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Author Topic: Critical hits  (Read 25149 times)

Solar

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Re: Critical hits
« Reply #45 on: February 16, 2011, 01:39:52 pm »

BRD I = +1
BRD II = +2
BRD III = +2

Total = +5
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avv

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Re: Critical hits
« Reply #46 on: February 16, 2011, 01:40:18 pm »

How they will be toned down is through armour and different perks.

This will only lead to minmaxing.

What is worrying here is that players can make anti-x builds meaning that when someone plays build x and encounters anti-x build, he basically stands no chance. That's not very good designing. It's good designing in team game, but not in fonline because we are not always with our team.
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Izual

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Re: Critical hits
« Reply #47 on: February 16, 2011, 01:44:15 pm »

No avv, I think you can of course specialize against sniper crits, but also take one perk to prevent arms criticals, take one to be tougher against big guns, etc... So you can be upper average against everyone instead of being tremendous against only a particular weapon type.
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Solar

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Re: Critical hits
« Reply #48 on: February 16, 2011, 01:46:04 pm »

That's up to the player to decide. If hes playing a loner don't over specialise either in your offensive or defensive perks. General chars are perfectly possible (As Izual has pointed out whilst I was typing).
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Re: Critical hits
« Reply #49 on: February 16, 2011, 01:59:16 pm »

We will have only +1 dmg boost to BRD ? So 3 levels of BRD will give us +5 instead of 4 ?

So with level cap 21 there will remain only 4 perks, where on level 3l you can take perk as toughness or awareness or another almost useless perks. So only 3 will remain ...
« Last Edit: February 16, 2011, 02:02:27 pm by Hololasima »
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Rascal

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Re: Critical hits
« Reply #50 on: February 16, 2011, 01:59:22 pm »

about nerfing BG range - zomg no!

with 35 i feel almost like a kid in the dark with 30 ill be just blind... Notice that shot from max range 35 does crappy dmg couse of spread so dont nerf it.

I agree with Holo about those 3 levels of BRD its a step backward for bigguners. 3 perks to spend for +5dmg ? now its 2 perks for 4dmg. 1 perk is a lot!
« Last Edit: February 16, 2011, 02:00:53 pm by Rascal »
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avv

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Re: Critical hits
« Reply #51 on: February 16, 2011, 02:03:38 pm »

But you admit that pure counter-classes will emerge and situations where player pwns another mainly because he just happens to counter that build will happen? So doesn't this encourage players to alt and choose the right alt for correct situations in tc and domination? FE: intelligence says enemy packs big gunners, "wait a moment ill log in my anti-bg class".

In my opinion players should always have equal chances to defeat each other when both are lvl 21. Builds only determine the style, not chances to win. But if that's not supposed to be the case in fonline, it's ok. But still, having counter builds just encourages alting.
« Last Edit: February 16, 2011, 02:06:38 pm by avv »
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_Youkai_

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Re: Critical hits
« Reply #52 on: February 16, 2011, 02:04:12 pm »

One thing I must agree is about "nerf instant kills". Is not rare anymore like in the begining. Is common now and yes, is annoying.
But please, do not involve the whole criticals effects table.  >:(
« Last Edit: February 16, 2011, 02:06:30 pm by _Youkai_ »
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manero

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Re: Critical hits
« Reply #53 on: February 16, 2011, 02:10:14 pm »

So with level cap 21 there will remain only 4 perks, where on 3 level you can take perk as toughness or awareness. So only 3 will remain ...

This is why i think anti crit perks are not a solution.

3-stonewall/toughness, 6-brd(+1 shit... ; /), 9-brd(+2 as normal), 12-lifegiver(every big gunner need at least one lifegiver), 15-brd(if 2 brd gives +4dmg atm and minigun suxx we would have to take 3rd BRD), 18-iron grip, 21-man of steel

No place for critical perks like more or better crits which use Rocket Launcher build so it should be solution for minigunners but i dont think minigunner without BROF and high agi and action points(no place for action boys) is good.

Moreover that three levels of BRD are better for SG bursters than Miniguners because SG bursters dont need for example Iron Grip(instead of that i would take second Lifegiver) and can take 3rd level of BRD easily ;) Beware of p90 hehe... Minigun would still suxx.
« Last Edit: February 16, 2011, 02:14:13 pm by manero »
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Sarakin

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Re: Critical hits
« Reply #54 on: February 16, 2011, 02:24:29 pm »

Solar quoted just a very tiny part of whole perk rework. So stonewall might change (in terms of lvl required, special) as well as lifegiver. As was already pointed, its up to player what perks will he choose and what "profession" one the battlefield will he fullfil. You cant have both high crit, high dps, best anti-crit ... and so on.

I think we need a new attribute for the armours, reusing something like AC or DR directly isn’t too good. But this attribute would then minus off from the crit chance.
This is indeed good idea, reminds me resillience from WoW.
« Last Edit: February 16, 2011, 02:26:24 pm by Sarakin »
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Re: Critical hits
« Reply #55 on: February 16, 2011, 02:30:16 pm »

One thing I must agree is about "nerf instant kills". Is not rare anymore like in the begining. Is common now and yes, is annoying.
But please, do not involve the whole criticals effects table.  >:(

Instant kills rare in the beginning? Dude, you probably haven't see how "rare" were instantkills in the beginning (1st, 2nd session)...

Solar

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Re: Critical hits
« Reply #56 on: February 16, 2011, 02:31:49 pm »

Actually, I was thinking you could go past level 21 with a reformed HP formula, so that you have more HP to begin with, equal HP on level 21 and then gain less HP per level than you would now - so you don't get huge HP but you get access to more perks.

However I would want there to be more desirable perks than you have slots for - it should be a tough descision and you must always regret not being able to take something.


An extra +1 BRD is a choice - don't like it, take something else - other BRD would be exaclty like now so you lose nothing :P

Insta kills have been the same leve for a very long time (2 wipes now?) - anything changing is purely you thinking it.

Avv, if classes are that countering (they wouldnt be) then it would be a matter of mixing your team properly - in a similar way a loner must mix their char.

Rascal, not sure where you are getting any range changes from - only thing I'm thinking of changing is Plasma and Xl70 ... both of those increasing.
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Crazy

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Re: Critical hits
« Reply #57 on: February 16, 2011, 02:33:04 pm »

Mmmh... So basically, all short range fighters will need 6ST (SG bursters will have to waste some SPECIAL! Same goes for energy tank!). And we will have to give up damage perks to have some protections. Not sure if good... And BTW, is BRD I needed to have BRDII? So with only 2 damage perks you have +3dmg?


Well it will require something like few months of intensive testing with many (and often I hope) rebalances.

PS: 7 perks is goddamn not enough, with limitations of first levels.



Edit: Removed what have been answered while I was typing ;p
« Last Edit: February 16, 2011, 02:35:51 pm by Crazy »
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_Youkai_

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Re: Critical hits
« Reply #58 on: February 16, 2011, 02:58:46 pm »

Instant kills rare in the beginning? Dude, you probably haven't see how "rare" were instantkills in the beginning (1st, 2nd session)...
Of course, when I said "in the begining", I was with 3rd season in mind.  ;)
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Re: Critical hits
« Reply #59 on: February 16, 2011, 05:12:39 pm »

On the subject of those anti-crit perks, I can't help but wonder if removing the stat (not skill) requirements for perks would make character builds a bit more varied and interesting.

To put it another way, do you think stat requirements for perks lead to more or less diverse character builds? Or would it just lead to more extreme minmaxing? I don't know the answer, but I'd be interested to try.
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