fodev.net
Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Ghosthack on June 06, 2010, 08:02:29 pm
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FIXES:
- One more fov fix.
- Usual bugfixes.
- Brahmins given to another player no longer becomes slaves.
CHANGES (WIP):
- Assault rifle: damage 12-21, ranges 42 and 35 for single shot and burst respectively.
- 10mm AP: damage modifier 6/7.
- 7.62mm: damage modifier 11/10.
- Amount of price increase per merc purchased decreased a little (mechanics is still the same).
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- Assault rifle: damage 12-21, ranges 42 and 35 for single shot and burst respectively.
- 10mm AP: damage modifier 6/7.
- 7.62mm: damage modifier 11/10.
I guess 7.62mm now is better, but what about the other two? Are improved or nerfed?
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I guess 7.62mm now is better, but what about the other two? Are improved or nerfed?
As you can see 10mm AP:
Before: 3/4 = 75% of original damage.
Now: 6/7 = 85.71% of original damage.
So 10mm is better than before.
Assault rifle... of couse improved, partly, damage:
Before: 8 - 16
Now: 12-21
Range nerfed on 3:
Before: 45 (38 burst)
Now: 42 (35 burst)
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i expected 7.62mm to be increase by bigger amount but still better then before :>
and i think firstly xl rifles stats should be increased only then assault rifles ^^
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Is this first gun related changelog? Afaik all previous ones were crafting concerned but this one seems to finally take a look at actual weapon balance. +1 devs
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There have been some others, generally without changelogs and mostly to do with nerfing miniguns :P
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- Assault rifle: damage 12-21, ranges 42 and 35 for single shot and burst respectively.
Hmm, hard to tell if it's a boost or a nerf :P. As a common AR user I would much rather have back these 3 hexes of range instead of this extra damage. It's because AR is usually used as a cheap substitute for a sniper rifle and that's why range is so crucial.
Anyway, good to see that weapons are eventually being balanced. Keep it up ;).
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do you expected introduce plastic explosive?
if "yes", then "when"?
tnx!
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Hmm, hard to tell if it's a boost or a nerf :P. It's because AR is usually used as a cheap substitute for a sniper rifle and that's why range is so crucial.
Well then - accept no substitutes.
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Wiki updated with current changes.
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Very good changelog as I'm an actual Small gun user :) Keep it up!
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Nice update, gotta love the buffs to the Small Guns.
Keep up the nice work guys.
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Hmm, hard to tell if it's a boost or a nerf :P. As a common AR user I would much rather have back these 3 hexes of range instead of this extra damage. It's because AR is usually used as a cheap substitute for a sniper rifle and that's why range is so crucial.
Anyway, good to see that weapons are eventually being balanced. Keep it up ;).
Trust me youre better off with dmg :P
@Simms avatar: OMFG Desperados ftw! Love the game. Too bad 2 and 3 turned out to be utter crap, its sad really :(
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- Assault rifle: damage 12-21, ranges 42 and 35 for single shot and burst respectively.
- 10mm AP: damage modifier 6/7.
- 7.62mm: damage modifier 11/10.
- Amount of price increase per merc purchased decreased a little (mechanics is still the same).
YES!
Now since the aussalt rifle is buffed, care to buff my X70LE?
;)
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YES!
Now since the aussalt rifle is buffed, care to buff my X70LE?
;)
We will remove the XL70 from the craftable list. To make the AR sufficiently competitive with the other PvP based weapons we wanted to make it good in its own right, without having to leave it weaker to create room for the XL70.
Perhaps it will recieve a buff and be available through NPC faction based means in limited number in the future. Same goes for the HPFA.
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We will remove the XL70 from the craftable list. To make the AR sufficiently competitive with the other PvP based weapons we wanted to make it good in its own right, without having to leave it weaker to create room for the XL70.
Perhaps it will recieve a buff and be available through NPC faction based means in limited number in the future. Same goes for the HPFA.
but HPFA still fires 10 rounds per burst instead of 20, will you fix this ? :>
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You can safely assume the answer is yes. Otherwise why should it be only available as "through NPC faction based means in limited number"
I guess this also means that were going to get PA soon
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I guess this also means that were going to get PA soon
No. HPFA was planned as some kind of 'special' NPC faction weapon long time ago.
High-Power-Fucking-Anklav!
(as Slim used to call it)
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No. HPFA was planned as some kind of 'special' NPC faction weapon long time ago.
High-Power-Fucking-Anklav!
(as Slim used to call it)
Unless you make the ammo better it's still a crap gun, hence no one using it.
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yes HPFA will be now less powerfull even than assult rifle... look how many resources i need to craft HPFA and what i have for this, and look at assult rifle(now have more DMG, range and ammo)
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yes HPFA will be now less powerfull even than assult rifle... look how many resources i need to craft HPFA and what i have for this, and look at assult rifle(now have more DMG, range and ammo)
AR range is reduced... Don't understand what you meant with more ammo.
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Ammo capacity in assult i have 24 bullets in AR exp mam i have 40, i HPFA i have only 20.... And look at this
AR exp. mag
1-wood
4-metal parts
1-alloys
3-good metal parts
1-hq alloys
FN FAL HPFA
2-wood
2-metal parts
5-alloys
1-junk
7-good metal parts
5-hq alloys
and now look at range and dmg... nobody will using HPFA