fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 17, 2024, 03:50:18 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1] 2

Author Topic: SG tweaking (and nerfing :P )  (Read 3561 times)

Haraldx

  • This forum... The memories... The history...
  • Offline
SG tweaking (and nerfing :P )
« on: August 03, 2010, 10:19:49 pm »

XL70E3
Overview - first most unused burst gun right after FN FAL as even NPCs don't use them. Has very limited range and lower damage then assault rifle. Has also smaller magazine. It's also harder to craft, as it's SG3 while AR is only SG2 and requires whole lot more HQ resources. Even worse - you can't make it have extended magazine, and you have to live with the 20 bullet magazine, while 1 burst requires 8. XL70E3 doesn't have no chance against AR.

Tweaks/nerfs:
 * Swap the range with Assault rifle.
 * Change damage to 14-21.



H&K CAWS
Overview - Another almost useless gun. It has same damage as Combat Shotgun, smaller magazine and needs 6 instead of 5 strength to carry it. The only bonus for this weapon is it's 5 round burst and 14 hex range (Combat shotgun has 12, not much of a change). Besides, it's much easier to get a Pancor Jackhammer which takes almost the same resources but is at least 2 times more devastating and has the old 5 strength requirement.

Tweaks/nerfs:
 * I have totally no idea as this weapon sucks, but doesn't need to be more powerful then jackhammer.



Assault rifle
Overview - One of the most used if not the most used SG gun due to it's huge range, good bursting but in the same time making it a good sniper weapon. The only weapon it doesn't really stand against is the P90c if it is enough near. Has almost the same range as sniper, can be upgraded with extended magazine and a perfect burst can deal up to 150 hp damage. XL70E3 is useless against this weapon.


Tweaks/nerfs:
 * Swap the range with XL70E3
 * Change damage to 12-20

WILL BE UPDATED!!!
« Last Edit: August 04, 2010, 10:07:38 am by Haraldx »
Logged
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Lordus

  • So long and THANKS for all the fish!
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #1 on: August 03, 2010, 10:46:36 pm »

Devs dont care of this weak weapons.. one year from start of open beta and no intention to balance guns. Well, they can save time of 3D modders, because majority of guns are useless..
Logged
So long and THANKS for all the fish!
Re: SG tweaking (and nerfing :P )
« Reply #2 on: August 03, 2010, 10:56:55 pm »

Devs dont care of this weak weapons.. one year from start of open beta and no intention to balance guns. Well, they can save time of 3D modders, because majority of guns are useless..
You mean first make every weapon of the same type with the same stats, and then tune every weapon to have thier own bonuses and penalties (in PvP measure), because now it uses fallout original stats, yes, there were changes, especially nerfing shotguns, etc., but anyway there's low tier equipment and high tier equipment like in leveled game.
Anyway there's not much variables for weapons to make them all balanced and not the same at the same time, it's not JA2 or CS. Damage, range, AP usage, ammo usage (armor penetration) and difficulity/value in $ for maintain/get weapon, that's all.
How you want weapon be balanced?
With weapon you need only shoot at people, so everyone will choose weapon that doing it better. If you want to make it better in different conditions, then what conditions it is in fallout? There is no even ground attack with splash damage or blind shot with burst if you know that sneaker is somewhere there, you simply see target and shoot at it. There's already weapon with lower range but better damage if you want difference between long range and short range weapon, what else? Fallout doesn't give you anything else with weapon.
Logged

John Hancock

  • Yippie Ki Yay!
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #3 on: August 03, 2010, 11:10:17 pm »

Yep, every single stat — every single one of them — for the XL70E3 is worse than the stats for the Assault Rifle, and the XL70E3 is a higher-tier weapon that requires far better materials to manufacture. I posted a blow-by-blow comparison in another thread in this section.

Straight-up swapping their stats would be a good move at this point, and I say that as someone who's about to use an Assault Rifle to level up his (non-sniper) Small Gunsmith character.
Logged

gordulan

  • General Animosity
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #4 on: August 03, 2010, 11:32:31 pm »

they're gonna remove the XL altogether from being craftable soon.
Logged
 
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

Lordus

  • So long and THANKS for all the fish!
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #5 on: August 04, 2010, 12:43:05 am »

they're gonna remove the XL altogether from being craftable soon.

 heh, thats progress.. most expensive and most unefective SG weapon will be removed because of why? :)) maybe after removing of this gun, its ability will be boosted ;)
Logged
So long and THANKS for all the fish!

gordulan

  • General Animosity
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #6 on: August 04, 2010, 12:43:35 am »

probsbly not
Logged
 
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

anyuta

  • electric fear and xplosive fun!
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #7 on: August 04, 2010, 12:51:05 am »

is there a chance to bring new weapons ingame?  cause the scorpio from fallout tactics would make sense and help reduce the mountains of useless 9 mm bullets in my tent :D
Logged
"I got injured by a bandit with a knife near klamath, and all i got was this lousy T-Shirt"

Lordus

  • So long and THANKS for all the fish!
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #8 on: August 04, 2010, 12:54:23 am »

is there a chance to bring new weapons ingame?  cause the scorpio from fallout tactics would make sense and help reduce the mountains of useless 9 mm bullets in my tent :D

 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
Logged
So long and THANKS for all the fish!
Re: SG tweaking (and nerfing :P )
« Reply #9 on: August 04, 2010, 01:10:37 am »

Damage, range, AP usage, ammo usage (armor penetration) and difficulity/value in $ for maintain/get weapon, that's all.
[...]
Fallout doesn't give you anything else with weapon.
You forget another point : weapon perk
- Scoped
- Long Range
- Accurate
- ...
All give a little difference ^^
Logged

anyuta

  • electric fear and xplosive fun!
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #10 on: August 04, 2010, 01:14:03 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
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..
Logged
"I got injured by a bandit with a knife near klamath, and all i got was this lousy T-Shirt"

John Hancock

  • Yippie Ki Yay!
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #11 on: August 04, 2010, 04:03:07 am »

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.
Logged

Haraldx

  • This forum... The memories... The history...
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #12 on: August 04, 2010, 10:07:47 am »

Updated.
Logged
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.
Re: SG tweaking (and nerfing :P )
« Reply #13 on: August 04, 2010, 10:50:55 am »

You forget another point : weapon perk
- Scoped
- Long Range
- Accurate
- ...
All give a little difference ^^
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.
Logged

Mars Sultan

  • Mandingo
  • Offline
Re: SG tweaking (and nerfing :P )
« Reply #14 on: August 05, 2010, 08:27:35 pm »

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.
Logged
Igor Dolvich, Mars Ulrich, Girth Gamer, HOOPWISE98, Bobby Kotick

ARWH. Scummers.
Pages: [1] 2
 

Page created in 0.104 seconds with 22 queries.