Other > Suggestions

Combat/Realism/Tactic

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kraskish:
I didnt notice the formatting change :D

But if you decrease the dependency of EN to HP and cause the range be 110-180 people would take less EN and more of other SPECIAL... which together with charisma 1... would lead to even bigger powerbuilds. And also, you said its good to have a lot of HP and having to fire a lot of shots but here you propose to lower the number of HP by 50%.

I like the AP=RT time concept. Shots could be fired after the action was clicked and "waited" until reaching its "firing time" so like 8AP would be 0,8s behind, 4AP 0.4 sec? 1AP=0,1 sec? I dont know what should be the durations of the shots but its the least problem i guess.

ghostiez:
....kit, you should be a dev IMO.

i agrea wit alot of what you say.
my 2 cents on HPs, APs.

IMO this game could go forever with a system set up to be moor realistic. when people use tactics the game IS moor fun, then just BANG bang, point bang bang. imo...

HPs and APs, the thing i wana say about HPs is the nockdown. you should get punched and kicked aroud like a bull is kicking you pending on range of fire from a hollow poing. it should nock somebody down and bleed them out. over time. definitly quick. thats some rough shit. 45 = bleed out 9mm = slow bleed out
shotguns = spigittie
sniperrifels = head spigittie
APs, so.... amerpericing... this is some mean shit.. i never shot nobody i just know alot about the damage of it...
how about a 308/.50 vs CA, IMO = death. 308/.50 vs metal armor IMO = death.
ballpoints
45 ballpoints to LA IMO = K.O - Death - bleed out
9mm Ball to LA, IMO = slow bleed out, possible death, sever damage.

all weapons to unarmered personels, = death.

leg shots, = slow walking or hands and knees crawling
the knel prown and stand features are badass with use of gun tactics....
well thats my two cents..... good stuff Kdst

John Porno:
as much as I do like realism, I tihnk the fonlien world is authentic enough. One hex bursts are already very deadly and if you decrease the amount of hp, people would die too quickly.

It's basically like that, If you die from one shot anyways, why would you want to maximize the power of your build and get as much damage as possible if a "normal" build and weapon will do the same job just as good?

The more HP people have, the greater are the difference between the guns and if there's no difference, it's boring.

And about the armor and ammo thing: I have experienced the introduction of resilience in world of warcraft, a new stat that reduces the damage and the chance of critical hits. In fact, it killed the gameplay for a lot of people because on order to do damage, well geared people maintain a high crit chance to counter the enemies high resilience.

The outcome is, that the damage between high elvel players is more or less the same (in this case, it would even shift the balance to minigun BRD build) while they pretty much instakill all low levelers that don't have the gear. Trust me, it just splits the community even more than AP/JHP does.

In fact, I think JHP and AP ammo are quite cool in the wasteland. Just read through some wikipedia articles about JHP and FMJ and you will see that the game does indeed make sense here. It also allows the devs to alter the pvp balance if they change the values of AP ammo, while the PvE part is not affected at all-

And finally, concerning the AP system. I am mroe of a TB guy myself and even though I don't like RT, it's basically the only thing that works for PVP. THe point is, even though it may look all screwed up and totally not realistic, you still need a way to reflect the difference of builds during combat.

Well, I agree that we could use some realism, but not by butchering the gameplay. And as I see it, fonline 2238 already is one of the best mmo's concerning authenticity.

edit: before I forget it, I also palyed forgotten hope a lot and also red orchestra. And well, if you're good, you can even take a bolt action rifle and kill submachine-gunners in close quarter combat. However, in an RPG, if the minigunner get's killed by a pistol guy (which is totally possible in an FPS) then he would rage like hell.

RPG and realism just doesn't fit but fonline has a great concept to merge these two. (fallout 3 and vegas didn't)

avv:

--- Quote from: John Porno on January 02, 2011, 04:46:17 PM ---And well, if you're good, you can even take a bolt action rifle and kill submachine-gunners in close quarter combat. However, in an RPG, if the minigunner get's killed by a pistol guy (which is totally possible in an FPS) then he would rage like hell.
--- End quote ---

That's the best style for pvp: if you're good, you can always win regardless of the odds.

Johnnybravo:

--- Quote ---Something a nerd can call experience;
(..)
--- End quote ---
I don't like this suggestion, not even a little.
From FPS you could remmember for example CS vs W:ET, in Wolfenstein players took 3 headshots to kill ( and like 5-6 bodyshots ), game was in fact similar with Q3 just with lack of powerful weapons like Rocket Launcher/Railgun - gameplay was quite good though. Objective based teamplay was well developed, and players were not paranoid of completly random snipers, if anyone wanted that kind of advantage they could be easily countered with grenades.
On other hand in CS weapons did kill in few shots and there were like 2 objective sites which were completly random. Game was very random, frustrating and lacked any more player cooperation than covering each other.

Another example might be ( and now please all bash me ) second WoW xpac, player damage was increased about 3-4 times, while their health pools were increased 2x at the best. This change had negative inpact on PvP and was blamed for the end of that expansion. Players have been able to obliterate each other in matter of few seconds.

If anything I'd just nerf some perks/stats and bumped derived stats instead. Currently its shame that many interesting perks are unused and wasted just because others are essential.

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