Other > General Game Discussion
Introduce Minimum Range to Weapons
TuX:
Wow. I mean realy I'm impressed. That might work. Finaly have a use for those skills such as science or traps besides crafting. And they can differ between cities. Why not need gambling in New Reno?
RavenousRat:
--- Quote from: TuX on August 17, 2010, 10:00:12 PM ---Why not need gambling in New Reno?
--- End quote ---
If Gambling skill will be passive skill check without player involving, then: Gambling-Alts with 10 LK and 300% gambling.
If gambling will affect only reputation boost from win of game and on max bet, but game itself depending only on player himself, and having X% in gambling will allow to character to unlock quest to have unique perk/possibility/unlock something/give some benefit, then it can be used by some characters, like... main characters. But this benefit shouldn't simply compensate skill points spent on gambling, because everyone will have this X% in gambling then.
Gatling:
I do not see Gambling being used in-game much. Because frankly, as it was mentioned, it will just be alt'ed out of existence. Kinda sad, but so far, that is the type of MMO that this is at the present time. If we are lucky, there will be an interesting use for it in the future... far, far future. :P
Yes, another 'nerf weapons' idea: Bg bursting makes no sense to me. You have an uber skill at BG, lol, who doesn't... but standing up, and managing to keep your gun on target to make 95% of your bullets always hit ? That... is just No. BG either needs a different to-hit formula, or something inherent to the weapon that increases it's spread/gives it a flat-max to-hit %, dependent on range. The downside will not matter if you are firing into a mob (any missed bullets on the actual target might hit other targets on their way, or miss and hit beside/behind that) ... which to me is what something like a BG is more meant for.
RestarT:
I think this idea didn't come from TC experienced player because anyone who fights in TC fights can't support this idea... Because you have 2 sides in TC. You have attackers and defenders. In 99% od fights defenders are camped in some building so if you want attack them you need some big guners and if this big guners run into building they need to shoot imediately. If they have 2 seconds run-shoot cooldown they are probably going to die before they can shoot more than once because they got knockouts and bursts from camped miniguners which can shoot imediately... This 2 seconds means difference between life or death... I can shoot 3 bursts in row so most of not psycho chars are dead before their run-shoot cooldown ends.
I don't know why all players hate miniguners... Miniguner can be killed by sniper too. Sniper can easily take down miniguner by 1 long knock out... Most of miniguners are on psycho but they wear CAs so they can be killed by lasers or rocket launchers. It's only about players inteligence... If you are asshole sniper you stay in building and wait for enemy. If you are clewer sniper you find some area where you can use your long range... If you are asshole big guner you are running around all town and looking for enemy. If you are clewer big guner you find some building and camp inside.
Great power build isn't everything... Thats all folks.
Gatling:
This makes rather alot of sense: Camped weapons that are there before hand are supposed to have the upper hand. The fact that people camp en masse is not the issue of the weapon mechanics themselves, but are a result of the players attitudes and current situations in-game.
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