FOnline: Reloaded

General => News and Announcements => Topic started by: Kilgore on September 16, 2013, 08:56:17 pm

Title: Changelog 16/09/2013
Post by: Kilgore on September 16, 2013, 08:56:17 pm
A small update that I was able to prepare for today.

Changelog 16/09/2013
- Fast TB modification by wladimiiir (increased NPC speed in Turn-Based combat),
- First aid and Doctor now available in Turn-based mode,
- Changed eyeshots/headshots in critical table  (http://www.fonline-reloaded.net/files/critable.html) (slight boost),
- Increased max number of militia from 4 to 6 in each town,
- Decreased AP cost of Sniper Rifle single shot by 1 AP,
- Tobacco Plants now can't be moved,
- Decreased base price of Good Metal Parts.

I hope you like it. As always, post feedback about these changes as I had no time to test them.
Title: Re: Changelog 16/09/2013
Post by: definitely not a Stribe on September 16, 2013, 09:00:48 pm
good update, when you add more Parking slots to bases, Example that Vertibird can fit there.
Title: Re: Changelog 16/09/2013
Post by: Kilgore on September 16, 2013, 09:01:41 pm
It's low priority.
Title: Re: Changelog 16/09/2013
Post by: BrowaR on September 16, 2013, 09:02:45 pm
Great update. Nice job!
Title: Re: Changelog 16/09/2013
Post by: Gooseberry on September 16, 2013, 09:08:28 pm
Could you be precise in what you exactly changed in the crittable?
Title: Re: Changelog 16/09/2013
Post by: Patrick on September 16, 2013, 09:16:32 pm
A small update that I was able to prepare for today.

Changelog 14/09/2013
- Fast TB modification by wladimiiir (increased NPC speed in Turn-Based combat),
- First aid and Doctor now available in Turn-based mode,
- Changed eyeshots/headshots in critical table  (http://www.fonline-reloaded.net/files/critable.html) (slight boost),
- Increased max number of militia from 4 to 6 in each town,
- Decreased AP cost of Sniper Rifle single shot by 1 AP,
- Tobacco Plants now can't be moved,
- Decreased base price of Good Metal Parts.

I hope you like it.
shouldn't -1ap be done also to Bozar? cos now SR has a bit more max dmg. per ap.
Title: Re: Changelog 16/09/2013
Post by: Pugna on September 16, 2013, 09:19:05 pm
still wating for a nerf with XL70E3  :)
Title: Re: Changelog 16/09/2013
Post by: dr. Kadzija on September 16, 2013, 09:39:10 pm
I must reply to this :) well done !
"A small update that I was able to prepare for today."

This is one of the best updates from history of fonline!
Fantastic work man.
Title: Re: Changelog 16/09/2013
Post by: raizhi on September 16, 2013, 10:52:56 pm
still wating for a nerf with XL70E3  :)

yes nerf the best smallgun but don't nerf the big guns or anything plz, asking to change something will not make it be changed, kilgore already knows about the XL70E3 and i'm sure down the line it might be changed, who knows, whining about it on the forums won't help your case
Title: Re: Changelog 16/09/2013
Post by: Nice_Boat on September 17, 2013, 02:37:15 am
yes nerf the best smallgun but don't nerf the big guns or anything plz, asking to change something will not make it be changed, kilgore already knows about the XL70E3 and i'm sure down the line it might be changed, who knows, whining about it on the forums won't help your case

+1, besides the idea of nerfing a weapon that's used by 20% of each TC team tops sounds ridiculous. Unless people start switching to XL70E3 en masse it's not even worth being investigated. If anything I'd look into nerfing tanks because they're used by everyone and their dog, but that's probably something to consider after a wipe and a shitload of CBT server testing.
Title: Re: Changelog 16/09/2013
Post by: Rubber Bob on September 17, 2013, 04:27:28 am
What has his sentence to do with "whining"? He made a statement. You guys should get your shit straight.
Title: Re: Changelog 16/09/2013
Post by: cerberis on September 17, 2013, 09:01:14 am
- Fast TB modification by wladimiiir (increased NPC speed in Turn-Based combat),

I like TB style of playing. Now I lovin' it ;)

Many, many thanks. This game getting every day better and better. Where's the roof? :D
Title: Re: Changelog 16/09/2013
Post by: 3.14 on September 17, 2013, 09:35:25 am
The first published crit-table had too many knockouts for eye shots, this looks nice. But why did torso shots get the shaft?
Torso shots only have base crit chance (1-35%) so they are not the favorite snipe location, but they used to have a no-save knockdown (apart from stonewall) and x7 or x8 damage. The knockdown is there but the damage is just x6 or x7. Groin shots now have more damage, more effects, bigger chance for a critical.
Why am I whining? Torso shots where perfect for Silent Death, giving a big chance to one-hit an enemy, now it's not an option -shoot for the head or groin. It's about having a choice, not just one location to shoot that has max crit chance, max damage, most effects.

Can we have the x8 crits back? You can take the knockdown or give them a END roll.
IMHO, shooting to the torso should be for max damage, not effects.   
Title: Re: Changelog 16/09/2013
Post by: SporePlants on September 17, 2013, 11:13:38 am
Whatever happened to the balances update?
Title: Re: Changelog 16/09/2013
Post by: Patrick on September 17, 2013, 11:31:21 am
yes nerf the best smallgun but don't nerf the big guns or anything plz, asking to change something will not make it be changed, kilgore already knows about the XL70E3 and i'm sure down the line it might be changed, who knows, whining about it on the forums won't help your case

+1, besides the idea of nerfing a weapon that's used by 20% of each TC team tops sounds ridiculous. Unless people start switching to XL70E3 en masse it's not even worth being investigated. If anything I'd look into nerfing tanks because they're used by everyone and their dog, but that's probably something to consider after a wipe and a shitload of CBT server testing.
-2 the simple fact that XL makes few other top small guns obsolete is enough for investigation. such "no-thinking" as you show is no use here.
Title: Re: Changelog 16/09/2013
Post by: Raspoutine on September 17, 2013, 11:41:48 am
A small update that I was able to prepare for today.

Changelog 14/09/2013
- Fast TB modification by wladimiiir (increased NPC speed in Turn-Based combat),
- First aid and Doctor now available in Turn-based mode,
- Changed eyeshots/headshots in critical table  (http://www.fonline-reloaded.net/files/critable.html) (slight boost),
- Increased max number of militia from 4 to 6 in each town,
- Decreased AP cost of Sniper Rifle single shot by 1 AP,
- Tobacco Plants now can't be moved,
- Decreased base price of Good Metal Parts.

I hope you like it. As always, post feedback about these changes as I had no time to test them.

Great, thank you.
Title: Re: Changelog 16/09/2013
Post by: Tomowolf on September 17, 2013, 12:50:18 pm
Yes, then what about p90 and what about pancor jackahmmer, and what about that xl is EASIER to craft gun than avenger (comparable guns), while you don't need bp for XL but you need for minigun to obtain bonuses, I sense 2238 old logic.
Title: Re: Changelog 16/09/2013
Post by: plenty on September 17, 2013, 12:56:57 pm
Quote
- Fast TB modification by wladimiiir (increased NPC speed in Turn-Based combat)

BEST modification ever.

I was hoping to hear how it was done, but I see that (at least partially) it IS an animation speed-up. I seams that there is also less time wasting at the end of each turn by NPCs.
So, how was it done? :)
Title: Re: Changelog 16/09/2013
Post by: Wellegar on September 17, 2013, 07:16:04 pm
IT SUX  -1 Ap for sniper rifle! EW snipers are fucked. Why?  Because NOW you need same number of ap in laser rifle and in sniper rifle but sniper rifle got better damage, range and she need 5 strong not 6.
Title: Re: Changelog 16/09/2013
Post by: Perteks on September 17, 2013, 07:19:08 pm
40-70 vs 20-40 srsly ?
Title: Re: Changelog 16/09/2013
Post by: Wellegar on September 17, 2013, 07:55:09 pm
60 not 70 and look at combat armor resist
Title: Re: Changelog 16/09/2013
Post by: Nark on September 17, 2013, 08:31:33 pm
H&K P90c, G11/G11E and Pancor Jackhammer need buffs to bring them up to glorious XL70E3 level, where they belong.
Title: Re: Changelog 16/09/2013
Post by: Kilgore on September 18, 2013, 06:20:35 am
still wating for a nerf with XL70E3  :)
I've decided to not touch XL70E3, it seems fine. Each TC has only few people using it and some people prefer sniper rifles instead. Nothing to nerf there, move along.
Title: Re: Changelog 16/09/2013
Post by: 3.14 on September 18, 2013, 08:41:46 am
It's one of (or The) best small gun and you don't need a blueprint to make it. What's the point of having AK-112 and FN FAL in the game then?
It should be hard to craft or use some hard to get ammo.     

So what if it's used by (only?!) 20% of TC players? Last time I checked there where other things in this game apart from TC.
Title: Re: Changelog 16/09/2013
Post by: Nice_Boat on September 18, 2013, 09:02:52 am
It's one of (or The) best small gun and you don't need a blueprint to make it.
Just like the M-60 for BG.

What's the point of having AK-112 and FN FAL in the game then?
Same shit as with Minigun - to provide NPC characters with a cool looking pea shooter. And yes, FN FAL can be crafted into something moderately useful.

It should be hard to craft or use some hard to get ammo.
No weapon should be hard to craft or use rare ammo aside from dungeon loot. In fact, no weapon is hard to craft at the moment, period.

So what if it's used by (only?!) 20% of TC players?
TC combat is the only real benchmark for the actual combat performance of the available weapons.

Last time I checked there where other things in this game apart from TC.
Last time I checked you didn't need a well-balanced armory to hunt radscorpions, do quests and murder crafters and miners.
Title: Re: Changelog 16/09/2013
Post by: 3.14 on September 18, 2013, 09:57:34 am
Quote
In fact, no weapon is hard to craft at the moment, period.
For me P90 is hard to craft. Haven't seen one BP in shops, haven't found one in lockers, haven't seen any sell offers. If it's not hard to craft it's harder to craft then the XL. Plasma 'nades are hard to craft, not only you need bp for them you need to mine and refine uranium in a PK infested deathtrap.

I still have faith in Killgore (good job!), if that's the final word -so be it. We'll have The One Gun to rule them all, and I'll still be shoting aliens for fun with my laser pistol, nothing changed.
I'd just like know why xl and not fn or ak is the one selected to be blueprintless?
Title: Re: Changelog 16/09/2013
Post by: Nice_Boat on September 18, 2013, 10:10:17 am
From what I understand, some blueprints are considerably rarer than they were supposed to be. Yet another reason to postpone all this "balance" talk that has been flooding the forums over the past few days at least for a month or two, especially since dungeons will probably have a significant impact on the overall situation. Besides, it's not like the game has to be 100% consistent, in all honesty it can be extremely imbalanced and still fun to play as long as the economy, TC and group PvE function as intended.
Title: Re: Changelog 16/09/2013
Post by: Kilgore on September 18, 2013, 11:45:38 am
I'd just like know why xl and not fn or ak is the one selected to be blueprintless?
It's not that XL70E3 was selected as blueprintless. It's just a side effect of the fact that there was no blueprint for it before and if I remember correctly it wasn't craftable in last 2238 session. I didn't add any blueprints.

Blueprints should be available from traders, if some blueprints are still extremely rare at traders then I'm waiting for a proper suggestion thread, but people prefer making "craftable mines!!!! +1" or "my gun is not powerful enough" threads instead.
Title: Re: Changelog 16/09/2013
Post by: Opex on September 18, 2013, 01:14:32 pm
still wating for a nerf with XL70E3  :)
I've decided to not touch XL70E3, it seems fine. Each TC has only few people using it and some people prefer sniper rifles instead. Nothing to nerf there, move along.

So maybe it's time to look in front of non TC players... just make it possible to craft tier 2 items on regular workbench, cause it's a pain to loose all the HQ stuff to XL PK whos camping in the city. I know about gunrunners workbench, but their karma drops too fast right now, so I must spend some time to trade/quest them every day just to craft something.
Title: Re: Changelog 16/09/2013
Post by: Nark on September 18, 2013, 03:13:46 pm
The only problem with the XL is how it's balanced versus other weapons in its area at the moment (Small Guns). The buff to snipers, the sniper rifle having -1 ap to use now makes it a bit better on that side, but the XL is a better weapon than the Pancor Jackhammer, G11/G11E and P90c at pretty much everything, whereas they should all have their niche.

The XL vs Sniper Rifle balance is a lot better than it was before thanks to the -1 AP use reduction, but the XL vs Pancor/p90 at short range goes in favor of the XL, as well as the XL vs G11/G11E at medium range (XL is downright better than the G11 and G11E because they received no buffs to account for it, and are way rarer/can't be crafted).

The G11E logically should be the best Assault Rifle classed weapon in the game, with the G11 below it, the XL below that (with a blueprint requirement for crafting), the FN Fal below that and the Assault Rifle below that.

The p90c and Pancor Jackhammer, due to their very limited range, need to be much more powerful at short range. The XL outclasses the Pancor Jackhammer and p90c in damage most of the time and especially at one-hex, but it also has a way longer range than both.

I'm fine with Assault Rifles being the versatile middle ground in the Small Guns class (between SMGs and Snipers) but I feel like it's better than both simply because it does both so well. 50 range single shot on XL should be reduced to like 45 or something (or Sniper Rifle/Bozar ranges buffed to 56).

The burst rounds for the p90c and pancor need to be raised to make them way scarier at close range pvp (they currently have less burst rounds than the 15 the XL spits out of its 45 round mag), as well as reducing burst rounds of the XL back down to 12 from 15 (with 36 round mag or something).
Title: Re: Changelog 16/09/2013
Post by: 3.14 on September 18, 2013, 06:09:27 pm
P90 is a SMG, it has lower AP cost.
Jackhammer is a shotgun, it will knockback enemies. 
They have their uses (narrow as they may be, but they are there).

XL would not replace them, just every other assault rifle (also sniper rifle and minigun mayhaps?). 
I'd be the last to say XL is fine as it is, but let's not overdo it, shell we? ;)
 
Title: Re: Changelog 16/09/2013
Post by: Tomowolf on September 18, 2013, 06:33:14 pm
P90 is a SMG, it has lower AP cost.
Jackhammer is a shotgun, it will knockback enemies. 
They have their uses (narrow as they may be, but they are there).

XL would not replace them, just every other assault rifle (also sniper rifle and minigun mayhaps?). 
I'd be the last to say XL is fine as it is, but let's not overdo it, shell we? ;)
That doesn't mean you have to deal lower damage by ap cost (still same amount of bullets, and smgs should throw more out) Jackhammer does have only 1 type of ammo which is a joke.
Title: Re: Changelog 16/09/2013
Post by: Nark on September 18, 2013, 08:33:07 pm
Knockback on a shotgun is really, really quite dumb. Knockdowns maybe (like a rocket launcher), but Knockbacks on something which has such low range already just makes the weapon even harder to use.

Lower AP cost for the burst on the p90 doesn't mean a whole lot when the XL and the p90 can both only do three bursts, the XL firing more bullets, too. Not to mention 10mm is ass compared to 5mm. XLs are also craftable en-masse without a blueprint and you can spamcraft it for -1 AP mods.
Title: Re: Changelog 16/09/2013
Post by: Mars Sultan on September 18, 2013, 11:19:05 pm
Nark... Jesus, man. You do know the p90 was buffed along with the XL, right? Their bursts both contain 15 bullets, at which 5 will hit at range. Also, 10mm AP (6/7 damage mod) far outperforms 5mm AP (2/3 damage mod). I know you desperately want the G11 to be good, but casually spreading misinformation isn't the way to go about it.

Though yeah, the lower AP cost for the p90 does it no good, because where you should be getting 4 bursts out with 12 AP, you can only burst 3 times then reload. Either weaken it a little and revert it to 12/48 (where 4 bullets will hit at range), or keep the current burst and up the magazine size to 60.
Title: Re: Changelog 16/09/2013
Post by: Nark on September 19, 2013, 04:10:56 pm
Excuse my misinformation, I was using the wiki as a base for information regarding the game and have not come across many p90s. Doing so is a mistake I seem to continue making, as we all know how unreliable it is.

Even so, both the XL and P90 having 15 round bursts still favors the XL and reducing it to 12 and keeping the P90 at 15 would give it an advantage at one-hex. I still don't see the p90 being used at all if both weapons are kept the way they are.

The G11's 5-round bursts however are hilariously bad. Maybe it could be different if it acted like the shotguns with all of the rounds in a burst being able to hit (like a controlled burst) and not just the usual formula.
Title: Re: Changelog 16/09/2013
Post by: Perteks on September 19, 2013, 04:58:37 pm
Wait what, srsly G11 have only 5 bullet burst? Wow that funny
Title: Re: Changelog 16/09/2013
Post by: Nark on September 20, 2013, 02:39:47 am
The G11 has a 5 round burst and the G11E has a 7 round burst, both are really terrible since only around 1/3 of the bullets have a chance to hit on the target you shoot at. It would be nice to give the G11 & G11E the accurate-bursting thing that the shotguns have (how all burst rounds can hit the target you aimed at) rather than more 20 round bursting weapons.

It also definitely needs a damage buff and a single shot range buff to meet the XL. The G11 does 10-20 damage currently and the G11E does 13-23 damage, compared to the 14-23 on the Assault Rifle, the 20-40 on the XL70E3 and Sniper Rifle.

The G11 has 35 single shot range and the G11E has 40 single shot range, both of these are even lower than the Assault Rifle's 42 and the XL70E3's 50.

G11 really is one of the most underpowered Small Guns in the game, especially considering its tier and rarity. The G11's need damage buffs, range buffs, burst buffs (of accurate-type or just more rounds in general) and probably more -DR mod on 4.7mm ammunition. It may seem like a lot when i put it all out like this but if you compare them to the XL or even the Assault Rifle with 5mm AP ammo you can see how bad it is.
Title: Re: Changelog 16/09/2013
Post by: MickM on September 20, 2013, 07:10:37 am
The construction of H&K G11 and caseless ammunition allows to shoot 3 bullets with single recoil. So it should get the new fire mode "Triple" with the same AP cost as single, maybe even aimed type. Burst should be increased to 10 bullets. The ammo cannot be crafted and it's rare, so it won't be big advantage vs. other small guns.
Title: Re: Changelog 16/09/2013
Post by: Nark on September 20, 2013, 01:49:43 pm
Now we're talking. Aimed three round bursts would be awesome and make the weapon truly unique.
Title: Re: Changelog 16/09/2013
Post by: Kilgore on September 20, 2013, 06:00:48 pm
And overpowered.
But since ammo for that is limited, I'll consider various options.