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Author Topic: Changelog 28/06/2012  (Read 51929 times)

jacky.

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Re: Changelog 28/06/2012
« Reply #105 on: June 30, 2012, 02:34:29 pm »

Nerf sd. Needer was fine 60-110 with crit, laser pistol 80-150 with crit, and leave molotovs and knifes only. Problem solved. Add bs for ba, ea and hq resources. And pvp fix and maby i will come back but after good feedback
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avv

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Re: Changelog 28/06/2012
« Reply #106 on: June 30, 2012, 02:45:52 pm »

TC is reverted to the last version with the next patch, btw.

Any hope for militia nerf along with that?

You know the old story: no mercs in militia, max size is about 8, no over the top weapons or hps.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Nice_Boat

  • I shot a man in Reno just to watch him die.
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Re: Changelog 28/06/2012
« Reply #107 on: June 30, 2012, 03:13:54 pm »

TC is reverted to the last version with the next patch, btw.
Awesome. I'm really hoping this is just the beginning, keep it up ;D
Re: Changelog 28/06/2012
« Reply #108 on: June 30, 2012, 03:47:14 pm »

Any hope for militia nerf along with that?

You know the old story: no mercs in militia, max size is about 8, no over the top weapons or hps.

This or remove militia entirely, no need to have a horde of NPCs as addition to pvp with so few player participants.

Ghosthack

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Re: Changelog 28/06/2012
« Reply #109 on: June 30, 2012, 03:58:51 pm »

Additionally militia should be totally disabled. Let's try it again.
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Reconite

  • I'm a Spore Plant, I swear to god
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Re: Changelog 28/06/2012
« Reply #110 on: June 30, 2012, 04:16:23 pm »

TC is reverted to the last version with the next patch, btw.
Additionally militia should be totally disabled. Let's try it again.
Am I dreaming? Why are there are tears in my eyes?
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Quote from: Zogra
THIS IS NOT BETA THIS IS SPARTA

ARWH. Scummers to the end.
Re: Changelog 28/06/2012
« Reply #111 on: June 30, 2012, 04:19:01 pm »

"In the next patch". Now tell me when this patch comes.
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avv

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Re: Changelog 28/06/2012
« Reply #112 on: June 30, 2012, 04:34:12 pm »

Remember why militia was added in first place: to protect people who want to stay inside the town, because they are in weaker standing from pvp point of view, it's easy to scout players who are inside. This rule hasn't gone anywhere so either you nerf militia, or remove it and add some other temptation to stay inside or just don't give a damn the whole subject. That leads to the controlling faction always evacuation to worldmap, leaving the town empty. But guess that's least of the problems.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Nice_Boat

  • I shot a man in Reno just to watch him die.
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Re: Changelog 28/06/2012
« Reply #113 on: June 30, 2012, 04:35:50 pm »

Remember why militia was added in first place: to protect people who want to stay inside the town, because they are in weaker standing from pvp point of view, it's easy to scout players who are inside. This rule hasn't gone anywhere so either you nerf militia, or remove it and add some other temptation to stay inside or just don't give a damn the whole subject. That leads to the controlling faction always evacuation to worldmap, leaving the town empty. But guess that's least of the problems.
I came up with the idea of militia to prevent bluesuit captures and give a "you're being fucked" warning to the controlling gang. It's been obsolete since the first gear checks and I actually do feel bad I ever suggested introducing it in the first place.

Ghosthack

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Re: Changelog 28/06/2012
« Reply #114 on: June 30, 2012, 05:07:59 pm »

"In the next patch". Now tell me when this patch comes.

Well, since it's not a big change, it won't be long.

Since it's now summer, most of us that have work / are studying have vacation and can finally spend some more time, there should be more activity.
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LeMark

  • Tim & Tom & Ted Lawyer Agency
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Re: Changelog 28/06/2012
« Reply #115 on: June 30, 2012, 05:46:04 pm »

What abount sneaker who can beat fighter with CA?

Sneaker should be scout, nothing else.
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S.T.A.L.K.E.R

  • Some random guy
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Re: Changelog 28/06/2012
« Reply #116 on: June 30, 2012, 06:32:02 pm »

What abount sneaker who can beat fighter with CA?

Heavy handed sneaker with unarmed and SD?
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Back In-Game :D
Re: Changelog 28/06/2012
« Reply #117 on: June 30, 2012, 06:42:42 pm »

Heavy handed sneaker with unarmed and SD?

HH cancels out sd and a hh crit build is pointless so why?
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Re: Changelog 28/06/2012
« Reply #118 on: June 30, 2012, 07:52:08 pm »

Additionally militia should be totally disabled. Let's try it again.

Whaaa- ... *clearing eyes out of sleep*

Great! I would like to try again, now i must download 2238 client.

I came up with the idea of militia to prevent bluesuit captures and give a "you're being fucked" warning to the controlling gang. It's been obsolete since the first gear checks and I actually do feel bad I ever suggested introducing it in the first place.

I think small support of local militia is acceptable, those would be like 5-6 randomly chosen npc's with relatively low hp's and no high-tech weapons at all, only of course if you can't add more during fighting. Though no militia sounds good too.
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falloutdude

  • just some canadian guy
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Re: Changelog 28/06/2012
« Reply #119 on: June 30, 2012, 08:00:09 pm »

removeing millita all together will destroy projects like tsar,ttla,bhh ones leave some. we like are projects and frankly solo  tttla,bhh and tsar even with full members cant beat all the constant attacks on are projects without millita. leave 10 and atleast give northern town projects a chance. or we are going to need to make this game even more boring and place mercs all over which defeats the whole point of removeing millita.
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