you're not directly in front of a trarget,
-16% critical chance for eyeshots (for LK 6 character)
-22% critical chance for headshots (for LK 6 character)
nerfed critical tables,
In order to be a good sniper you have to have 10 LK, 10 PE, at least 230 SG. It means that you have to basically sacrifice everything else and reduce a character to just it - a mobile platform for a sniper rifle. Knockout is a main weapon of this build. I just think it definitly doesn't further nerfing.
--- End quote ---
there is no need to start with 10 PE you can go with 8 or even 6 if you will.
and dying in two burst ...at range or point blank ? if its at range there you realy wasted your hp ..you can have 200 hp as sniper...and if he gets close you can eat psycho - per wont penalty you here ... At top of that you should have FA that heals you for full amount - and you can have 150+ FA so basicly you can stand alot of beating more then you make it sound ...
and if you speak of low armor / no buffs .. then minigun is bluesuit killer - get over with that...
_Youkai_:
if your hand is more fast than 1 or 2 APs... yeah you can do all of this.
Elmehdi:
--- Quote from: Attero on February 25, 2010, 10:51:19 pm ---there is no need to start with 10 PE you can go with 8 or even 6 if you will.
--- End quote ---
8 PE makes sense only if you are going to use cigarrettes to buff it up to 10 later. 1 point of perception is worth 48 skill points invested into tagged SG (above 200% level), 1 point of intelligence gives you 40 sp, so whenever you are going to go over 200% of a gun skill, it's better to reduce INT and increase PE.
6 PE is not a sniper dude ;).
--- Quote from: Attero on February 25, 2010, 10:51:19 pm ---and dying in two burst ...at range or point blank ?
--- End quote ---
At range, I usually have a metal armor.
--- Quote from: Attero on February 25, 2010, 10:51:19 pm ---..you can have 200 hp as sniper
--- End quote ---
Post this build, since I don't believe you can make a good sniper with 200 hp (not talking about energy gunner here).
--- Quote from: Attero on February 25, 2010, 10:51:19 pm ---...and if he gets close you can eat psycho - per wont penalty you here
--- End quote ---
Not everyone has a doctor alt ;).
--- Quote from: Attero on February 25, 2010, 10:51:19 pm ---... At top of that you should have FA that heals you for full amount - and you can have 150+ FA
--- End quote ---
Only when you resign from outdoorsman or reduce PE, whch , as I explained before, is a bad choice for this type of build.
Basically you can have either 148hp or 172 hp (when PE at 8 ) as a sniper. And it's equal to 2 minigun bursts :-P
EDIT: And even if I somehow managed to make a second shot, it's about 40% chance to knockout a target (according to the above discussed formula) - still hardly fair, and it doesn't usually happen. Snipers don't need more nerfing.
Attero:
--- Quote from: Elmehdi on February 25, 2010, 11:50:10 pm ---
6 PE is not a sniper dude ;).
--- End quote ---
http://www.fo2238.fodev.net/wiki/Mentats
beats me but it adds perception ! same as jet!
you can even tweak the build to be able to do two aimed shots a round (with jet ofc)
--- Quote ---Post this build, since I don't believe you can make a good sniper with 200 hp (not talking about energy gunner here).
--- End quote ---
you wish
and remember you make sniper , at worst you can spend all your points in just SG , (you dont need outdoor , but FA is godly with 10 lck)
--- Quote ---Not everyone has a doctor alt Wink.
--- End quote ---
aye but the sole reason why psycho is so worthy/popular/needed is minigun.
@metal armor - i think you mean MKII -
those are the valoues at range burst from avenger should do not more to you then ...
JHP - metal2 - 86 with BA - 60,
AP - metal2 - 126 , BA - 108 ...
a little compare to psycho and 2x toughness BA... - 61 ;p (ofc ap ammo )
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