FOnline: Reloaded
Development => Suggestions => Topic started by: Uftak on December 11, 2013, 07:18:22 pm
-
How about makin' it useful like it was in 2238, hm? At the moment bursts go over it without a single problem.
-
There is few things that could be done.
- Increase 50% chance that enemy will miss -> 55%
(It's not big change, but still it does help lot)
- All types of attacks will suffer, ranged and close combat.
(I'm really not sure does it works like this? Atleast it does not seem like it)
- Remove 2hex, or somehow change that.
-
Yes, bring back the old behavior.
-
Razor Ramon approves this! Would love it! pretty plox with a cherry on top!
-
This perk is to counter 1hex burst
-
and its not doing it! :D
-
then rework the perk as a bonus AC against ranged weapons
-
this is just perk which is giving you chance to avoid 1hex kill but it is not making you totaly safe from burst rape.
-
this is just perk which is giving you chance to avoid 1hex kill but it is not making you totaly safe from burst rape.
Stop stating the obvious. Right now IYF doesn't give a 50% miss chance against bursts using instead some retarded calculation to make the BG casuals happy.
-
yes and this needs to be changed back! This perk is useless.... only works properly against other melees... what is kinda noob! anyway! i would like to see this perk turned back to the old 2238 way so it would be a way to survive a 1hex burst with a not HP tank Melee buid! right now if you make a melee build with IYF without 3 lifegiver and adrenalin and 2 thoughnes you are 100% that you will die if you get a 1hex burst!
-
50% or 55% chance that enemy will miss.
And does IYF effect only Melee weapons at 2hex, or ranged too?
-
it is working only if you are standing 1hex away from your target.
-
it is working only if you are standing 1hex away from your target.
So what is this talking about 2hex and wiki? Does I need to update info?
-
it is working only if you are standing 1hex away from your target.
So what is this talking about 2hex and wiki? Does I need to update info?
It works 1-hex and 2-hex. 1-hex when using knives and prods, 2 hex when using spears and sledges. Nabs.
-
Nope. I dont know if they changed it but in 2238 IYF worked only if you were 1hex to your target. 2hex or 35 hex doesnt matter becasue it is range attack
-
Nope. I dont know if they changed it but in 2238 IYF worked only if you were 1hex to your target. 2hex or 35 hex doesnt matter becasue it is range attack
They changed it because some melee weapons have a 2 hex range.
-
Really? anyhow only noobs are shooting from 2 hexes
-
We need to know how is this shit calculated exactly.
I guess the "old" IYF was :
50% chance to miss your shot (burst doesn't matter) when 1 hex
The actual seems to be about chance per bullet ?
What I suggest :
-50% chance to miss with single shot when you're 1hex
-75 or 80% chance to miss per bullet when bursting 1 hex
-Remove the effect from 2 hexes
What do you think ?
-
I guess the "old" IYF was :
50% chance to miss your shot (burst doesn't matter) when 1 hex
And 2 hex as stated above. Now this crap calculates every bullet.
-
I guess the "old" IYF was :
50% chance to miss your shot (burst doesn't matter) when 1 hex
And 2 hex as stated above. Now this crap calculates every bullet.
I was not talking about the actual one.
Let's not get this topic stuck into crap and make real suggestions and comment (no offense).
-
the only option i see is to change it back to the way it was in 2238...
But the biggest problem is not with this perk! its still does not mater if you manage to get close and survive a 1hex burst! if you dont have Heavy handed perk you have like no way to kill a bigguner tank! he just gona run away.... and if the player a littlebit smart too he will use the server lag to gain some ap while make you constantly run after him... i would like to suggest an option where you could grab your oponent with your fist weapon... and make em only able to walk until they get away from you atleast 2-3hex away but still this would make a tonn of shitstorm and rage so i dont suggest this!
-
I was not talking about the actual one.
Let's not get this topic stuck into crap and make real suggestions and comment (no offense).
You can't make real suggestions when half of you doesn't even know how it works/worked.
the only option i see is to change it back to the way it was in 2238...
But the biggest problem is not with this perk! its still does not mater if you manage to get close and survive a 1hex burst! if you dont have Heavy handed perk you have like no way to kill a bigguner tank! he just gona run away.... and if the player a littlebit smart too he will use the server lag to gain some ap while make you constantly run after him... i would like to suggest an option where you could grab your oponent with your fist weapon... and make em only able to walk until they get away from you atleast 2-3hex away but still this would make a tonn of shitstorm and rage so i dont suggest this!
Yeah we need a lasso to hogtie our opponents!
-
You can't make real suggestions when half of you doesn't even know how it works/worked.
So please, contribute and let us know what is wrong in this :
I guess the "old" IYF was :
50% chance to miss your shot (burst doesn't matter) when 1 hex
The actual seems to be about chance per bullet ?
And comment this :
What I suggest :
-50% chance to miss with single shot when you're 1hex
-75 or 80% chance to miss per bullet when bursting 1 hex
-Remove the effect from 2 hexes
-
What I suggest :
-50% chance to miss with single shot when you're 1hex
-75 or 80% chance to miss per bullet when bursting 1 hex
-Remove the effect from 2 hexes
It should work on 2 hexes because it gives you an edge over the peasants who chose knives, clubs and fists. Also it should give a 100% miss chance when you're 1 hex against a ranged opponent no matter burst or ass pounding. You're specialized in close combat they are not. You spend the time leveling this shit build only to get ass pounded on 1 hex no matter if you're wearing high end gear or not. No weapon buff will solve that.
-
Ok I see your point now. Something like :
- 50% chance to miss (per bullet ?) when on 2 hexes
- 100% chance to miss on 1 hex
And this should not affect close combat opponent.
-
Ok I see your point now. Something like :
- 50% chance to miss (per bullet ?) when on 2 hexes
- 100% chance to miss on 1 hex
And this should not affect close combat opponent.
I think this is for burst?
-
Ok I see your point now. Something like :
- 50% chance to miss (per bullet ?) when on 2 hexes
- 100% chance to miss on 1 hex
And this should not affect close combat opponent.
Yeah, but this is too much logic for Fonline so I doubt it's gonna get implemented.
-
hahahah immortal melee? :D:D:D:D
100% protection from 1hex burst? :D:D:D:D why not 100% from 1 up to 40 hexes :D
you are so funny
sneaker+silent death+ac troll+jinxed+iyf <<<< hahaha in your dreams!!
-
hahahah immortal melee? :D:D:D:D
100% protection from 1hex burst? :D:D:D:D why not 100% from 1 up to 40 hexes :D
you are so funny
You know what's funnier? Bursters being better at close combat fighting than close combat fighters.
-
hahahah immortal melee? :D:D:D:D
100% protection from 1hex burst? :D:D:D:D why not 100% from 1 up to 40 hexes :D
Because it won't be close combat then. And every sneak build can rape you if you're alone so I don't see your point.
-
I've got another suggestion. Please give some feedback.
- On 2 hexes :
50% chance to miss per each bullet when bursting
25% chance to miss for aimed shots
No penalty for unaimed shots
- 1 hex :
80% chance to miss/bullet when bursting
55% chance to miss fo aimed shots
30% chance to miss for unaimed shots
(I just increased everything by 30%)
-
I don''t like this chance to miss for each bullet idea.
As I see it you block weapons or knock guns aside because they are in your melee reach.
So I think 50% chance to miss for everything 1 (and maybe 2) hexes away is fine.
Bursts should either miss completely or hit, but not partly hit.
-
fix 50% and it is fine. melee was, are and will be trolls
-
fix 50% and it is fine. melee was, are and will be trolls
Come on ! Even with 100% chance to miss on 1 hex, melee is still "troll" because you can just flee like Ed Wood said (if you don't have heavy handed). I think we all have understood your opinion, let's hear what other people and Kilgore think.
-
I like your suggestion Jugulator, but I also like to have old 50% IYF back.
-
just ignor Jacky :D he high on avanger :D but to be honest its realy would be OP but i dont mined melee needs to be op in close combat
-
yes op.
i posted you troll builds. it wsa a time on 2238 when troll were able to kill fully tank with fuckign hh spam.
same 10% protection will allow bluesuit with fast shoot to punch to death solo enclave soldier. i dont think so it will work.
50% is fine and if you want to make ur melee to be stronger than bg burster than you are funny.
I posted you build which can be fucking op, please correct me if i am wrong
300% sneak, silent running, silent death, ac bonus perks, better critiac, in your face, heavy handed, jinxed.
sneaker will let you to run close to bg and when he will spot you you will use you jinxed+ac troll bonus to run 1hex to him to punch him to death while IYF will protect you ass from 1hex burst :)
-
i posted you troll builds.
Post all the builds you want, your opinion is irrelevant here since you don't play with CC builds.
-
yes op.
i posted you troll builds. it wsa a time on 2238 when troll were able to kill fully tank with fuckign hh spam.
same 10% protection will allow bluesuit with fast shoot to punch to death solo enclave soldier. i dont think so it will work.
50% is fine and if you want to make ur melee to be stronger than bg burster than you are funny.
I posted you build which can be fucking op, please correct me if i am wrong
300% sneak, silent running, silent death, ac bonus perks, better critiac, in your face, heavy handed, jinxed.
sneaker will let you to run close to bg and when he will spot you you will use you jinxed+ac troll bonus to run 1hex to him to punch him to death while IYF will protect you ass from 1hex burst :)
In your face would not change a shit in this build tbh.
-
50% is fine and if you want to make ur melee to be stronger than bg burster than you are funny.
Any arguments on why should bg burster be stronger than melee?
-
i would like to hear more creative ideas!
-
i would like to hear more creative ideas!
Yeah, don't be shy. We need more suggestions an opinions.
-
As a silent death melee PKer, I hate someone with IYF more than bursters.
-
As a silent death melee PKer, I hate someone with IYF more than bursters.
Yeah? and I like to beat up some sneak :D
This is just suggestion.
I like both Jinxed and IYF.
-
As a silent death melee PKer, I hate someone with IYF more than bursters.
Yeah? and I like to beat up some sneak :D
This is just suggestion.
I like both Jinxed and IYF.
Yep. I look at it as more of a anti-close combat defensive perk..also very effective in close combat pve against aliens, deathclaws etc. You can beat deathclaws naked very easily. I think the perk is fine as is.
-
Yep. I look at it as more of a anti-close combat defensive perk..also very effective in close combat pve against aliens, deathclaws etc. You can beat deathclaws naked very easily. I think the perk is fine as is.
THIS is the problem. In Your Face was supposed to be effective against bullets, not against punching an ass-kicking.
-
Jugulator is right!
Yep. I look at it as more of a anti-close combat defensive perk..also very effective in close combat pve against aliens, deathclaws etc. You can beat deathclaws naked very easily. I think the perk is fine as is.
THIS is the problem. In Your Face was supposed to be effective against bullets, not against punching an ass-kicking.
-
Let In Your Face make Armor Class permanently active even when you're standing
but only as long as you have unarmed/melee weapons in both slots.
50% miss chance on 1hex should stay but only against ranged attacks.