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Author Topic: New aspect of Sneak Ability  (Read 6545 times)

New aspect of Sneak Ability
« on: April 27, 2010, 11:05:23 pm »

Now sneak is useless. Earlier it was overpowered. I think there is a solution for it (it was basicly Ninja's idea but I've changed it and decided to post it on forum). It's just three simple steps to make sneak usefull (as a defensive ability) and not overpowered (5-15 seconds is enough to don't get bursted from behind by sneaking bigguner, I think). So with this 3 steps sneak can be just as like as without FOV working.

 
1. Can't attack with sneak on.
2. After turning sneak off, cooldown for attack (not much, 5 to 15 seconds)
3. After turning off sneak 1-2 minutes for turning it on again.

Basicly, we don't have defensive skills in the game. The only way to stay alive is kill before got killed. And idea using sneak to avoid zillions of powerbuilds with miniguns/avengers/LSW's will be great feature for players who tries to play looners and have some real RP fun and don't wanna fight with powerbuilds (if you are calling 21lvl powerbuild with avenger vs 5lvl melee fighter a real fight). I hope I've made myself understandable, becouse I'm not native english speaker.

Dev's at least spend a minute of your valuable time and try to imagine that in the game :)

Sarakin

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Re: New aspect of Sneak Ability
« Reply #1 on: April 27, 2010, 11:25:19 pm »

With your suggestion, theres still place for sneak looting and scouting which is eneligible
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vedaras

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Re: New aspect of Sneak Ability
« Reply #2 on: April 27, 2010, 11:27:56 pm »

With your suggestion, theres still place for sneak looting and scouting which is eneligible

i think that what sneakers should do. Sneak is thieving skill in first place. When big gunner is using sneak if find it wrong.
« Last Edit: April 28, 2010, 08:48:10 am by vedaras »
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Re: New aspect of Sneak Ability
« Reply #3 on: April 28, 2010, 12:44:04 am »

i think that what sneakers should do. Sneak is thieving skill in first plays. When big gunner is using sneak if find it wrong.

Then you again have a build that does not have drawbacks from death (such as unarmed), people will just make sneaker alts and just run around collecting gear of others or their own when they die, basically they don't lose anything.
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Sius

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Re: New aspect of Sneak Ability
« Reply #4 on: April 28, 2010, 05:36:47 am »

Aaaaand thats totally not the way how to develop the game... seriously, hotfix something you dont like with even worse solution never works.
« Last Edit: April 28, 2010, 12:49:48 pm by Sius »
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Re: New aspect of Sneak Ability
« Reply #5 on: April 28, 2010, 07:47:28 am »

i think that what sneakers should do. Sneak is thieving skill in first plays. When big gunner is using sneak if find it wrong.


Klingon Warbird De-Cloaking!

Or like the Predator firing while cloaked.

SF/Sci-Fi, but not retro-Fallout.
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Re: New aspect of Sneak Ability
« Reply #6 on: April 28, 2010, 01:16:30 pm »

Sneak shouldn't be removed if you dealing silent attacks = punching, kicking, cutting, swinging, throwing (knives, spears, rocks), etc.
Sneaker, who attacked you with any way described above (melee/throwing non grenades) must become visible for you.
And also if you once spoted sneaker (he attacked you, or came too close), he must be visible for YOU till he leave your FoV. So to hide again from the person, who has spoted him, he must hide behind wall or other object. *Ghost perk can allow to avoid that at night, so you'll always can be hiden if someone spoted you by walking away from his sneak-visible-view.
Attacking sneaker (if he takes damage by any source except for poison/radiation) must break his sneaking (I'm not sure it's already or not, but I think it is, so nvm)
There's no need bonuses to sneak when you walking near static object like barrels, crates or wall. Opposite make penalty if there's no objects. Make it almost impossible to sneak at day, if there's no any static objects near. It must have low penalty from back view, and like 0% success by sneaking from forward view. At night sneaking will have less penalty from forward view.
Standing at the same place (no move) must give you great bonus to your sneak skill.

Needler pistol and BB gun can be silent weapon too.
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Sarakin

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Re: New aspect of Sneak Ability
« Reply #7 on: April 28, 2010, 03:42:45 pm »

Well I find it quite frustrating that when you win a battle, you realize that theres nothing to loot, because enemy team fast relogged to their sneaky looters and collected all :(.
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gordulan

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Re: New aspect of Sneak Ability
« Reply #8 on: April 28, 2010, 03:43:45 pm »

bloody cowards
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http://tf-2.fr/ach.php?a=Bend Over, Boyo II&b=Shoot 150 people as they are running away from you... In the arse&c=56&d=150&e=1703&f=1
Re: New aspect of Sneak Ability
« Reply #9 on: April 28, 2010, 06:09:21 pm »

I think sneak should be HtH-only, like suggested by Silent Death (FO1/2) and Ninja (FO3) perks: the classic "Sneak Attack".
You can do this in a simple way: Sneak is AUTOMATICALLY disable if you have non-melee/unarmed weapon in one of the two slots :)

Have you ever seen a ninja with minigun?

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LeMark

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Re: New aspect of Sneak Ability
« Reply #10 on: April 28, 2010, 06:18:17 pm »

Like i said before : Sneak is good when is useless!
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Lordus

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Re: New aspect of Sneak Ability
« Reply #11 on: April 28, 2010, 08:12:11 pm »

1) full sneak ability only at night hours, in daytime, the sneak effect should be reduced in daytime
2) set up weight limit for sneakers
3) set up weapons, armors uncompatible with sneak.. (all big guns, metal, kevlar and power armors will disable sneak) - sneak helps to reduce optic, sound and smell percept .. dont make "invisible bigguner tank class" of player. also almost invisible snipers. lets sneak is options for small gunners (not pure snipers)
4) add to some (small) guns ability (perk) to stay in sneak mode after shooting .. set constant propability to this perk effect (50 percent per shot???), allow only to smgs guns to burst with this kind of perk

----------
ad 1) Sneak should not add benefit for everyone, everywhere, everytime. I suggest one third of night (full sneak) effect when is daytime, one half in day/raining
ad 2) Set up level that sneak attacker should use basic armors and basic weapons, with no chance to loot many stuff and run away hidden => 20 kg?
ad 3) Sneak is very powerfull abilty. Give sneak only to classes, which are not powerfull now. I dont see any sense, if is able to add sneak to big gunners.. They have big firepower now in combination with enough lives and even powerbuilds can still spare their skillpoints in the sneak (if doctor and FA skill is now useless). Also pure snipers, with int 6 needs to use 231 skill points into their skill, so they dont have enough skill points to raise it to the enough level.

 Look at the number of unused guns, all biggunner guns are useful in PvP, major of energy guns too, minority of small guns are usable in PvP. So focus the aim on this guns and player "class"
ad 4) This will help small gun players to effectively fight in battlefield. 50 percent per burst means total of 25 percent after second one... and small guns firepower is not too big.
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Re: New aspect of Sneak Ability
« Reply #12 on: April 28, 2010, 08:39:49 pm »

I don't like that weight limit. I would prefer sneak mechanics as they are in FT. Simply metal armor = noise. Leather/kevlar/environmental stuff = less noise or non. Same for weapons. Huge BGF in hands can make it harder to hide yourself (if you are not hiding behind that BGF) but weight limits really sucks and imho only active slots should count.

Lordus

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Re: New aspect of Sneak Ability
« Reply #13 on: April 28, 2010, 09:12:58 pm »

I don't like that weight limit. I would prefer sneak mechanics as they are in FT. Simply metal armor = noise. Leather/kevlar/environmental stuff = less noise or non. Same for weapons. Huge BGF in hands can make it harder to hide yourself (if you are not hiding behind that BGF) but weight limits really sucks and imho only active slots should count.

 We have to look to the effect of this change. What kind of player class we will create and think, if we want to support this consequences. I think that any big gunner dont need to raise his fight ability in fight by sneak. So aim sneak ability to small gunners with SMG weapons, maybe with assault riffles. Any biggunner dont want to reduce their firepower, most of them dont want to slow them in the fight, so why add this very usefull ability?? This is totaly nonsese, if someone wants to at least balance the game.

 If you allow to sneak only to players using smallguns, with addign special perk to some guns, like i described, you will create new "class" of fighter, usable in the PvP, so now, after 9 months, we will have 3 combat classes, hurray, instead of 2. The fight will be more variable, the sneaker will never do big constant damage like biggunner, but they will be able (in night/day raining) to ambush enemies.

 If you dont set weight limit, there will be many player parasites, not fighting bluesuits, stealing the loot on the ground masivelly, with small (smaller than now) posibility to stop them. Is this the purpose of your non weight limit in sneak, Sius?

 Devs, please, ask question, what i want, then make decision how to realize it. Not in different way. I suggest reasonable changes.

 The problem is balance of snek invisibility range. IMO, set the effective level in comparsion to average big gunners perception (6?).. Snipers are not (usualy) in the first line. Make from sneakers ability to hit enemy bigguners, with 50 percent chance of unseen attack. It will be solid hit and run SMG PvP class.
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Re: New aspect of Sneak Ability
« Reply #14 on: April 28, 2010, 09:29:50 pm »

Sneak is good at the moment, but needs a real investment into that skill (300% etc.). I tested it a bit and I find it still useful in various situations. Of course no more looting by sneak ninjas just in the middle of a crowd, no more sneaking up to 3 hexes with biggunner (or well, maybe it's possible if someone is really good :) ). I like sneak as it is now, maybe it could use few little fixes but no serious stuff.
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