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Author Topic: Sneak rework  (Read 3229 times)

Sneak rework
« on: April 21, 2010, 01:11:38 pm »

What I want to say about sneak ...

Actually I dont understand the cause and effect. Today's changes bring us back to the old problems ...
It seems that people do not want to solve the problem of PvP-balance, but as always everyone wants to pull the blanket over to their side ... BG – to themslefs, sneakers – to themselfs ...

First, what is not clear – cause of changes in the standard Fallout sneak and turning it into some kind of lag useless perk, in which people pour in from 200 to 300% points.

The reason is not because that person can be seen, is it? The reason is that the very first shot, which may decide the outcome of the battle, this is the advantage of sneakers, but:
1) In 70% bigguner will rise after the shot (if the bigguner is good - has at least 170 HP + Two toughness) and at the first turn will send the sneakers in another world.
2) Bigguner in 70% of cases will kill almost any sneakers in the first place (because the normal Snicker takes perk for crits, has no protection and does not take additional HP).
3) Bigguner shoots about 30-40 hex. Snicker from the pistol does not really have time to escape after bigguner will stand up ... And the sniper rifle hits pretty low, compared with a laser rifle (sniper rifle damage - 50-90, laser rifle - 70-120. But sniper rifle is like the best weapon in the class "SG" ...

So the facts is. What I propose is easy to make + you will get a normal balance:
1) Reduce the effect of critical strikes by 10-15% (ie, crippled limbs, eyes, etc., because bigguners suffer of that - it is possible with the 2nd-3rd shot to break his arm or something ...) It is natural to consider the request as an option for discussion - because that will affect everyone - both on sneakers with a SG, and snipers without sneak.
2) Leave the normal standard sneak, without any FoV, which lags so much and people will continue to complain. In short - the more difficult it is – the worse it is for everyone. I think that there is no sence to complicate it all.
3) Implement restrictions on max working sneak skill depending on weapon presented in inventory, ie something like this:
For BG:
Minigun - when using the minigun skill sneak works like 160-170 no mather if its bigger than that, LSW for example - 175%, Bazooka - 150%, flamethrower - 190-200%, grenades (the number is not important) - 200%.
For SG  and Energo:
Laser and sniper rifle - 220%, Shotguns - 230%, semi-automatic - 250%, all pistols - up to 300% (not limited).

Conclusion: We remove the restriction on the weight (it is simply not necessary). If you are BG and you have in your inventory grenades and minigun, minigun will identify that you sneak will work max at 160%. As if sniper rifle and pistol - sniper rifle will be determining sneak drop – and it will work at  220% max.
Also we can leave penalty for armor as it is right now.

p.s. sorry for my english - its not my native language.
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VongJin

  • Rogues
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Re: Sneak rework
« Reply #1 on: April 21, 2010, 02:43:55 pm »

sneak system was discussed and reworked long time ago and now sneak is working as intended.
Re: Sneak rework
« Reply #2 on: April 21, 2010, 03:02:15 pm »

Bah, this sucks. Sneak got overpowered due to a bug or that FoV (havent been following last few days) and guys with 10 PE couldnt see a sneaker with 200 skill more than 10 hexes away no matter where he stands. So because of that imba situation, everyone now made a sneak combat alt, and now when the problems solved and sneak is working as it has to work, everyones whining on the forum about its uselessness etc.
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I give a fuck.
Re: Sneak rework
« Reply #3 on: April 21, 2010, 03:06:52 pm »

everyone now made a sneak combat alt
I didnt. My gang mates did. But they also got BG, SG and Energo.
My point is that right now sneak is dead.
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maszrum

  • Soldiers of Thunderstorm
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Re: Sneak rework
« Reply #4 on: April 21, 2010, 03:21:39 pm »

ok, we finally back to old setings , imho that was good change, sneak without any of penalty points is very powerful

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Re: Sneak rework
« Reply #5 on: April 21, 2010, 06:41:06 pm »

ok, we finally back to old setings , imho that was good change, sneak without any of penalty points is very powerful



so how it works now vs 10 PE enemy?
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Izual

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Re: Sneak rework
« Reply #6 on: April 21, 2010, 07:38:53 pm »

Today's changes bring us back to the old problems ...

The sneak-nerf (working with the FoV) was disabled due to memory leak's hunt. It is now enabled again as it should be.

Now :
1) Sneak is useless.
2) Sneak as we seen in the last few days was useless.

I've been playing a Sneak char for 8 months so I know what I'm talking about ;p
In my opinion, sneak should be as it was in the past few days, but any sneaker should be seen in a radius of 15 hex from other players. So you can be invisible only at 16 hex away. Original sneak was meant to be like this, so that fighters can shoot the first, but not from five hex distance... Just closer (of their targets) than the other fighters.
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avv

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Re: Sneak rework
« Reply #7 on: April 21, 2010, 08:19:46 pm »

Why not make sneak the ability for serious unarmed and melee builds?
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LeMark

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Re: Sneak rework
« Reply #8 on: April 21, 2010, 08:20:26 pm »

Sneak era was boring (3 session ago), sneak is better when is useless.
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Re: Sneak rework
« Reply #9 on: April 21, 2010, 09:00:19 pm »

Sneak era was boring (3 session ago), sneak is better when is useless.
Bring back sneak and i promise all of the server muuuuch fun ^^

Izual, if 15 hexes is max distance to come close, than penaltys for guns, armor shold be not so harmfull imho
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Re: Sneak rework
« Reply #10 on: April 21, 2010, 09:01:42 pm »

so how it works now vs 10 PE enemy?
They will see you from 45 hexes in front. In other words - sneak doesnt work right now.
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Re: Sneak rework
« Reply #11 on: April 21, 2010, 10:02:20 pm »

They will see you from 45 hexes in front. In other words - sneak doesnt work right now.
In other words: its not overpowered as it used to be and is how it should be. Since you can kill a powerful guy with 2-3 bursts (lets take minigun), 1-2 eyeshots (lets take sniper), or 6 grenades (wich, with the right build, you can throw in really really rapid succession), it shouldnt be as the way it used to be. Especially for the grenades. If a 10hp bluesuit with plasma nades and correct build sneaks up to you, lets say 220 hp metal armor guy, no matter how many friends you got around you, you gonna die in a second.
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FischiPiSti

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Re: Sneak rework
« Reply #12 on: April 21, 2010, 10:12:10 pm »

The sneak-nerf (working with the FoV) was disabled due to memory leak's hunt. It is now enabled again as it should be.

Now :
1) Sneak is useless.
2) Sneak as we seen in the last few days was useless.

I've been playing a Sneak char for 8 months so I know what I'm talking about ;p
In my opinion, sneak should be as it was in the past few days, but any sneaker should be seen in a radius of 15 hex from other players. So you can be invisible only at 16 hex away. Original sneak was meant to be like this, so that fighters can shoot the first, but not from five hex distance... Just closer (of their targets) than the other fighters.
Please dont make me useless as an unarmed sneaker, the 3 radius rule is bad enough.
Weapon in active hand -> sneak penalty.
nuff said.
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HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions
Re: Sneak rework
« Reply #13 on: April 21, 2010, 11:35:39 pm »

Unarmed sneak is the most useless because you can't get within melee range, even 300 sneak from the back you are visible at like 4 hexes. I don't think silent death is even possible to use if it was working.
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