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Author Topic: Mutant mercenaries  (Read 3840 times)

Michaelh139

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Re: Mutant mercenaries
« Reply #15 on: June 20, 2011, 09:03:07 pm »

The problem was people were using them as mobile firebases with craploads of HP and abusing the way followers tend to dissappear when their master magically leaves.
Which is why you shoot the master...
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Solar

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Re: Mutant mercenaries
« Reply #16 on: June 20, 2011, 09:04:59 pm »

I mean if the normal one takes 1 slot, then a mutant takes more than 1.

The not leaving in combat means you won't be able to magically disappear them off the map if they have been firing at people
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Michaelh139

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Re: Mutant mercenaries
« Reply #17 on: June 20, 2011, 09:08:05 pm »

The not leaving in combat means you won't be able to magically disappear them off the map if they have been firing at people
Yeah figured that out :P.

But I find this ridiculous, 1 or 2 mutants, cannot insta kill any worthy build...  and liekly there are other people around, so  all you must do is shoot and kill the master and finish the mutants which isn't a tough job if they only have rockets.

And I ask, does this combat timer thing affect ALL followers?  Because then....  then they'll just be plain useless, nobody will use them almost ever.  I assure you.
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Crazy

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Re: Mutant mercenaries
« Reply #18 on: June 20, 2011, 09:13:54 pm »

Yeah figured that out :P.

But I find this ridiculous, 1 or 2 mutants, cannot insta kill any worthy build...
Yeah, this is ridiculous! A mutant merc leader should be able to insta kill every build it cross !
...


Quote
  and liekly there are other people around, so  all you must do is shoot and kill the master and finish the mutants which isn't a tough job if they only have rockets.

Know what? In front they have also other people around. And know what? If you are two, one is insta killed, and the second can't kill the leader without being slaughtered by the muties (unless incredible luck).

Quote
And I ask, does this combat timer thing affect ALL followers?  Because then....  then they'll just be plain useless, nobody will use them almost ever.  I assure you.
Why that, if they respawn, they can make fine companions. Stop whining because your artillery won't work anymore... Why would they have the magic capacity to run away in combat while the players cant? Btw, nobody said the ones which didn't shoot were affected by this timer.

Don't listen to him Solar, it's a great thing.
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When you have to shoot, shoot, don't talk

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Solar

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Re: Mutant mercenaries
« Reply #19 on: June 20, 2011, 09:16:38 pm »

Of course, magically disappearing was always a bug.

There will be plenty using them. They just won't be able to be so reckless else they're going to lose them.
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Michaelh139

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Re: Mutant mercenaries
« Reply #20 on: June 20, 2011, 09:18:30 pm »

-snip-
Lol u mad ?

There will be plenty using them. They just won't be able to be so reckless else they're going to lose them.
Okay, so I become a slaver, and I have 2 slaves, I go back to den to sell them, and I get into encounter with a hostile mob, and they hit or vice versa my slaves, but I cannot save them because the mob is too powerful for me. 

They are just... gone?  sounds like bs...  Not to mention the fact that having more followers increases the mob count.
« Last Edit: June 20, 2011, 09:21:32 pm by Michaelh139 »
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Solar

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Re: Mutant mercenaries
« Reply #21 on: June 20, 2011, 09:27:13 pm »

Ah, yes, it needs to be so you can order them to flee and the timer doesn't then keep getting renewed.

What needs to be stopped is the drop in, attack, disappear. Making the fleeing order work better is indeed needed before the wipe.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Mutant mercenaries
« Reply #22 on: June 20, 2011, 09:46:33 pm »

Yeah figured that out :P.

But I find this ridiculous, 1 or 2 mutants, cannot insta kill any worthy build...  and liekly there are other people around, so  all you must do is shoot and kill the master and finish the mutants which isn't a tough job if they only have rockets.

And I ask, does this combat timer thing affect ALL followers?  Because then....  then they'll just be plain useless, nobody will use them almost ever.  I assure you.

* beep beep * I have detected nonsense.

First they aren't that easy to kill as you say and if they aren't enough efficient for you to insta kill all they see well it doesn't mean they will be useless for everyone. Think of it this way you will actually have a choice now take 2-3 muties or 5 normal human mercs , sounds like balance for me.

I don't think solar is implementing and changing stuff just to make things more fun , as far as i see he tries to balance things here.

Balance an abstract thing for some players.
« Last Edit: June 20, 2011, 09:48:12 pm by T-888 »
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Re: Mutant mercenaries
« Reply #23 on: June 20, 2011, 11:19:52 pm »

What if i'm traveling in my car and I get an annoying encounter like floaters or centaurs, and one of my guys fires before I click on the car, is he lost forever?

Solar

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Re: Mutant mercenaries
« Reply #24 on: June 20, 2011, 11:37:52 pm »

Do you not get to choose your encounter automatically with cars? Seems pretty simple to avoid going round in a car with auto fire selected.
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Michaelh139

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Re: Mutant mercenaries
« Reply #25 on: June 20, 2011, 11:47:21 pm »

Do you not get to choose your encounter automatically with cars?
only 95% of the time it would seem.  Although I find a large difference between a character with 100% outdoorsman using a car to one with 20%.
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Ganado

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Re: Mutant mercenaries
« Reply #26 on: June 20, 2011, 11:48:35 pm »

Speaking of merc commands, the current system makes you have to speak to each merc separately to change their attack style / distance. It would be nice if that could be put into the Alt-click menu, like the 'Move To' command, to not make it so you have to go through each merc every time you want to change it.
« Last Edit: June 20, 2011, 11:51:35 pm by Dishonest Abe »
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Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!

Crazy

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Re: Mutant mercenaries
« Reply #27 on: June 21, 2011, 12:19:47 am »

Although I find a large difference between a character with 100% outdoorsman using a car to one with 20%.

Isn't OD of the car supposed to apply instead of your own?
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When you have to shoot, shoot, don't talk

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TTTLA, for Great Justice !
Re: Mutant mercenaries
« Reply #28 on: June 21, 2011, 12:49:43 am »

We get to pick most encounters in car, but not all.mSo setting to safe mode will make them not shoot npc's as well?  That would be a way to escape the battle before it starts, whithout losing your slaves/mercs. It seems they shoot almost instantly on molerats and mantis now, even when set to "Don't attack until you're hit".

Michaelh139

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Re: Mutant mercenaries
« Reply #29 on: June 21, 2011, 12:59:46 am »

Isn't OD of the car supposed to apply instead of your own?
Yes, that's why I am wondering this to Solar.
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