Other > Suggestions

SG tweaking (and nerfing :P )

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anyuta:

--- Quote from: Lordus on August 04, 2010, 12:54:23 am --- not until 3D engine will be ready.. and there is no need to add new weapons, because there are dozens and unused because there is no intention to balance them

--- End quote ---
ok that is a good point, haeve other also the problem that  their base is stuffed with sg weapon and i dont know what to do with it? maybe weapons should only be avaible trough crafting, it dont know (one step in this direction, marauders have no longer combat shotguns). and your right, there is a huge imbalance in it, against other player 99% percent of sg are simply useless, even my beloved shotguns. But , i for example, dont play pvp, and i like a various combination of sg weapons (even my fists :D) to use in encounters. and its quite simple: give the players more ways to use stuff the get from encounters! i mean i can use 10 mm for 10 mm pistol , for smg, for hk90. ok that quite good, but for what i should use then 9mm balls? to bring the scorpio ingame, would give a way to use this shitload of 9 mm munition that is around (men , people use 9 mm munition for decoration; i mean, in a postapokalyptic wolrd where you use your hard earned munition for decorate your tent or your garden, would be a little bit weird), and give newbies ANTOHER way for an automatic weapon.

and im for everxy suggetion that make sg mor usable, different types of munition, changing the stats. i mean halt of the game, even more are fights, and for this  there is little development in there..

John Hancock:
Well really, the problem is that Fallout and Fallout 2 were never balanced... far from it. Very far from it.

Out of all the dozens and dozens of weapons available, only 1/3rd of them were actually good in the original games. In a multi-player game where everyone's stats are min-maxed MMORPG style, and where you level up entirely by grinding encounters rather than doing quests, this number falls to 1/8th or even lower.

The S.P.E.C.I.A.L. system has always been flawed. There are dozens of Perks, and less than 1/3 of them were actually good in the original games. In the PvP-centric, min-max environment of FOnline, this number, again, falls to 1/5 or even lower.

The same goes for certain ammo types, Traits, etc. To be fair, it seems that the Skills system is actually better in FOnline. There are very few totally neglected skills, unlike in the original Fallouts.

It's just tough. Fallout and Fallout 2 were old-school, wildly unbalanced games. The only way to re-balance weapons, Perks and such like is for a couple of talented people to set some goals, work hard, try out different stat arrangements, do some testing (maybe on some kind of test server), and develop a new, more balanced, more MMORPG-friendly way of doing these things.

Haraldx:
Updated.

RavenousRat:

--- Quote from: Amrok on August 04, 2010, 01:10:37 am ---You forget another point : weapon perk
- Scoped
- Long Range
- Accurate
- ...
All give a little difference ^^

--- End quote ---
The only way how to force people use "weapon that noone will use ever" is to make cap for total value of equipment of players who are going to participate in king of the hill or going to kill all these kings of the hill. So total value of equipment will be the same regardless of number of people, if there're only few people, they can easily get BAs+"PvP weapons", and if there're more than 5, then they have to share "points" and can get only leather/metal + different useless weapons, or... few of them in BAs+good weapon and everyone else are bluesuiters with BB guns, because of "cap value".
So there will be a choice:
1) to have small group of "special elite forces" good armed, etc;
2) to have alot men, but because of "cap" on equipment value they will wear different cheap crap.

But I have no idea how it can be implemented.

Mars Sultan:
Might as well mention: I made a thread with some similar complaints about the FAL, but with such an abject lack of interest from the devs I hardly think it's worth bumping. I'll just repeat some common-sense tweaks...

Tommy Gun: Reduce 6 ST to 5 ST required
Grease Gun: Reduce 5 base AP cost to 4 AP
FN FAL: Increase damage to 14-26, increase range to 45, reduce burst from 10 to 5
G11: Make craftable instead of the XL, make 4.7 caseless craftable at Sierra/workbench with tools
Shotguns: Make them not suck shit

That would about cover it.

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