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Topic: perk adding damage to weapons doing explode damage  (Read 5968 times)

duh7

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Re: perk adding damage to weapons doing explode damage
« Reply #15 on: July 02, 2014, 10:25:41 pm »
I think on a perk or two that will a little buff to explosives wepons.
Some thing that will give them KO and bigger explosion radius.

BB.

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Re: perk adding damage to weapons doing explode damage
« Reply #16 on: July 02, 2014, 11:44:08 pm »
Some thing that will give them KO and bigger explosion radius.
-1

duh7

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Re: perk adding damage to weapons doing explode damage
« Reply #17 on: July 03, 2014, 12:06:59 am »
Why not BB? if more perks 4 that wepon will be added then players specialists need to be less tanky so snipers will do more 4 them.

BB.

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Re: perk adding damage to weapons doing explode damage
« Reply #18 on: July 03, 2014, 12:42:26 am »
Do you do PvP? Have you seen what happens when a team prepares attack (and they stand to close to each other while doing this) and a random rocket comes through the window? Whole team can't stand up. Making radius of splash bigger will only make a pain for mistake harsher (whole team can die because of one's false step). So that's a no from me. As for KO - just take Better Criticals perk if you want it. Btw, we had Spray and Pray perk which wasn't a successfull step.

S.T.A.L.K.E.R

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Re: perk adding damage to weapons doing explode damage
« Reply #19 on: July 03, 2014, 01:27:20 am »
I think on a perk or two that will a little buff to explosives wepons.
Some thing that will give them KO and bigger explosion radius.
KO would be OP

send 5 rocket launchers and 3 bursters, rockets KO enemies bursters hex, will be abused easily.

explosion radius urm...maybe give explosive rockets 5 hex splash...will give them use finally, but would be very weak.

(No not 8 vs 1 you idiot darksider)
« Last Edit: July 03, 2014, 01:41:47 am by S.T.A.L.K.E.R »

Admiral Zombie

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Re: perk adding damage to weapons doing explode damage
« Reply #20 on: July 03, 2014, 04:47:19 am »
I'm all for more perks (more build diversity yay!). I'm all for this not because I think something is necessarily too powerful or not powerful enough, I just love diversity and build options.

Although the original idea of flat more damage is dreadfully boring.

Large AoE is a much more interesting idea, although it would have to be carefully considered for balance. I'd rather not argue the straight balance concerns of that since I'm not well experienced on that. But just for variety and interest sake it is better, it forces people to consider their positioning more, and anything that affects gameplay in ways more than just larger numbers is always great in my opinion.

A couple more unique perk ideas to contribute, although I'm not so sure of the coding feasibility of some of them...


Do explosions currently go through walls? Such as if I hex fire right next to a wall, and there is someone on the opposite side, does it go through? That would be a good one, although it would be so ridiculously niche that it would need a lot of work or additions to make it worthy of being considered. If there were some way to blind fire and have the rocket go through the wall as if piercing...but that might probably be too powerful then. But it would still be blind firing more often than not, but would give the attacker a huge advantage (while the defender could use the same to shoot out, the attacker has a much wider space to spread out in)



Cluster bomb
A secondary, delayed, and significantly weaker explosion occurs at the point of detonation later. In real time I figure 5-10 seconds, in turn based 2-3 turns later. A slightly more interesting perk that would probably create a latency/server nightmare. Provides the "more damage" option while still being more interesting and requiring careful play. Possibly allow it only on certain explosives? Not sure...

Deployable mines
Aimed shots at the ground that would strike no enemy do not explode immediately. Instead it waits a period of time before automatically exploding, OR for any potential target to move within range. Probably creates similar problems as the previous one, even if it were possible to code (doubt it but the idea is cool, better than the cluster bomb)

Concentrated powder
Reduces the AoE effect, but increase in damage. Or just an increase in damage but only in a small localized area of the damage (would be weird in real time I suspect as I do not how the server determines where a person is for the explosion timing as they are running and shot at). It would be ideal if there were a way to toggle this if it were the reduced AoE option, as it would be very annoying making two builds just to handle a wide AoE situation, as well as a more concentrated attack situation.



Buffing heave ho wouldn't be a bad idea IMO, which would help explosives indirectly. Looking for opinions, but would it really be OP to combine the two perks into one such that its +2 str for determining throw distance from one perk? Only balance comment I'll make for now...

Darksider

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Re: perk adding damage to weapons doing explode damage
« Reply #21 on: July 03, 2014, 08:19:37 am »
You damn idiot, explosives are support weapons, you can't 1 vs 1 with RL or grenade launcher.

This is why you have other builds during TC/Reno

Thank you for your warm words. I really appreciate it.
Explosives are support weapons - that is now and i dont negate it. This is sugestion column and my sugestion is to make explosive weapons more than just a support.
I have other builds and you have other builds - That the whole problem I see. I think that some people should specialize in exlosive weapons but there is no such perks to choose and no build to crate (without a force critic Chance build).
From other way - Im thinking about build specializing in supporting in combat :)

I think on a perk or two that will a little buff to explosives wepons.
Some thing that will give them KO and bigger explosion radius.
KO would be OP

send 5 rocket launchers and 3 bursters, rockets KO enemies bursters hex, will be abused easily.

explosion radius urm...maybe give explosive rockets 5 hex splash...will give them use finally, but would be very weak.

(No not 8 vs 1 you idiot darksider)

I agree that KO would be OP - especially that doing splash KO to whole team can be realy unbalancing.
And thank you again for calling me an idiot - thats really mature. You bring scenerio 3v1 so i said that all 3v1 scenerios will  result killing that one unlucky guy. If you dont want to discuss and force people to answer you please dont discuss.

Idea with change splash for a diffrent type of rockets is nice. Single rockets more radius but weaker, Piercing rockets smaller splash but more damage - it could revive single rockets :)

It would be worth thinking about nerfing explosion based weapons a little
but in return add 1 or two perks that make them a little stronger than they are now.
Perhaps even a perk that widens the splash radius by 1 hex.
That would make explosive weapons barely used. We don't want people to stop using some weapons that are already in use. And about splash - it is good at it is now.

Now they are barely used because we cant specialize and making exlode weapon characters :D I know, im talking about it over and over again :D

[
from beginnig I was saying about special build for RL.
No, you weren't. Special build for RL never uses 10 APs for one rocket.

I was. But the whole case is that discussing about RL build is saying only about usage of action points. There are no other variable.


Your whole way of thinking is wrong. If you decide to use RL on your char, whatever it is, you do not rely on dealt damage. You just don't. The good sides of this weapon are good range and effects on hit. You shouldn't base on dmg one rocket deals, but how fast you are able to shoot (it's much better to knockback an enemy twice that to make more dmg with single rocket). Also, the most important thing about rocket launcher is that it IS a support weapon - it works best if you use it to knock down an enemy, letting a friend to finish him, shoot a rocket when a foe picks out of the corner and make him visible for shooters, not letting enemies to heal theirs fighter or just keeping him on the ground.
.
.
.
Let Kilgore say his word about it, but I already told why it's a bad idea and the reason stays the same.

Yes, you are right that weapon has good sides, thats awesome good sides :)range and other efects, but weapon has also disadvantages like - reload every one shot (much AP usage. And we need to remember that in RT combat reloading also consumes time when AP dont regenerate and you must stand in position). The question is - do good sides are balanced with bad sides?
 
I cant reconcile when you say that - I cant make damage from rocket luncher (and I dont want to do same damage like bursting weapon but a little bigger that RL is making now - I think that wearing RL character shouldnt loosing figtand oponent keeps 50-70% hp left).
I cant reconcile when you say that RL is ONLY a support weapon.

but i will

if Kilgore say so :D Lets wait for his opinion and thank you all for good discusion :)

PS: What about directing shots? (shooting in the ground) I think that idea is quite old but it wasnt implemented for now. Idea was bad?

BB.

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Re: perk adding damage to weapons doing explode damage
« Reply #22 on: July 03, 2014, 01:01:24 pm »
Now they are barely used because we cant specialize and making exlode weapon characters
LOL. You really don't know what's going on in 'PvP world' in this server, do you?

The question is - do good sides are balanced with bad sides?
Yes, they are. And I'm afraid that's the thing you don't understand. RL (which is obviously not the only explosive weapon, but you got stuck with it's AP cost :P) is meant to be a support weapon, because it best works as it. Taking crit and AP perks make it more reliable than dmg perk would. Btw, if you want one-shot-damage make a plasma sniper.

PS: What about directing shots? (shooting in the ground) I think that idea is quite old but it wasnt implemented for now. Idea was bad?
Nope. Implementation is hard.

duh7

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Re: perk adding damage to weapons doing explode damage
« Reply #23 on: July 03, 2014, 07:02:50 pm »
But u can thru nades with "tylde `" so why doing same thing with RL is hard?

Kilgore

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Re: perk adding damage to weapons doing explode damage
« Reply #24 on: July 03, 2014, 07:41:03 pm »
1. Character specialization unfortunately means more alts.
2. Splash is different for various ammo types and grenades. Example: AP rockets - 3 hex, explosive - 4. Frag/plasma grenades - 3, dynacord - 4. More than 4 is madness.
3. For me, rocket launchers are good as they are. It's a support weapon. Of course it's not good in 1v1 situations, but powerful when you have more enemies. Buffing it would be very bad for balance (just after reloaded launched, there were times when whole team used rocket launchers - later, damage has been decreased).
4. As for hex-shooting with explosive weapons (Rocket Launcher, Grenade Launcher/Pistol), it's already implemented by mojuk. Waiting for wipe. Also there is a another nice feature for grenades and such.
5. I think Heave Ho! perks will be merged into one.