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For the thousand time...

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avv:
Even 120 ac is too much. Snipers are highly dependent on good hitchance from maxrange. If high ac bg can just run to a sniper and open fire from burster maxrange (35 hex), sniper will never win. They are having hard times even now.
90 was ok, but bluesuit should have 0 ac always. Game shouldn't encourage not wearing armor at all. Armor penalties to ac could be removed completely to help builds that actually want to use gear.

Could also implement a rule that ac stops working at 5 hex range. This way nobody could run right next to you while you got 5% hitchance. There should always be a way to kill another player if you have a weapon that does enough damage.

T-888:
Make guesses together with someone and compare yours. 8)

I'd try decreasing armor class to 150 and then see how it turns out, 90 AC indeed was hardly usable for close quarter combat characters, but this number is just my guess (70 less AC seems like an appropriate dose of balancing) + lower chance for jinxed to occur at least 30% less, lost drop weapon, lost turn, critically missed happens very often in general.


--- Quote from: avv on August 15, 2012, 10:11:42 pm ---...

--- End quote ---

I haven't seen any armor class powerbuild big gunners now with all 220 cap. Only some low health point bluesuits with miniguns witch aren't very practical. Take notice that kamikaze decreases damage resistances appropriately now and big gunner isn't able to use perks witch are meant to increase armor class for unarmed witch ultimately decreases the total and have to wear armor to be effective witch is more reduction of armor class.

I'd actually like to see some hybrid kamikaze sniper builds witch counters other sniper lines of just soaking up some of the first shots as misses, it's cool in my opinion. :) Players that use gear never were the problem remember.

Solar:
What's been suggested on irc was tie in an AC drug, which seems reasonable to me. Perhaps 150 available normally, with 50 - 70 AC from the drug.

I also quite like the idea of the 5 hex limit, if you could time it so you got them in the 2->5 hex range when AC stops working and before in your face kicks in ... a little bit of micro ;)

T-888:
So you want to keep 220 in total? Adding armor class drug? Sixth drug to add to powerbuilds, more sophisticated builds to counter the increase of armor class, don't see how this will solve any issues here.

avv:

--- Quote from: Solar on August 15, 2012, 10:44:34 pm ---What's been suggested on irc was tie in an AC drug, which seems reasonable to me. Perhaps 150 available normally, with 50 - 70 AC from the drug.
--- End quote ---

Any downsides from the drug? It has to have some or everyone will use it.


--- Quote ---I also quite like the idea of the 5 hex limit, if you could time it so you got them in the 2->5 hex range when AC stops working and before in your face kicks in ... a little bit of micro ;)
--- End quote ---

Thing about in your face: it's also used by trollbuilds who got nothing to lose and makes things way too random. If someone gets onehexed by burst, he needs to die or at least lose lots of hp. In that situation there is no room for random 50% complete miss because life and death are on the edge of razor blade. Reliable onehexing is good feature and shouldn't be touched with randomness.
Along with the unarmed buffs, we got tons of bluesuit unarmeds harassing against actually geared players and coming back all the time after being killed for the tenth time. Last session crit-snipers were considered trolls, now the trolls use no gear at all.

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