FOnline: Reloaded

Development => Suggestions => Topic started by: Melt on April 09, 2015, 09:14:22 am

Title: [PVP] Weapon, Ammo & General Balance
Post by: Melt on April 09, 2015, 09:14:22 am
I will start with the biggest offenders in each category, and ironically these three are all of my main builds.
If any of these suggestions can't be applied this game session, please let me know and we can work on altering them.

Statted Turbo Plasma Rifles - Combining the innate critical power and -AP of the base weapon with additional critical power and -AP from stats make this weapon superior to every other single target weapon in the game. My suggestion is to remove stats from Turbo Plasma Rifles, similar to Bozars, Alien Blasters and Solar Scorchers. They will still be used frequently and still be extremely effective.

Gecko Breath - A no brainer when choosing ammo for the Pancor, regardless of build. It "power creeps" over slug ammo. My suggestion is to give it a +40% DR modifier and allow Pyromaniac to work with it. This will force Gecko Breath users to diversify their builds to use this ammo properly. This will also nerf the overpowered "Flaming Pancor Tanks" that are all over the place. An alternative would be to lower the damage slightly by adding +10% DR modifier.

Heavy Handed - Permanent knockdown with almost no chance to counter it. Neither Stonewall nor Power Armor can save you from the mighty naked troll with a Mega Power Fist. My suggestion is to lower the chance to knockdown to 90% at 10 Strength and 5% less for each missing Strength point. As an addition, I would also suggest that ALL melee weapons share this same percentage and have a Strength penalty of -2 (bringing KO chance down to 80% at 10 Strength). Mega Power Fists will have a Strength penalty of -1, and Super Sledges will have no Strength penalty at all to compensate for their lack of stats and higher AP cost. Maybe it will finally be viable to use the Wakizashi and Little Jesus in fights.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Gimper on April 09, 2015, 03:16:56 pm
Turbos in general are OP. Gonna be rare next session (for real rare, not cave rare).

Gecko breath is easily countered with PA or BA.

I suggest that Mega Power Fists have less chance to KD depending on targets strength. Like full tanks with 10 str on drugs, only maybe have 50% chance of getting KD. A sniper with 1 str would get KD every punch. (If a sniper lets a melee get close enough to punch them, they deserve to die anyways  ;D )
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Troll on April 09, 2015, 03:55:08 pm
Quote
Statted Turbo Plasma Rifles - Combining the innate critical power and -AP of the base weapon with additional critical power and -AP from stats make this weapon superior to every other single target weapon in the game. My suggestion is to remove stats from Turbo Plasma Rifles, similar to Bozars, Alien Blasters and Solar Scorchers. They will still be used frequently and still be extremely effective.

Agree, they don't need stats, they are good enough. Basically, a TPR is a plasma rifle with +5range, +min/max damage, ap-1, it's enough.

Quote
Gecko Breath - A no brainer when choosing ammo for the Pancor, regardless of build. It "power creeps" over slug ammo. My suggestion is to give it a +40% DR modifier and allow Pyromaniac to work with it. This will force Gecko Breath users to diversify their builds to use this ammo properly. This will also nerf the overpowered "Flaming Pancor Tanks" that are all over the place. An alternative would be to lower the damage slightly by adding +10% DR modifier.

Gecko breath is effective on any character regardless his normal DR, and thats why it's used against big fat tanks. Adding 40 DR will make it completelly useless. Pyromaniac should improve damage % instead of giving flat damage, in order to work with gecko breath, and not shooting a guy for 70 hp for 2 ap with solar scorcher. A better way to balance gecko breath would be to lower damage mod instead of dr. Maybe 3/4 or 4/5.

Quote
I suggest that Mega Power Fists have less chance to KD depending on targets strength. Like full tanks with 10 str on drugs, only maybe have 50% chance of getting KD. A sniper with 1 str would get KD every punch. (If a sniper lets a melee get close enough to punch them, they deserve to die anyways  ;D )

Totally +1
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Wind_Drift on April 09, 2015, 06:58:27 pm
I agree on the TPR, if it were to stop being spawned with stats I wouldn't complain. It could stop spawning in caves as well, still I'd be fine. I wouldn't mind regular plasmas being somewhat useful either, since the range sucks (shorter range than plasma pistol).

Can't comment on the others, not enough first hand experience using them.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Troll on April 09, 2015, 11:24:15 pm
Plasma pistol has too much range, 32 is fucked. It should have 24, like 14mm, but not more than the rifle. Or the rifle should have more, 35 is fine. TPR would still be a better choice. I'd like other pistols to have better range aswell, like 35 for .223 and 30 for 14 mm. Crit based weapons should be able to shoot before or at least at same time as bursting weapons.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Johnny on April 10, 2015, 03:08:34 am
Staying on topic Id say Those 3 things are the most urgent things to change right now to reestablish a semblant of balance without requiring too much time for dev.

For pancor gecko,
Its not normal for a craftable weapon to do as much damage than a bozar making it the most used weapon by tanks.
An  easy solution would be to give a dr Mod like JHP ammo or completly remove it.
Saying brotherhood or hpa protects you okay but i have only one brotherhood armor at the moment and im sure not everyone got a crap load of them. Gecko shells are easy to find and cheap, hpa and brotherhood arent.
Could work.

For turbo,
Weapon is made for big fights were KO arent such a problem because of many players. Considering the few of us still playing this is a pain in the ass.
There is no reason for weapon such as 223 or plasmas to have a hidden crit roll bonus since they already have stats.
Deleting crit roll for 223 and plasma and making turbo non bonus like bozar could solve this. Turbo already does great damage on crit.

For power fisters,
Is there a need to explain why the current functionning of this weapon is broken. There is absolutly no chances to get up once your caught wich is annoying.
Giving it 80% at 10ST to KD could solve this.
The supersledge could be an alternative and get 80% chances to KD at 10STR since it can strike at a distance and you can avoid being hexed this way.

The problem is that now we have only small fights no more big 20v20 its over so we have to change accordingly to the server status.
Normal damage type snipers with this applied will still do good damge to tesla and enrgy good damage to normal helmets.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Troll on April 10, 2015, 12:06:58 pm
.223 pistol has no bonus crit roll like plasma, and much lower bypass damage. It doesn't need any nerf. In fact I'd like the weapon to have a bit more range.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Jake on April 10, 2015, 12:12:21 pm
Yeah, make a pistol with range like a rifle...
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Troll on April 10, 2015, 05:23:22 pm
Yeah, make a pistol with range like a rifle...

No I didn't say that both rifles and pistols should have same range, just that the fact plasma pistols has more range than plasma rifle is stupid.
IMO best would be:
plasma pistol:30
plasma rifle:35
.223 pistol:35
14 mm pistol:30
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Jake on April 10, 2015, 05:59:30 pm
223 pistol should has max 28-30 range, since it is powerful pistol. 35 is a range of plasma rifle, xl70 in burst. Pistols should stay pistol in my opinion - a sidearm to support main, bigger weapon since many ppl snipe with pistols like with rifles or abuse 223 in TB mode.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Destiny on April 10, 2015, 10:03:18 pm
Melt only uses Turbos and Power fisters btw.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Johnny on April 11, 2015, 06:20:16 am

No I didn't say that both rifles and pistols should have same range, just that the fact plasma pistols has more range than plasma rifle is stupid.
IMO best would be:
plasma pistol:30
plasma rifle:35
.223 pistol:35
14 mm pistol:30

Please lets stay on topic we talking about turbo, gecko and power fists here lets concentrate on the most urgent things first or this topic will be ignored like the thousands other talking about the same thing. Sorry if i made a mistake about .223.

I support melt's idea to delete stats from turbo but keep its crit roll bonuse and stop making it spawn in caves.
FOr the plasma do the contrary keep stats but delete crit roll.

I think that 10% mod for gecko would be enough.


Melt only uses Turbos and Power fisters btw.

Thats even a better reason to listen he knows whats hes talking about in this matter. You can try to change this for better pvp or continue to face 100%KD melee trolls and 50KO per fights. It has been said many times that thse weapon are a problem now is the moment to solve it, in the current player base its even more noticeable.

Melt is the only plasma user i know complaining about this problem and me i play a char made for pancor gecko so i dont serve my own interest just trying to balance things so if you care post an advice no flame please.

Thx in advance.





Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Jake on April 11, 2015, 08:37:27 am

No I didn't say that both rifles and pistols should have same range, just that the fact plasma pistols has more range than plasma rifle is stupid.
IMO best would be:
plasma pistol:30
plasma rifle:35
.223 pistol:35
14 mm pistol:30

Please lets stay on topic we talking about turbo, gecko and power fists here lets concentrate on the most urgent things first or this topic will be ignored like the thousands other talking about the same thing. Sorry if i made a mistake about .223.

I support melt's idea to delete stats from turbo but keep its crit roll bonuse and stop making it spawn in caves.
FOr the plasma do the contrary keep stats but delete crit roll.

I think that 10% mod for gecko would be enough.


Melt only uses Turbos and Power fisters btw.

Thats even a better reason to listen he knows whats hes talking about in this matter. You can try to change this for better pvp or continue to face 100%KD melee trolls and 50KO per fights. It has been said many times that thse weapon are a problem now is the moment to solve it, in the current player base its even more noticeable.

Melt is the only plasma user i know complaining about this problem and me i play a char made for pancor gecko so i dont serve my own interest just trying to balance things so if you care post an advice no flame please.

Thx in advance.







You know how focked up idea it is ? I bolded it for you. You suggest to stop spawning, the poor conditioned TPR in caves, so any ppl could have acces on it. Yeah, youre right. Making TPR available only for reno/wh/glow and TC locker team campers is a solution. I suggest that you make a list of even more weapons that should not be available for general public, cause if some noob finds the TPS in cave, in shitty condition then he will be OP.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Johnny on April 11, 2015, 09:06:30 am

You know how focked up idea it is ?

First of all that isnt "fucked up" and the turbo plasma problem has been discussed a lot of times and posts about this are countless just use search, sadly many of players who made those posts left.

Secondly the TPR is supposly a RARE weapon so can you explain why it spawn in caves and not bozars gauss etc..?
Bozar, gauss, pulse and other rare weapon dont have stats and dont spawn in caves.

So if you want a weapon like the turbo plasma youll have to go in glow or reno or wharehouse like the rest and actually risk being killed yes.

Kilgore with last update added a locker in glow and made warehouse far easier shouldnt be a problem for you "sailor moon".

Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Jake on April 11, 2015, 09:31:40 am
Lol Johny, you didnt get a point.

Why bozar isnt in caves ? Because Kilgore didnt put it there. Same like power armor. But he made available alien blaster, 4.7 ammo for your precious vindi also there. All those items are also rare. I dont argue about TPR being OP. But I am against alienating low and mid tier players from opportunities, like rare weapons. This way, u should spawn in reno only PA, bozar, tpr, vindis, alien blasters, 4.7, bridgekeeper's, gauss so like 80% of the population in the server can dream about this stuff, because its non stop camped by gangz, who control all rare items in the entire server - yeah, that sounds fun.

Whetever it is or it is not a problem for Sailor Moon, I have been many times in reno or WH as blue or geared just to encountered a 4-6 camped team, and it was not TC going on. What is funny though, I dont mind getting killed, thats why I go blue or have weapons meant to be lost. Its the noob taunting you can receive there after death, like they would conque some country or won 3v35 battle lol.

Also, youre argument that if I want something, then I should go its really focking invalid, because you can start new session, make an alliance and the team to camp one place at the time and you can have monopoly on tc locker before anyone can gear up in decent rare weapons to be able to fight you. Its happend before, its happening now - thats why u have 25 HPAs stored in lockers, shitload of other rare and uniqe stuff and still complaing about TPS being spawned in caves lol.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Johnny on April 11, 2015, 10:18:58 am
FOr your information sailor moon thats what i do with all the sniper weapon i can get my hands on.

Spoiler: show
(http://s10.postimg.org/m76aarrl5/screen_2015_04_02_07_57_54.jpg)


Joke aside as statted before we are talking about pvp balance here so whats currently happening with the few remaining players that still play here.
Turbo wasnt a problem when fights were big now half of fighters got turbo plasmas resulting inn stupid who got first KO fights.

Easiest solution is whats suggested stop spawning turbo in caves and make this weapon unstatted. You can still use a regular plasma rifle and be more strategic with it instead of brainlessly clicking on someone praying for KO.
IF youre a realtime player youll understand if youre a turn based player you can use any weapon for 1ap shot turbo is not necessary.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Jake on April 11, 2015, 11:02:02 am
U cant make changes on half dead server, pre-wipe just because now you dont enjoy pvp. You trying to suggest changes influencing only % of the server population. Noobz cant find tpr in caves becaue you dont like the pvp balance now ? Really ? Johny plz, stop this madness.

Lets say your suggestion would be implemented. Then another thread will be started thats some faction is swarmed, or swarming others, or camping 24/7 or whatever else. And also, at the moment every faction have good amount of tpr'z so it will be a long time to wipe it out. In best scenario, one faction will finally aquire all uniqe tpr - I do not need to explain what will happen after that. In the other scenario, some ppl will loose it, some will grab it - still tpr will be in he market. You cant delete the stats of already aquired weapons, and I really doubt that that Kilgore will wake up in next month, and hit the "delete all stats from all tprz in game" button.

Dont get me wrong, I do not participate in TC pvp because I do play with factions. I understand its one of the most fun things to do in the game atm, but you cant suggest changes based only on PvP feedback. I see many new players joining game, trying hard till wipe and you want to take away weapons from them. In my opinion it is not good.
I play both rt and tb, I was a lazor spammer and to do that, I dont need a uniqe TPR. Shitty one from cave will do. Or LSW or lazor. Or I can die in one turn from .223 pistol spammer or whatever.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Johnny on April 11, 2015, 12:07:58 pm

Noobz cant find tpr in caves becaue you dont like the pvp balance now ? Really ? Johny plz, stop this madness.


SO basically your main argument against this is basically because beginners wont have access to turbos in caves? In that case leave it in caves and simply delete the remaining crit roll bonus on it.

you cant suggest changes based only on PvP feedback.

This is what this suggestion is about and the game too. Balance concerns PvP. I did  a lot pve but i dont see your point honestly this has nothing to do with beginners or pve. Newcomers dont need a turbo plasma ot a vindicator or a pulse to kill anything in pve and in turn based like you said turbo can be replaced by any other weapon.

This server is i believe thanks to changes made by kilgore very easy for beginners implants are accessible now and reno box can be looted for free, glow is doable with any character and wharehouse easier.

So im sorry but i still think turbo spawning in caves is too much. And the deletion of the stats is necessary for 5AP you can aim the eyes wich means two shots without jet wich means you can mix this with tank build wich means it doesnt need +5crit roll and stats.

The turbo is overpowered compared to the pulse or the gauss making it by far the best weapon of the game and its spawning in caves? Please

That is balance.


Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Jake on April 11, 2015, 12:21:50 pm
Delete crit roll ? Yes.

But please dont tell me pulse, gauss, turb in caves should not spawn and they should be only available to 'the chosen ones' on the server right now. Please, dont talk what newcomers need or dont need egarding higher tier weapons, because with that argument, you should only leave them 10mm smg and combat shotgun. They dont need anything else  for pve. Take all the other weapons from them, yeah. Crafted -ap combat shotgun will do.

Also, weapons from caves give newcomers ability for a better trade, since guess what: aside the all uniqe weapons amassed by the top factions controlling like 90% of the high tier stuff in huge amout, they also have the most caps.

And saying that glow, wh, reno can be looted for free - lol of course they can, no shit. But practicaly they are camped almost all day.I go there for fun but no fun in 1vs4 so can troll only with blue to waste their ammo.

Arguing about tpr OP in relation to gauss and pulse - they have much more range, theyre not useless.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Johnny on April 11, 2015, 12:38:07 pm
There are no such things as chosen ones. And you can craft more than a combat shotgun or 10mm smg. And trading with npcs is available to everybody not only biggest faction.
In pvp crafted weapons are very common nothing a beginner cannot do currently.

Considering your 4v1 we all have to deal with this find a faction to avoid this, or friends to go there where you find high tier stuff expect to find foes.

Like i said changes made are very beginner friendly and this is not a bad thing why not but im opposed to being able to find the best gear of the game without any difficulties sorry.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Jake on April 11, 2015, 01:15:54 pm
U afraid of noobz with tpr from caves or what ? Cause they cant get their hands of reall good and unique stuff so.

Joining a faction does not solve anything because you just becoming a part of campers of the tc or whiners. I see people on the radio, in the hub, gunrunnerz, wh memmbers of the well known faction who are probably some autistic kids, retardz or other thrash saying individualz. Swastikas, niggerz, mother rapist, cry babies, faggotz, whiners - I see them all the time. Played in 3 factions on 2238 and since then, I play alone - dont want to get radiated but all this bullshit. Its enough theyre laughing like kids after killing blue with 3ppl in PA.

I am more to the "open" world thant to server dominated entirely by 2 factions which controll most of the stuff. It's no fun joining a monopoly just to get the hands on the gear. I do not want to give away free items, PvP in TC earned them. But taking poor conditioned stuff from caves is just imo ridiculous. You go to to TC with tpr from cave, really ?
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Kilgore on April 16, 2015, 06:29:00 am
I will start with the biggest offenders in each category, and ironically these three are all of my main builds.
If any of these suggestions can't be applied this game session, please let me know and we can work on altering them.

Statted Turbo Plasma Rifles - Combining the innate critical power and -AP of the base weapon with additional critical power and -AP from stats make this weapon superior to every other single target weapon in the game. My suggestion is to remove stats from Turbo Plasma Rifles, similar to Bozars, Alien Blasters and Solar Scorchers. They will still be used frequently and still be extremely effective.

Gecko Breath - A no brainer when choosing ammo for the Pancor, regardless of build. It "power creeps" over slug ammo. My suggestion is to give it a +40% DR modifier and allow Pyromaniac to work with it. This will force Gecko Breath users to diversify their builds to use this ammo properly. This will also nerf the overpowered "Flaming Pancor Tanks" that are all over the place. An alternative would be to lower the damage slightly by adding +10% DR modifier.

Heavy Handed - Permanent knockdown with almost no chance to counter it. Neither Stonewall nor Power Armor can save you from the mighty naked troll with a Mega Power Fist. My suggestion is to lower the chance to knockdown to 90% at 10 Strength and 5% less for each missing Strength point. As an addition, I would also suggest that ALL melee weapons share this same percentage and have a Strength penalty of -2 (bringing KO chance down to 80% at 10 Strength). Mega Power Fists will have a Strength penalty of -1, and Super Sledges will have no Strength penalty at all to compensate for their lack of stats and higher AP cost. Maybe it will finally be viable to use the Wakizashi and Little Jesus in fights.

I normally avoid this kind of thread, because it's full of biased "feedback", nerfposts and "I've died please boost my weapon" messages 99% of the time. But this looks like a piece of reasonable feedback. Some time ago one player from The Young Killers suggested that I make a forum section for feedback but it would have to be heavily moderated - otherwise it would get full of bullshit and forum pvp in no time. Maybe we should consider it.

As I wrote few times, TPR is going to be really rare in next session, and if it happens it is spawned with some stats, then it would be rare^2. Should solve current problem with this weapon.

Gecko Breath ammo looks quite difficult to balance, because of it's damage type, obviously. We can again make it rare, unless someone has some other GOOD idea.

And about heavy handed - I don't see it often so I doubt there is a problem with that, also naked =/= with MPF. I know you are talking about current conditions where people have loads of stuff but after wipe it won't be the same and I don't want to break melee/unarmed more than it is.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Melt on April 16, 2015, 07:32:31 am
I will start with the biggest offenders in each category, and ironically these three are all of my main builds.
If any of these suggestions can't be applied this game session, please let me know and we can work on altering them.

Statted Turbo Plasma Rifles - Combining the innate critical power and -AP of the base weapon with additional critical power and -AP from stats make this weapon superior to every other single target weapon in the game. My suggestion is to remove stats from Turbo Plasma Rifles, similar to Bozars, Alien Blasters and Solar Scorchers. They will still be used frequently and still be extremely effective.

Gecko Breath - A no brainer when choosing ammo for the Pancor, regardless of build. It "power creeps" over slug ammo. My suggestion is to give it a +40% DR modifier and allow Pyromaniac to work with it. This will force Gecko Breath users to diversify their builds to use this ammo properly. This will also nerf the overpowered "Flaming Pancor Tanks" that are all over the place. An alternative would be to lower the damage slightly by adding +10% DR modifier.

Heavy Handed - Permanent knockdown with almost no chance to counter it. Neither Stonewall nor Power Armor can save you from the mighty naked troll with a Mega Power Fist. My suggestion is to lower the chance to knockdown to 90% at 10 Strength and 5% less for each missing Strength point. As an addition, I would also suggest that ALL melee weapons share this same percentage and have a Strength penalty of -2 (bringing KO chance down to 80% at 10 Strength). Mega Power Fists will have a Strength penalty of -1, and Super Sledges will have no Strength penalty at all to compensate for their lack of stats and higher AP cost. Maybe it will finally be viable to use the Wakizashi and Little Jesus in fights.

I normally avoid this kind of thread, because it's full of biased "feedback", nerfposts and "I've died please boost my weapon" messages 99% of the time. But this looks like a piece of reasonable feedback. Some time ago one player from The Young Killers suggested that I make a forum section for feedback but it would have to be heavily moderated - otherwise it would get full of bullshit and forum pvp in no time. Maybe we should consider it.

As I wrote few times, TPR is going to be really rare in next session, and if it happens it is spawned with some stats, then it would be rare^2. Should solve current problem with this weapon.

Gecko Breath ammo looks quite difficult to balance, because of it's damage type, obviously. We can again make it rare, unless someone has some other GOOD idea.

And about heavy handed - I don't see it often so I doubt there is a problem with that, also naked =/= with MPF. I know you are talking about current conditions where people have loads of stuff but after wipe it won't be the same and I don't want to break melee/unarmed more than it is.

Alright, so TPR being rarer is a good move, let's see how that works out.

Heavy handed is not ultra common, but that doesnt mean it's not frustrating for anyone on the recieving end of this build. Perhaps lower the knockdown chance and increase the damage, changing it from a stunlocking damage over time build, to a powerful surprise burst type build. That way, when people get killed, they will feel less like they were cheesed to death and everyone continues to have a good time.

Yes, fire damage is tough to balance. Perhaps the balance should come in the form of a boost to fire DR on a larger variety of more common armors, such as Desert or NCR combat armors. Currently the only method of countering fire damage also happens to be the two rarest armor types.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Troll on April 16, 2015, 07:55:04 pm
Gecko Breath ammo looks quite difficult to balance, because of it's damage type, obviously. We can again make it rare, unless someone has some other GOOD idea.

Okay folks, I have something to start with, featuring stats changes for flamer and gecko breath ammo and pyromaniac perks:
Actual pyromaniac perk is +20 flat damage each.
Flamer damage is 100-125=>112 average
(112-4[DT])*0.7[CA mk2]+40[2 perks]=115 damage
Pancor damage is 22-30=>26 average
(26*5-1*5[DT rounded up])*0.7=88 damage

Instead of adding 20 flat damage with each perk and nothing with pancor, we could:
-set +20dr mod on gecko breath
-add +5 flat damage instead of 20 (like fastshot) and -10 dr with each pyromaniac perk
-add 5 min and max damage to flamer

New flamer damage (both perks) is 105-130=>117 average
(117-4[DT])*0.9[CA mk2]+10[2 perks]=112 damage

New pancor damage (with both perks) is 22-30=>26 average
(26*5-1*5[DT rounded up])*0.70+10=98 damage

New pancor damage (with 1 perk)
(26*5-1*5[DT rounded up])*0.60+5=80 damage

New pancor damage (no perk)
(26*5-1*5[DT rounded up])*0.50=63 damage

After fix:
-flamer damage is almost the same with both perks (-3 average damage)
-pancor damage without perks was decreased from 88 to 63
-having one pyromaniac increases damage to 80 (still lower than actual)
-having both perks increases damage to 98 (better than how it is now, but at the cost of 2 perks,  a specific build)

It might not be perfect but on the paper it seems to work, since having both pyromaniac perks will be at the cost of a third lifegiver or a even tougher, 285 hp and 65 dr with beer and psycho or 245 hp and 75 dr with same perks. And of course gecko breath shells should stay non craftable and expensive. Any knockdown effect should also be removed with that ammo. It burns you, but can't push you down like slugs. Same as frag/plasma grenades. Maybe increase a bit the knockdown effect on slugs to make it also a good choice if you don't have any perks. Something else that could be good, but I don't know if the engine allows that, is to lower pancor range from 25 to 20 when it's loaded with gecko breath.

A big set of changes for the balancing of a single weapon, but that's the best I could think of right now.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: S.T.A.L.K.E.R on April 20, 2015, 11:59:11 pm
Gecko Breath ammo looks quite difficult to balance, because of it's damage type, obviously. We can again make it rare, unless someone has some other GOOD idea.
Well, making the pancor loose about 10-15 hex range when loaded with gecko would be a nice change (25 hexes burst with a shotgun is just :/ I mean its possible but when all shells land? its weird )

As for heavy handed, I think strength and endurance should play a factor.  a guy with 7 ST has like 25% chance of being knockdown by someone with heavy handed something like this :P (without stonewall)
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Troll on April 28, 2015, 01:14:35 pm
Stonewall should work against heavy handed. But for those with low ST and no stonewall, heavy handed should stay as it is.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: BB. on April 28, 2015, 02:48:15 pm
Stonewall should work against heavy handed. But for those with low ST and no stonewall, heavy handed should stay as it is.
Personally I believe that HtH at the moment is working in a wrong way. It should deal decent damage, not make 10dmg-knockdowns each punch.

So I would add extra damage (+15 maybe?) to unarmed attacks coming from Heavy Handed trait but nerf it's knockdown - make it related to opponent's strenght. For every point of ST character gains 5% of resistance against Heavy Handed's knockdowns (or 10%/2 ST so 1 ST chars don't have even 5%). Stonewall should double % value. That way 1 ST characters would still get knocked down everytime, 10 ST stonewall tank would never fall down from a signle punch, other 10 ST HtH character would get knocked down in 50% of cases (no more "who hits first wins") and average no-stonewall tank still gets some (25%) resistance.

What do you think? Heavy Handed wouldn't be so terribly retarded, but still usefull and there would be a reason to take ST other than perks requirements or weapon drop. Currently most build take 1, 5 or 6 ST, other values are rather waste.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Mighty on April 28, 2015, 03:07:12 pm
If HtH so OP, why people don't play HtH characters ?
How many players use CC for pvp ?
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Troll on April 28, 2015, 03:17:05 pm
HtH is OP only in 1 vs 1 fights or small scale pvp, like 2 vs 2 maximum. Because in higher number they get killed one by one. 3 HTH VS 3 avengers is like :
-hth 1 is hit for 300 damage and got rekt
-hth 2 is hit for 300 damage and got rekt
-avenger 1 is hit for 80 damage and KD
-hth 3 is hit for 200 damage
-avenger 1 is hit for 80 damage and KD
-hth 3 is hit for 200 damage and got rekt
-ave,ger 1 uses first aid
End of combat
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Mighty on April 28, 2015, 03:28:30 pm
HtH is OP only in 1 vs 1 fights or small scale pvp, like 2 vs 2 maximum. Because in higher number they get killed one by one. 3 HTH VS 3 avengers is like :
-hth 1 is hit for 300 damage and got rekt
-hth 2 is hit for 300 damage and got rekt
-avenger 1 is hit for 80 damage and KD
-hth 3 is hit for 200 damage
-avenger 1 is hit for 80 damage and KD
-hth 3 is hit for 200 damage and got rekt
-ave,ger 1 uses first aid
End of combat

You played sometime a OP HtH ?
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Jake on April 28, 2015, 04:19:23 pm
Ita funny when you can spam knockdown as bluesuit on a hpa guy and he cant do shit other than crying about loosing heas gear. Spawn traps or sneaker 1vs1 and they're toast.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: BB. on April 28, 2015, 04:41:14 pm
Exactly, Mighty, Troll. People do not play HtH because it's a troll build. It's shit in serious PvP and stupidly retarded-OP in 1v1. So I'm suggesting balancing it, so it finally have a proper usage.

+ It's annoying and stupid that bluesuit can win with a single punch against 10 ST full stonewall tank in HPA. Such character can easily take a hit from a rocket launcher and stand still, but can't stand a torso punch? Yeah, sure. Heavy Handed in current state can't be countered by any means, unlike other things and that's why it's broken in my opinion.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Mighty on April 28, 2015, 08:36:23 pm
Exactly, Mighty, Troll.
I don't understand what do you mean. What do you mean under the word the troll? I like create unik characters. When other use sneakers 3 brd, full tanks, TP builds, pancor build etc , i create my own unique builds. Some times ago devs kill my Super Sledge build because some player lose and cry about it. Then Super Sledge became full useLESS. Useless item. But it wasn't OP. I think its like about folowers, some players start cry because they +100lvl builds need reroll to take followers.
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People do not play HtH because it's a troll build. It's shit in serious PvP and stupidly retarded-OP in 1v1. So I'm suggesting balancing it, so it finally have a proper usage.
Maybe you will ask admins that they made to you personally build a HtH such what you want, then try play it.

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+ It's annoying and stupid that bluesuit can win with a single punch against 10 ST full stonewall tank in HPA.
What if it bluesuit have 10 ST ?

Tell about your vision of PVP pls. It has to be some burster tanks against some burster tanks ?  :P

Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Troll on April 28, 2015, 09:04:46 pm
His definition of pvp is:
in TC: a strong versatile team with long range weapons, 40 hex average, a line of tanks, a line of bursters and a sniper or two.
in shorter range fights like reno: a team with super tanky characters on beer, bursters dealing massive damage and a crippler/aimer.

There is no room for a hth here, the only team that used a hth during team fights is UV, and it only worked when already outnumbering ennemies.
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: BB. on April 28, 2015, 10:33:59 pm
Actually, Super Sledge build was the only proper usage of HtH I ever saw in this server (except corner camping assuming that’s the only thing you could do with HtH at the moment). And it was working like it’s supposed to in my opinion – group starts the fight and there is a rambo CC coming throught them from the back (so it’s hard to focus him) and when he gets to the first line, he straight away punches enemy that tried to hex in his face for 100 dmg and knocks him down. But hitting any character 30 times in order to kill him, just keeping him on the floor is quite stupid.
So I just made a suggestion about how could be ridiculous knocking down a stonewall tank (which is made not to fall down) everytime with 10 dmg unarmed hits balanced. You’re using HtH characters so obviously don’t want to get OP aspect of your build nerfed, I won’t argue about why should we do this or why not to. Already said why I think it would be a good solution and just waiting for other opinions.

P.S. I’m calling HtH a troll build exactly because of how it works right now. Currently, being able only to hit a guy for 10 dmg (but still able to win as one punch more or less equals win versus any kind of build), you need to use nasty, troll tactics to make it anyhow efficient (like spawn camping or a need of using it on a sneak).
P.P.S. Troll, maybe not a definition of pvp, but definitely the recipe for successful pvp. ;)
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Troll on April 29, 2015, 02:23:58 am
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P.P.S. Troll, maybe not a definition of pvp, but definitely the recipe for successful pvp.

200% agree with you  ;D
Title: Re: [PVP] Weapon, Ammo & General Balance
Post by: Mighty on April 29, 2015, 02:05:49 pm
group starts the fight and there is a rambo CC coming throught them from the back
Low PE character coming from back  ::)
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But hitting any character 30 times in order to kill him, just keeping him on the floor is quite stupid.
Stupid like 1hex burst
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You’re using HtH characters so obviously don’t want to get OP aspect of your build nerfed
Can you and are right, but my argument that if something OP, players use it.
Before Relodaed i never playd HtH characters, and i did not like HtH  ::) . But I've played with player who used to play СС on other servers, He always cry about weak CC in Reloaded  :D
There are players who like to play СС but they play in another good servers because here CC are weak.
I think people who want nerf\buff something, they must try use it just for test, it will be fair.
In HtH we have only Heavy handed, Crit HtH weak and paper because they need alot of perks to crit.
And even Heavy handed have 95% chance to hit.
If you really want reduce KO chance down, it can be only if bursters can not burst CC with 3 line in 1 hex.