fodev.net
Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: niba on February 12, 2012, 02:41:46 pm
-
the perk "right between the eyes" really works?
it really matters for sniper build , so I'd like to know if this perk works and if it is ,then how it actulay works?
Thank you everyone
-
-25% at chance crit mod of helmets. So on helmet CA it goes from -10 chance of crit to -7.5. Yep that's worthless. But we have good hope that it will be improved.
-
Hopefully it won't be buffed because head and eyecrits hurt already enough.
-
They sure do hurt an overpowering amount, perhaps nerf the crits and buff the perk?
-
It's not like improving the perk would increase damage to eyes and head, just the chance for a critical
And it's not overpowering when compared to BG builds
-
The crits I see are doing a large amount of damage and often doing greater damage compared to big guns even when they are not bypassing and mind you this is wearing 100/100 ca helmets outside hinkley and 100/100 ba helmets in hinkley with bonehead trait. Another idea is to rework what the perk does.
-
I'm not quie understand
I think you means this perk is useless, so you won't need it, right?
-25% at chance crit mod of helmets. So on helmet CA it goes from -10 chance of crit to -7.5. Yep that's worthless. But we have good hope that it will be improved.
-
Seems pretty useless, snipers have high crit chance anyway and almost all there shots on the eyes and head are crits.
-
The crits I see are doing a large amount of damage and often doing greater damage compared to big guns even when they are not bypassing and mind you this is wearing 100/100 ca helmets outside hinkley and 100/100 ba helmets in hinkley with bonehead trait. Another idea is to rework what the perk does.
The difference being that a sniper is fragile, and needs more time to fire his bullets. So I think it's completely fair.
-
I think some people don't understand that a sniper with their low hp is meant to stay far far away at 50 hex dealing damage on enemies with lower perception/range that they can see but not get hit by and using large open spaces to their advantage.
I guess this is where all the overpowered bg talk comes from, snipers running next to big gunners and instantly dying to a one hex or a ranged double burst and then calling op and nerf, the avenger has already been nerfed to bits as it is.
And the rate of fire is only slightly lower for big gunners but with their limited range this is to be expected.
Making snipers this session is a very popular choice, doing burst like damage from a safe distance away.
-
the avenger has already been nerfed to bits as it is.
???
-
The avenger is fine as it is but the fact that a sniper can do more damage than it from range, well there's something wrong there.
-
It was more the Avenger being described as nerfed when its the most powerful its ever been.
-
It's powerful yes but a sniper or ew is showing the same power as it.
-
Avenger is good but the build can't take that good perks in his first 2 slots.
-
This is also a very valid point, we can't take our level 3 toughness or stonewall anymore and I replace it with a perk like quick recovery or adrenaline rush that doesn't even work and 3 brd perks to get the maximum damage output from an avenger feels a bit taxing and contributes to it being the most powerful ever.
If we could take a toughness at level 3 early on then it will allow us to pick up an extra life giver later on to help deal with and balance out the heavy damage crits from snipers as they move in closer to the snipers position tanking the damage and having a chance to fire if they need to cover a large open distance of hexes before they die or we can take the stonewall to counter the kds and kos and the loss of action points due to it.
Last session 200 hp was more than enough to handle damage from sniper fire, this session I'm strugling surviving with 220 which was common max hp to have last session. Now I have to make a decision should I drop a brd, brof (in the process losing the avenger potential), toughness or stonewall to pick up more life givers. And in my opinion 3 times a life giver or brd is repeating a perk too many times using up valuable perk slots just to maintain that damage output or survivability.
-
It's powerful yes but a sniper or ew is showing the same power as it.
And that's how it's supposed to be. Big gunners think they're unstoppable and get mad when a sniper does in fact stop them.
BG and sniper need to be equal in power to be fair.
-
Snipers used to stop big gunners by crippling their arms, now they just shoot them in the eyes out damaging them from afar or even close range if they blind them and killing them before they get a chance to shoot.
Seriously what is the point of a mini gunner now, we should all make sg and ew snipers.
-
I don't deny that snipers might be overpowered.
Remember though that you can always hide behind wall or inside building from sniper. And the sniper would have no chance inside the building or in close distance.
But critical hits don't deserve to be blamed for it. There's also cripplers who use pistols and rely on critical hits and big gunners have very fair chance.
-
When I am seeing a critical hit around or greater than 200 damage without even bypassing from out of no where, I think to myself wtf is going on and then I die.
Pistoleers are fine but you will never see one in tc.
I know we can use cover against snipers but sometimes we need to just tank the damage and it's frustrating that a tank char can die so easily and when you read the log to see what you died from, it was cause of a bs crit.
-
I'm a pistoleer :)
I took the mistake of taking the perk and it is pretty worthless and am hoping that it will be improved.
Go ahead and nerf snipers but don't hurt cripplers along with it because we need those critical hits.
-
Pistoleers are fine, they can even do with some buffs but I think something needs to be done about the snipers, just my suggestion from what I have seen in game and from other people, maybe I'm wrong, I usually am not one to complain and just deal with all the changes but this one was really bugging me from the start of the session and I had to get it off my chest.
-
RBtE was a bit weak. Next update helmet anti crit mods will be doubled and RBtE will reduce them by 50%, not 25%.
-
Sounds good to me, the helmets originally didn't seem to do much as they were and neither did the perk.
-
RBtE was a bit weak. Next update helmet anti crit mods will be doubled and RBtE will reduce them by 50%, not 25%.
It will make rbte a must have perk.
Honestly crits have always suffered from the fact that headeye crits are the best. No sense aiming elsewhere if head and eye simply have the best damages, best chance and best effects.
-
btw, when next update will be available? Tons of bugs, endless lags make me sad. Some members of my gang began leaving the server.
-
Solar how about Bonus Ranged DMG perk on 6th level(instead of 9th)? Now BRD/MRD is more problem than advantage for Bullets based Bursters.
EDIT:
:-[
-
Then now you have the option to not take it and aim somewhere else :P
Update? When its ready, we're updating every few days at most, so it won't be too long. Lags now are to improve lags later, so you'll just have to suffer for a bit to gain later.
BRD? We can't just fill up the entire bursting tree with BRD :P Though if you have any decent ideas for other things, you might as well share them. ;)
-
Manero meant to have brd as level 6 perk instead of 9.
-
Manero meant to have brd as level 6 perk instead of 9.
Thats right.
My idea is:
6th level - BRD I 125% SG/BG/EW
9th level - BRD II 150%
12th level - MRD 175%
200%(current MRD requirement) skill force bursters to have at least 3 inteligence. Its too much for burster.
-
Heh, 3 Int for MRD isn't what I'd call a harsh requirement. Could do with a perk at 6 which was a bit more useful for general bursters though.
-
Heh, 3 Int for MRD isn't what I'd call a harsh requirement.
In current fonline 2238 you can make 3 BG bursters:
1. Double Burst +3 brd with 1 lk
2. Crit BG with +3 brd +1 lifegiver and 5 or more lk
3. Freak of nature with bursting weapon with one, two or without any BRD.
AD. 1 Its piece of shit because of 1lk(bypass, bypass, bypass).
AD. 2 BG with HP around 195-215 in this season ::) :D ;D
AD. 3 Its unbelieveable piece of shit.
Perfect BG burster should have at least 240hp, 3brd, 2 bursts and avarage luck(5lk). Int 2 allowed that. Int 3 not.
Int 2 is perfect way for bursters. Why? SG/BG 190%, Doc 95%. Thats the answer.
On the other hand its really easy to make similar to that "perfect burster" - energy burster with more than 240hp, 20% crit chance and 2 bursts(ofc its build with 2 INT). With current requirements for BRD/MRD perks BG burster cant answer to EW burster...
Please don't come with math or excel tables, its practice knowledge ;)
-
RBtE was a bit weak. Next update helmet anti crit mods will be doubled and RBtE will reduce them by 50%, not 25%.
To be clear, if a helmet reduces critical chance by 20%, the perk will nerf the helmet crit chance reduction to 10% (not to 0), right?
-
At the end after update with the perk we'll have the same amount of critical as we have now without the perk. Do not like this way of "boosting" RBtE.
-
That's correct.
Helmets and rbte both get a little more use.
-
i really dont get why every single season cheap builds are more better then the most expensive ones ( except gauss ), BG needs the most expensive gun and a ton of ammo, sigh everyone knows what im talking about, so why i keep seeing all this "snipers must be as strong as bgs" ok dude flat the prices, make sniper rifle eat ammo in the same way or make the ammo 10 times more expensive and its gonna be as u want it
-
1.
Right Between the Eyes
Ranks: 1
Generic requirements: Level at least 15, Small Guns, Big Guns, Energy Weapons or Throwing at least 200
Description: You are able to hit your target with unerring accuracy. Helmets are no protection against you!
2. http://fo2238.fodev.net/wiki/Perks
I more trust to Lisac. Therefor better take RBE (-10% from CA), that more critical (+5%).
-
Right between the eyes was really good the first few days of wipe as it was -cirt power mod, but it was changed so I guess if you are really worried about -2.5 crit chance to a helmet its worthless with a high luck / high crit build. I think I would use this perk if you have a lower luck build, just what I think with the current status of this perk.
Man of steel + helemt is -20 crit mod, so it makes it -15 crit chance with this perk. I think the way this work is you get a crit roll of 100 (which is max without better critical) an opposing player with man of steel + helmet is -15 crit chance, which makes it a crit roll of 85 which does a lower crit roll in damage and cripple wise. I hope this is the way it works, unless it doesn't I would like to know how these minus crit mods work.
The first week of the wipe this perk was giving laser rifles and sniper rifles 150-200 average crits, so it was a must need perk before it was changed.
-
Why is laser 40-60 dmg anyway? That's insane ammount of damage for such an easy to get weapon. If you haven't got the means to farm unity, you can still buy them from shops with lesser stuff.
-
Why is laser 40-60 dmg anyway? That's insane ammount of damage for such an easy to get weapon. If you haven't got the means to farm unity, you can still buy them from shops with lesser stuff.
1. Laser has lower range than sniper rifle also sg snipers can make use from PE over 10 with sharpshooter perk.
2. Enemy knows from which place you shoot.
3. With EW sniper you have to shorten distance to enemy sg sniper but you should also watch out for BG with rocket launchers. Efective EW sniper should be from 40 to 45 hex from enemy otherwise he is dead.
In my opinion damage and ease of getting laser rifles dosen't demand any adjustments.
-
But how come it suddenly got this buff out of nowhere? Ew snipers weren't complaining about lack of damage in last session as far as I know.
-
they were 55-75 ;D hehehe
-
But how come it suddenly got this buff out of nowhere? Ew snipers weren't complaining about lack of damage in last session as far as I know.
Me neither but maybe devs wanted more class in TC/PvP becouse in last session EW snipers were almost totally replaced by SG snipers in organised TC.
-
If you haven't got the means to farm unity, you can still buy them from shops with lesser stuff.
(For now/Until Traders are fixed)
-
Man of steel + helmet is -20 crit mod, so it makes it -15 crit chance with this perk
Are you sure? RBtE lowers the chance reduction of HELMETS by 25%, so before you get that perk the enemy is resistant to crits in head by 10(from MoS) + 10(from helmet) = 20, after you get the perk that's 10(from MoS) + 7.5(from helmet) = 17.5, so 2.5 which is a very shitty bonus.
Even when it affected the tables it was still shitty, 2.5 isn't much, unless the tables are constructed like, every 2 points you get better effects, which I doubt :P(original Fallout tables had 6 different cases, every 20 points).
After helmets get buffed(additional 10% chance reduction, nerf snipers again, why...) and the perk as well, it will be just like Even More Criticals when shooting heavily armored guy into his head.
-
Well I do not know how this works exactly its what I think how it works but nobody knows for sure how 2238 crit table works as its not public information.
Actually after re-reading what I wrote when I was very tired and half asleep I think man of steel does not apply towards helmets. Would be -17.5 with right between eyes not -15 on crit chance with helmet and man of steel.
But point being I think its good perk if you take less luck and is pointless if you have 10 luck and 25-35% chance. Be good for 15% chance builds is what I think.