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Author Topic: SG tweaking (and nerfing :P )  (Read 3555 times)

Solar

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Re: SG tweaking (and nerfing :P )
« Reply #15 on: August 06, 2010, 01:30:35 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.

Tommy Gun - will remian as a (very) low tier gun.
Grease - This is reasonably decent and a cheap way to level.
FN FAL - The 7.62mm boost didn't go far enough. This is because I read the line from the HPFA thinking it was the FN FAL. I expect 7.62mm will go to a 12/10 damage mod from the 11/10 it is now.
G11 - all tier 2+ guns will begin to be limited by area in their crafting. If g11s were to come in I would expect them to come from the glow, if anywhere :P
Shotguns - Jackhammer is fine. Perhaps it would need a clip boost, but thats all. Combat is fine also. MAybe something to make the CAWs an interesting choice, since its just a worse version of the Jackhammer at the moment.

XL70 and HPFA will be reomved from common use. Could possibly make an appearance in the faction sceanrios with boosted stats.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: SG tweaking (and nerfing :P )
« Reply #16 on: August 06, 2010, 01:38:10 pm »

Quote
G11 - all tier 2+ guns will begin to be limited by area in their crafting. If g11s were to come in I would expect them to come from the glow, if anywhere Tongue
I got this beast in yesterday PvP event. As the ammo doesnt have 'armor piercing' perk, it aint as effective against CA as P90 is with AP 10mm ammo, but hell, that G11 is a MONSTER against metal armors and down. I did bursts of 80 damage off 20 hexes to MA dudes. Nice gun :P
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Solar

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Re: SG tweaking (and nerfing :P )
« Reply #17 on: August 06, 2010, 01:44:05 pm »

If it ever were available I imagine it would have some stats tweaking.   ;)
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Izual

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Re: SG tweaking (and nerfing :P )
« Reply #18 on: August 06, 2010, 02:24:45 pm »

I don't want to start the debate about shotguns again, but I can only disagree when you say they are OK. Right now, a Small Guns user that is not a loser is a sniper. Shotguns need knockback ability (and by then maybe less damages done) to be useful in PvP. Right now in PvP - as it is in Lordus' sign, if I remember well - you see Small Gunners with Snipers, and Big Guns.
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LagMaster

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Re: SG tweaking (and nerfing :P )
« Reply #19 on: August 06, 2010, 03:17:54 pm »

I don't want to start the debate about shotguns again, but I can only disagree when you say they are OK. Right now, a Small Guns user that is not a loser is a sniper. Shotguns need knockback ability (and by then maybe less damages done) to be useful in PvP. Right now in PvP - as it is in Lordus' sign, if I remember well - you see Small Gunners with Snipers, and Big Guns.
and do not forget sneak grenaders too
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Izual

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Re: SG tweaking (and nerfing :P )
« Reply #20 on: August 06, 2010, 03:20:17 pm »

No, I'm not talking about grenades as they're not working as intended.
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Re: SG tweaking (and nerfing :P )
« Reply #21 on: August 06, 2010, 04:02:09 pm »

Fallout's weapon balance was poor at best (lol all AP ammunition/14mm pistol), and the odd change to damage mod isn't going to change that.

If you want to make the FOnline combat system something other than a polished but nostalgic turd, it needs an overhaul. Get feedback from both PvE and PvP players about what they do and they don't use. Then go through each levelling stage:

1-3.
3-6
6-9, etc.

And then work out what guns you want them using and crafting. If something doesn't get used, it's crappy. If everybody's using one gun, then nerf it or improve the others.

I'm not interested in PvP, but they're the best measure of what's good. Their super efficient mentality means that if something isn't good, they'll ditch it. So when they say a gun sucks, they're right.

Specialisation through perks. Pistols, rifles, shotguns and SMGs could all do with related perks and clearly defined roles. Pistols are low damage/low AP. Shotguns are short ranged/brutal. Energy blow through armour.

People should be able to pick a class of weapons (say energy pistols) and be able to use that exclusively, and pull their weight until endgame.

This ties in with the problem that small has over 30 guns. Energy has less than 15. Big guns has about 10.

Van Buren merged all gun skills into Firearms for a reason.
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LagMaster

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Re: SG tweaking (and nerfing :P )
« Reply #22 on: August 06, 2010, 09:13:06 pm »

you know what to nerf? the Plasma nades, they are to overpowerd
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Sius

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Re: SG tweaking (and nerfing :P )
« Reply #23 on: August 06, 2010, 10:49:11 pm »

...

So true as it hurts. This should be the goal from the day 1. But as you can see there were almost no changes concerning weapon balancing what so ever so far. It needs to change...
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