@changelog .. good one, cant wait for wipe !
thx !
- Added on-head awareness for player characters (press F9 to enable/disable) and NPCs (press F7 to enable/disable)
Allways hated this fugly feature and it make focusing on targets in pvp more automatic since everyone can see whos low on HP, and it reduces a bit of teamplay elements (calling focus targets in TS)
i dont agree with this, you cant just focus low hp players even with this feature because without focus your team will rarely bring anyone to low hp
- Added an ability to remove knockout effect with doctor skill (requires Medic perk)
This is great but maybe requirements for Medic is a bit high (175%)? In this case i would like to know if the last perk still can be taken at high levels (like 30-40), and how will this work with the reroll feature?
max level for last perk is atm 39 if i remember properly
however there is no point in taking medic in my opinion since you can use ss anytime without cooldown and 45 second cooldown after taking this perk is still too long so you probably wont get another FA during fight unless its really long
about doctor healing KO, its good thing but its more/less only profit from this perk and in my opinion wasting this perk just to have a chance to heal KO when using doctor is not worth since there are many better perks and most of builds doesnt really have a space in perks even for builds like RL tank (its not secret that must have perks are : ar, tough, et, lg, lg, lg, stonewall + brof or mos .. i personally wouldnt sacrifice any of those perks for medic even if it would give 80% fa cooldown reduction and doesnt require int)
- Lifegiver now gives +40HP on first, +30HP on second, +20HP on third perk level (previously +20, +30, +40 HP respectively)
i think every character on the server now will have 261-266 hp
i agree and disagree at both times
at one side i think that 35,30,25 or 30,30,30 would be more balanced
on the other side, i think that you are wrong, 20 hp is still alot, especially for builds with Adrenaline Rush to trigger it earlier and for builds which doesnt have much better perks for their builds like RL (you can swap it to MoS but in my opinion is 3rd LG still better)
this change was really needed to see a more options for other builds then just 3 LG tanks, this will especially help to bursters (by burster i dont mean burster with full tank build but burster with brd or crits
)
Nice, but hex-shooting and hex-throwing are stolen from Fonline2.
nope, this feature is needed on all servers since this game was even released and was seen on other servers probably even before it was implemented on FO2
some features should be in fonline in general like hp above heads, quick moving of items, hexshooting and are not just "stolen features" .. stolen feature would be for example dungeon concept or some other mechanic or activity .. not features which are really needed in general
I dont really get the ap change, on FO2 everybody has 14+- 1 ap so its doable but with 10 ap its like watching your character standing all time.
i have to agree on this, FO:R is last server with this "old 2238" slow rate of fire where all builds have AP to shoot exactly twice in a row, no more or less what means that you can shoot only every 2,5 seconds
i dont say that its wrong or good or how to change it because touching it can break balance a little bit since there would be generated much more damage over time so its not that easy, i rather suggest to keep it for now at least until we will see how game will look like without -ap craft bonus, implants, rare items, lifegiver changes, hexshooting etc..
what about handling Containers? havent noticed any hotkeys concerning that in changelog?
ie:
ctrl + click moves item instead of drag and drop
alt + click Drops item instead of drag and drop or right click context menu drop activity
i agree on this..
this is feature which im missing from other server most, after playing on AoP and FO2 i cant really get into this soo slow item management