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Author Topic: New aspect of Sneak Ability  (Read 6583 times)

Lordus

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Re: New aspect of Sneak Ability
« Reply #30 on: April 29, 2010, 06:34:30 pm »


Lordus just think about it, PE is that ability which helps you to detect sneaker earlier but i calculated that if you have 300 sneak , and opponent has 10 PE he can see you from 12 hexes from front (without penalties which idk if they are turned on).
And its good to throw grenades from something about 10 hexes so i think it is rly usefull if you use it agaist snipers and you are thrower...

I just need to test it because i dont thrust anything what is wroten in afterwipe changelog, so i will see.

 Now, you have 2 basic PvP build, snipers with 10 perception (or little less but perk) and biggunenners with PE cca 6?? So if you want to create anti sniper PvP class (=sneaker), you have to set the PE x Sneak limit to correct level. But if you will do that, every biggunner, with smaller perception (naturaly) than sniper, will be in huge disadvantege against sneaker. So your sniper will see sneaker in some 12 hexes, but your bigguner will not. So this is the major nonsesne i see in this idea.

 This changes should be complex, not particular, with need of good judgment consequesces.
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Re: New aspect of Sneak Ability
« Reply #31 on: April 29, 2010, 06:44:32 pm »

Yes i agree that sneak should be combat ability for HTH characters, while for those you really would need to sneak to your target.

And i am 100% against sneaking for snipers. Look how snipers snipe http://www.youtube.com/watch?v=RsofAdHC5Wo&feature=related they lay down, deploy their gun and aim through scope. Tell me you can sneak in these conditions.

Maybe some sort of "stationary sneak"... You know, snipers are usually "hidden" and you get shoot but you don't know from where.
All that just for realism, I don't think Sniper need another boost  :)

Instead, since HtH need a serious boost, I think a working and good Sneak can help the situation.
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vedaras

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Re: New aspect of Sneak Ability
« Reply #32 on: April 29, 2010, 09:11:08 pm »

I made my sneaker because i wanted scout , but scout should fight too, or we will just have scout which will just use fast relog to another pvp char.

Well doctors heal people, repairmen fix stuff, scout scouts, fighter fights. If you can do some jobs at same time, well congratulations. If you cant dont blame system for working how it should.
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Perks dont matter,you just want to make this ability for thieves and these kind of bastards which dont want craft anything, I wanna make another usefull skill for team PVP and make another kind of fighter.I know, you are loner and you dont do PVP but a lot of people plays this game for PVP so think on them too.
I dont imagine dude with minigun and hundred ammo clinging on his shoulder coming close to person who is watching "well who to shoot in here", neither i would find this feature fun in game if we wouldnt look in reality.
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and who told you that? you had dream where Jesus told you that or its just your invention?just tell me some good reasons for that and without talking about how it works in real life . because this is online game.

fallout 1 and 2 told me that, this game is a copy of them after all.



ShemsuHor

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Re: New aspect of Sneak Ability
« Reply #33 on: April 30, 2010, 11:29:43 am »

And what if there were perks added to to melee weapons? if HtH chars are supposed to be a countermeasure against snipers- give them knuckles, knives and other HtH weapons a perk that will make them invisible at...lets say...12hex range? When that sneaker comes closer, he will be seen by a bg and get wasted, but the sniper will have some difficulty shooting him becouse of the scope penality for close range. What do you think about that?
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gordulan

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Re: New aspect of Sneak Ability
« Reply #34 on: April 30, 2010, 01:55:32 pm »

won't matter too much since the snipers spend so many skillpoints into their combat skill that they will have a 95% to hit eyeshots at ANY range
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Re: New aspect of Sneak Ability
« Reply #35 on: April 30, 2010, 02:48:52 pm »

And what if there were perks added to to melee weapons? if HtH chars are supposed to be a countermeasure against snipers- give them knuckles, knives and other HtH weapons a perk that will make them invisible at...lets say...12hex range? When that sneaker comes closer, he will be seen by a bg and get wasted, but the sniper will have some difficulty shooting him becouse of the scope penality for close range. What do you think about that?

this scope penality works just for hunting rifle or not?

Well doctors heal people, repairmen fix stuff, scout scouts, fighter fights. If you can do some jobs at same time, well congratulations. If you cant dont blame system for working how it should.

Well doctors are unusable for PVP, repairmen too, only two classes which are usefull for pvp fights are scouts and fighters.and of course every good pvp build has tagged doctor and FA or repair(but from your theory they arent doctors and repairman,they are fighters with these skills) , because its usefull in fight but now there arent "Just" doctors usefull in pvp , no repairmens too, people have these skills on usefull price , but firstly they have weapon skill.I cant understand why you dont awnt there  scouts which will be usefull more then just for scouting/fast reloging to fighter.
If we wanna here more usefull PVP professions like Medic we must remake FA system again, and of course make possible to use some weaker weapons for medics, and scouts too.

This system isnt best , i wanna see in fights medics in every team but first there must be something like profession with that you cant have big weapon skill and which gives you benefits for waiting time and how much HP you will heal, i mean if you will choose to be medic , you have to raise FA and doc to 200 and then HP healed will not depent too much on luck, waiting time will be smaller (like 30 sec?). and allow these medics to have some kind of weapon which are weaker , like grenades , small guns (smgs etc.) (that was example).

fallout 1 and 2 told me that, this game is a copy of them after all.

Fallout 1,2 are single player games , and rly good games but , there is too much diferencees  between Fonline and fallouts that i dont see why is problem to make this diferently too.
this game must be balanced first must be build like mmo not like fallout, but of course fallout games are good start and template.

And now something about sneak, i tried sneak yesterday with my 297 sneaker and ,its bad now , i think its because of changes in FOV but you can be seen from front from 9PE char to 27 hexes (its too much and makes it unusable) but from other sides he saw me from 5 hexes so there is it ok , i think it will be good if it will be reworked on something about 15 hexes on 10PE char from front because now in battles you are everytime seen by somebody... and its bad if you spend so many points to that skill and it gives you just this...
But on the other side , there are no penalties, i wear Metal armor and there is no diference between hexes.So it makes sneak better (and still usefull for BG sneakers) so i think the best way to change it is to lower distance on which you are seen from front and give back penalties for armor wearing(its understandable that scout dont wear heavy armor)
« Last Edit: April 30, 2010, 02:50:37 pm by Magor »
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Re: New aspect of Sneak Ability
« Reply #36 on: April 30, 2010, 03:59:59 pm »

this scope penality works just for hunting rifle or not?
Scope penality work only for weapons that have... "Scope perk"
Scoped Hunting Rifle is the only one at this time, Sniper Rifle has "Long Range perk" (as in F1 & F2).
A no-sense, I agree.
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Re: New aspect of Sneak Ability
« Reply #37 on: April 30, 2010, 05:45:49 pm »

won't matter too much since the snipers spend so many skillpoints into their combat skill that they will have a 95% to hit eyeshots at ANY range

you still need 250% or more skill and like 9 pe to eyeshot at max range, and they have to be facing you.
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ShemsuHor

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Re: New aspect of Sneak Ability
« Reply #38 on: April 30, 2010, 05:57:16 pm »

Quote
won't matter too much since the snipers spend so many skillpoints into their combat skill that they will have a 95% to hit eyeshots at ANY range
Well i guess your right there..
So changing the longrange and scoped perk would solve the problem, then? I know its a job around the problem, but it seems a solution to the current problem that does not change THAT much..
Prove me wrong :)
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Re: New aspect of Sneak Ability
« Reply #39 on: April 30, 2010, 06:46:36 pm »

Well i guess your right there..
So changing the longrange and scoped perk would solve the problem, then? I know its a job around the problem, but it seems a solution to the current problem that does not change THAT much..
Prove me wrong :)

snipers don't need nerfing, big gunners are effective up close and at long range, why should snipers be crippled in close range?
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gordulan

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Re: New aspect of Sneak Ability
« Reply #40 on: April 30, 2010, 06:53:49 pm »

i heartuly agree with roachor
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avv

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Re: New aspect of Sneak Ability
« Reply #41 on: April 30, 2010, 07:35:53 pm »

snipers don't need nerfing, big gunners are effective up close and at long range, why should snipers be crippled in close range?

Well snipers and big gunners are both dominating the pvp. Playing something that isn't big gunner or sniper doesn't provide very good results.
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