FOnline: Reloaded

General => News and Announcements => Topic started by: Kilgore on September 22, 2013, 01:47:13 pm

Title: Changelog 22/09/2013
Post by: Kilgore on September 22, 2013, 01:47:13 pm
Changelog 22/09/2013

- Removed TC window from Redding and Broken Hills - they can be now captured at any time.
- Added TC window to Modoc (21.00-22.00).
- Added TC window to Den (22.00-23.00).
- Guards from Den removed.
- Decreased price of some blueprints for easier access to them at traders.
- Item transfers with mercenaries are now free (only newly recruited).
- Removed Pashtshuurs vs Enclave encounters.
- Added an option to reset all of your reputations to 0 for 5000 bottle caps (at Cathedral).
- Keri in Hub is no longer so hostile.
- Removed INT requirement from Smitty in Den.
- You can now buy Empty Jet Canisters from Jules in New Reno.
- Added an option to craft 500x 10mm AP/JHP ammo.
- Added additional weapons and ammo for Hinkley battles (by cirn0).
- Fixed a bug with One Hander adding +5 damage when using two-handed weapons.
- Removed the requirement of carrying a Crowbar for certain Special Encounters.
- Increased Laser Rifle and Laser Rifle (Ext. Cap.) damage from 40-60 to 50-60.
- Increased Plasma Rifle damage from 30-60 to 45-60.
- Changed Plasma Rifle perk from Long Range to Penetrate.
- Increased Turbo Plasma Rifle damage from 35-70 to 50-70.
- Changed Turbo Plasma Rifle perk from Long Range to Penetrate.
- Avenger Minigun now shoots 40 bullets instead of 30.
- Increased Minigun damage from 11-14 to 13-16.
- Decreased AP cost of .223 Pistol by 1.
- Changed Dynacord damage from 40-75 to 60-100 and decreased AP cost to 5.
- Increased H&K P90c magazine from 45 to 60.
- Increased H&K P90c damage from 13-19 to 15-25.
- Caravans should no longer fall into TB encounters - needs testing.
- Bug with fast NPCs in Real-time should be fixed - needs testing also.
- Small change for better performance of the game server.

I hope you like it.
There will be more changes to weapons, especially the unique ones - I just need to try them and make adjustments.
If something doesn't work, report it.
Title: Re: Changelog 22/09/2013
Post by: Rando on September 22, 2013, 01:50:46 pm
oh god yes
Title: Re: Changelog 22/09/2013
Post by: Knife_cz on September 22, 2013, 01:51:28 pm
Changelog 22/09/2013

- Changed Dynacord damage from 40-75 to 60-100 and decreased AP cost to 5.
Way too easily farmed and way too strong now, that's kinda silly to have it nearly strong as Plasma Grenade.
Title: Re: Changelog 22/09/2013
Post by: Kilgore on September 22, 2013, 01:53:11 pm
Way too easily farmed and way too strong now, that's kinda silly to have it nearly strong as Plasma Grenade.
It is still 5 minutes before the actual update, stop whining already :)
Title: Re: Changelog 22/09/2013
Post by: verminn on September 22, 2013, 01:54:29 pm
I would love to get buff for hth combt :P
Title: Re: Changelog 22/09/2013
Post by: Grizzan on September 22, 2013, 01:54:40 pm
I'd nerf XL instead of improving HK damage.
Title: Re: Changelog 22/09/2013
Post by: Knife_cz on September 22, 2013, 01:55:06 pm
Way too easily farmed and way too strong now, that's kinda silly to have it nearly strong as Plasma Grenade.
It is still 5 minutes before the actual update, stop whining already :)
Not whining, just saying that its much easier to farm/craft than Plasma Grenades (Maybe even more powerful with such splash).
Might aswell want to boost Plasma Grenades (Oh god no).
Title: Re: Changelog 22/09/2013
Post by: ShOw. on September 22, 2013, 01:56:01 pm
Changelog 22/09/2013

- Increased Turbo Plasma Rifle damage from 35-70 to 50-70.
- Changed Turbo Plasma Rifle perk from Long Range to Penetrate.


How something may survive 14 shots per turn (with jet) with this?
Title: Re: Changelog 22/09/2013
Post by: Besmrtnik on September 22, 2013, 01:56:59 pm
Quote
- Avenger Minigun now shoots 40 bullets instead of 30.
- You can now buy Empty Jet Canisters from Jules in New Reno.

Me like it a lot :)
Title: Re: Changelog 22/09/2013
Post by: Knife_cz on September 22, 2013, 01:58:33 pm
Changelog 22/09/2013

- Increased Turbo Plasma Rifle damage from 35-70 to 50-70.
- Changed Turbo Plasma Rifle perk from Long Range to Penetrate.


How something may survive 14 shots per turn (with jet) with this?
Yeah that's also crazy, Plasma Rifle was fine enough as it was.
Whoever wanted to even boost this?
Title: Re: Changelog 22/09/2013
Post by: Grizzan on September 22, 2013, 01:58:40 pm
Where the fuck Cathedral is anyway?
Title: Re: Changelog 22/09/2013
Post by: Strike on September 22, 2013, 01:58:46 pm
Hahaha, good changes just started to lvl up energy sniper :D
Plasma rifle is now better and Laser rifle also.

Edit: Actually waiting that people use other small guns also than XL :P
Title: Re: Changelog 22/09/2013
Post by: Crazy on September 22, 2013, 02:00:52 pm
- Changed Plasma Rifle perk from Long Range to Penetrate.
- Changed Turbo Plasma Rifle perk from Long Range to Penetrate.
Aaaand, I can deleteself my lvl 50 plasma char... That's really not nice. Especially since how little effect penetrate have on weapons that rely on criticals...

XL still need a nerf.

I like everything else.
Title: Re: Changelog 22/09/2013
Post by: Grizzan on September 22, 2013, 02:02:17 pm
- Changed Plasma Rifle perk from Long Range to Penetrate.
- Changed Turbo Plasma Rifle perk from Long Range to Penetrate.
Aaaand, I can deleteself my lvl 50 plasma char... That's really not nice. Especially since how little effect penetrate have on weapons that rely on criticals...

XL still need a nerf.

I like everything else.

We know you won't.
Title: Re: Changelog 22/09/2013
Post by: Crazy on September 22, 2013, 02:05:21 pm
We know you won't.
You obviously don't know me.
Title: Re: Changelog 22/09/2013
Post by: Eizenower on September 22, 2013, 02:05:52 pm
That work. Thank you ! ♥
Title: Re: Changelog 22/09/2013
Post by: Grizzan on September 22, 2013, 02:06:09 pm
Zone of Cathedral, please?
Title: Re: Changelog 22/09/2013
Post by: Strike on September 22, 2013, 02:06:50 pm
Zone of Cathedral, please?
Don't know if this is outdated http://www.fonline-reloaded.net/wiki/index.php?title=The_World
Title: Re: Changelog 22/09/2013
Post by: Grizzan on September 22, 2013, 02:09:15 pm
Zone of Cathedral, please?
Don't know if this is outdated http://www.fonline-reloaded.net/wiki/index.php?title=The_World

It's there, thanks ;)
Title: Re: Changelog 22/09/2013
Post by: baskila on September 22, 2013, 02:14:05 pm
- Added an option to reset all of your reputations to 0 for 5000 bottle caps (at Cathedral).
This is really great. My char can try all factions now :) That is fantastic change for roleplay peeps out there.

- Increased Turbo Plasma Rifle damage from 35-70 to 50-70.
Are you sure this is a good change? Proper build can already shoot this gun for 1ap which results in killing even biggest builds in one turn.
I understand this change was to make the gun better in real time? If yes then it works for the real time but makes TB even more unbalanced.
Maybe increase AP cost by 1 to keep it balanced overall? I dunno...
Title: Re: Changelog 22/09/2013
Post by: Keird on September 22, 2013, 02:15:55 pm
Avenger Minigun now shoots 40 bullets instead of 30. dalej 30 pestek
Title: Re: Changelog 22/09/2013
Post by: ShOw. on September 22, 2013, 02:17:03 pm

- Increased Turbo Plasma Rifle damage from 35-70 to 50-70.
Are you sure this is a good change? Proper build can already shoot this gun for 1ap which results in killing even biggest builds in one turn.
I understand this change was to make the gun better in real time? If yes then it works for the real time but makes TB even more unbalanced.
Maybe increase AP cost by 1 to keep it balanced overall? I dunno...

Well plasma ever was -1ap so increase AP is shit idea..
Title: Re: Changelog 22/09/2013
Post by: advil on September 22, 2013, 02:19:04 pm
Does one hander give +5 to single handed weapons?
Or 0 bonus?
Title: Re: Changelog 22/09/2013
Post by: Strike on September 22, 2013, 02:21:10 pm
Does one hander give +5 to single handed weapons?
Or 0 bonus?
For one handed weapons only.
Title: Re: Changelog 22/09/2013
Post by: Kilgore on September 22, 2013, 02:29:41 pm
For one handed weapons only.
Where is this info from?
Title: Re: Changelog 22/09/2013
Post by: advil on September 22, 2013, 02:47:41 pm
In case you couldn't tell Perteks, the bug seems to be that the code for the extra +5 damage was put in for two-handed weapons on the one-hander perk, rather than for one-handed weapons. A small typo with a missing exclamation mark.

The effect's existence on the other hand was intended by the 2238 developers from what I can tell, much like Fast Shot's hidden +5 damage bonus and Heavy Handed's hidden +2 melee damage bonus.

There is nothing at all wrong with wanting a tiny buff (not that this is even a change, but a fix to a bug in the code) to the One-Hander perk (and one-handed weapons in general by association) considering how useless it is currently.
Maybe it should be like this.
Title: Re: Changelog 22/09/2013
Post by: Kilgore on September 22, 2013, 02:48:31 pm
Maybe no.
Title: Re: Changelog 22/09/2013
Post by: SmallGreg on September 22, 2013, 02:49:56 pm
Good changes.

XL still need a nerf.

XL is fine now. Stop whining.
Title: Re: Changelog 22/09/2013
Post by: T-888 on September 22, 2013, 02:50:59 pm
I had plans to do some TB, but now it is totally broken.

Living anatomy and fast shot +10 true and regular damage from the weapon itself, combined with 12-14 action points which is standard for any TB build makes it close to impossible to survive even a single turn. Energy weapons with good bonuses heavily benefit +% damage since they have a very high base damage, combining that with the high fire rate, the situation is imbalanced especially taking in consideration that crafting these weapons in bulk with ridiculously good bonuses is very easy due to unlimited resources obtainable from private mines with close to no effort.

The damage bonus what EW received makes the situation even more absurd.

That's not all, now that doctor and first aid works in TB, players are just waiting out the CD and not ending the turn what makes playing TB a very slow pain in the ass against other players. Also the FA/Doc change made all TB builds obsolete if you don't have doctor and high first aid, you are in a massive disadvantage and that's no joke in a game with no level cap.

And that's not all, previously it was quite a retarded mechanic how crippling effects worked in TB because of no way how to counter them, but that made cripplers viable in TB and weirdly enough not overpowered because they were very fragile and had many disadvantages (good builds usually had secondary weapon, something one handed), now they are completely useless.

Don't want to level up a TB build anymore knowing that anything I will level is going to be imbalanced and bound to change, yet again.
Title: Re: Changelog 22/09/2013
Post by: Rando on September 22, 2013, 03:24:21 pm
I'm unsure of what you were going for adding Penetrate to the plasma rifles. Are you aware that penetrate only affects DT and not DR? Penetrate is a pretty insignificant change. (That's not to say the base damage change isn't great, though.)
Title: Re: Changelog 22/09/2013
Post by: Besmrtnik on September 22, 2013, 03:39:59 pm
fa/doc in tb is very old feature from 2238 and I missed it a lot, dont remove it
Title: Re: Changelog 22/09/2013
Post by: Ronin on September 22, 2013, 07:36:32 pm
fa/doc in tb is very old feature from 2238 and I missed it a lot, dont remove it

Yes i like it too.
Verry good update.
Title: Re: Changelog 22/09/2013
Post by: ShOw. on September 22, 2013, 07:51:31 pm
fa/doc in tb is very old feature from 2238 and I missed it a lot, dont remove it

Yes i like it too.
Verry good update.

Agreed. FA/DOC in tb is nice!
Title: Re: Changelog 22/09/2013
Post by: 3.14 on September 22, 2013, 08:13:53 pm
Dang! Now I have to go and make .223 pistols... anybody got a BP I can use?

Plasma/laser rifle looks good, maybe I'll start seeing people in Tesla armors now..

Good update, keep it up!
Title: Re: Changelog 22/09/2013
Post by: Nark on September 22, 2013, 08:31:12 pm
T-888, saying cripplers are viable in TB without Doc being there is one thing, but trying to hide the fact that they are in-fact completely uncounterable in TB the second you get crippled is another. Being unable to Doc in TB is a huge thing since there's no item you can use to heal crippled limbs (like stimpaks in place of First Aid). You cripple someone's leg = they can't move/chase/kite at all, you cripple someone's arm = they are forced to use a one-handed weapon, you cripple someone's eye = they are cursed with 5% chance to hit until the encounter ends.

The fact of the matter is crippler in TB is an instant win. TB shouldn't even exist, at this point all it is for is griefing, and it only gets in the way of the rest of the game. You can build specific builds around one half of the game that are completely useless in the other, that's what this TB/RT split does. Perks like Bonus Move and mechanics like Sequence are also just leftovers of an old system that doesn't work in MMO format.
Title: Re: Changelog 22/09/2013
Post by: Knife_cz on September 22, 2013, 08:34:46 pm
T-888, saying cripplers are viable in TB without Doc being there is one thing, but trying to hide the fact that they are in-fact completely uncounterable in TB the second you get crippled is another. Being unable to Doc in TB is a huge thing since there's no item you can use to heal crippled limbs. You cripple someone's leg = they can't move/chase/kite at all, you cripple someone's arm = they are forced to use a one-handed weapon, you cripple someone's eye = they are cursed with 5% chance to hit until the encounter ends.

The fact of the matter is crippler in TB is an instant win. TB shouldn't even exist, at this point all it is for is griefing, and it only gets in the way of the rest of the game. You can build specific builds around one half of the game that are completely useless in the other, that's what this TB/RT split does. Perks like Bonus Move and mechanics like Sequence are also just leftovers of an old system that doesn't work in MMO format.
Bonus Move works well in TB : - )
Title: Re: Changelog 22/09/2013
Post by: Nark on September 22, 2013, 08:36:10 pm
And yet it has absolutely zero use in Real-Time. It's a perk for builds that are tailored only to Turn-Based and nothing else. It shouldn't even be in the game if it can't be used in both RT & TB.

The Turbo Plas change to Penetrate is also fine, if you look at it in Real-Time terms. TB with Turbo Plas was already broken so there was no fixing it. This change was probably made to differentiate Plasma from Laser for use as a Fast Shot character or as a Sniper character. Plasma with Penetrate makes using them with Fast Shot/BROF in real-time a bit more viable overall.
Title: Re: Changelog 22/09/2013
Post by: Perteks on September 22, 2013, 09:14:53 pm
- Changed Plasma Rifle perk from Long Range to Penetrate.
- Changed Turbo Plasma Rifle perk from Long Range to Penetrate.
Aaaand, I can deleteself my lvl 50 plasma char... That's really not nice. Especially since how little effect penetrate have on weapons that rely on criticals...

I like everything else.

Crazy my char is fucked now too ;D

And i see a lot of shitty whine geez guys.
Title: Re: Changelog 22/09/2013
Post by: jacky on September 22, 2013, 10:56:24 pm
and where is bozar boost?
Title: Re: Changelog 22/09/2013
Post by: Crazy on September 22, 2013, 11:36:27 pm
Crazy my char is fucked now too ;D

And i see a lot of shitty whine geez guys.
The two of us have enough trolling power to reverse that change, or at least make that both perks would be on plasma, let's whine hard !
Although... With the avenger killing power, I think we're better to just forget about plasma.
Title: Re: Changelog 22/09/2013
Post by: T-888 on September 22, 2013, 11:57:25 pm
Stuff is getting powerful in general, armors don't keep up.
Title: Re: Changelog 22/09/2013
Post by: Patrick on September 23, 2013, 01:02:36 am
and where is bozar boost?
exactly. will it ever come?
Title: Re: Changelog 22/09/2013
Post by: casnalada on September 23, 2013, 01:41:39 am
Quote
- Removed Pashtshuurs vs Enclave encounters.

what is Pashtshuurs ?
Title: Re: Changelog 22/09/2013
Post by: Kilgore on September 23, 2013, 04:51:48 am
and where is bozar boost?
And where are your reading skills?
Title: Re: Changelog 22/09/2013
Post by: manero on September 23, 2013, 05:48:57 am
Stuff is getting powerful in general, armors don't keep up.

Maybe make CA mk2 craftable? Bonuses from crafting should help.
Title: Re: Changelog 22/09/2013
Post by: Kelin on September 23, 2013, 08:54:44 am
Bonuses from crafting should help.
Most stupid idea I’ve heard so far. It should be “bonus”, a reward for people who craft to have some advantage over people who farm, not a PvP ticket to make everyone a no-life crafter who waits till he gets his private mine/blueprint/20th quality CA/50th unique CA...
Title: Re: Changelog 22/09/2013
Post by: manero on September 23, 2013, 09:00:27 am
Bonuses from crafting should help.
Most stupid idea I’ve heard so far.

Still more useful than your 'no idea'.
Title: Re: Changelog 22/09/2013
Post by: Kelin on September 23, 2013, 09:10:06 am
I disagree, bad idea is worse than no idea (make a car with one wheel, heh), just look what happened to 2238. Problem with your solution is, that only a small percent of players will actually benefit from these bonuses. Look at the ordinary CA blueprint, how many people have it? I actually saw only two Combat armor crafters, both signed on BBS armors, sorry, but this seems more like a BBS lobby for having an advantage over other teams, because you know you will have that blueprint.
Title: Re: Changelog 22/09/2013
Post by: manero on September 23, 2013, 09:14:38 am
...this seems more like a BBS lobby for having an advantage over other teams, because you know you will have that blueprint.

O_O
Title: Re: Changelog 22/09/2013
Post by: Perteks on September 23, 2013, 09:57:13 am
Crazy my char is fucked now too ;D

And i see a lot of shitty whine geez guys.
The two of us have enough trolling power to reverse that change, or at least make that both perks would be on plasma, let's whine hard !
Although... With the avenger killing power, I think we're better to just forget about plasma.
Still we can do PvE xD Because plasma range and soo hard to score good crit is just not enough for PvP.

Maybe i will level him to be lockpicker! Fuck yea!
Title: Re: Changelog 22/09/2013
Post by: Adams on September 23, 2013, 10:26:54 am
I disagree, bad idea is worse than no idea (make a car with one wheel, heh), just look what happened to 2238. Problem with your solution is, that only a small percent of players will actually benefit from these bonuses. Look at the ordinary CA blueprint, how many people have it? I actually saw only two Combat armor crafters, both signed on BBS armors, sorry, but this seems more like a BBS lobby for having an advantage over other teams, because you know you will have that blueprint.
Chances to obtain a blueprint are the same for errrbody,you can ask friends to craft you some or you can buy some from players.
Anyway those upgraded armors dont give some extra advantage it hasnt even happened yet and youre "crying" already.
Title: Re: Changelog 22/09/2013
Post by: Kelin on September 23, 2013, 10:46:10 am
Chances to obtain a blueprint are the same for errrbody,you can ask friends to craft you some or you can buy some from players.
This is like saying, chances to obtain vertibird are same for errrbody, those who don’t have the vertibird cannot into PvP.

This is funny, every time someone makes a point, he is “crying”, btw weren’t you the one publicly saying, that +100 hp bonus is nothing on FOnline2, yet after some time you admitted that it can make a difference and you were using merely lvl 99 character later on.
Anyway those upgraded armors dont give some extra advantage...
I’m lost at this line, so on one hand, craftable CAmk2 should be an ultimate solution presented by BBS (I assume, since it’s not just manero I’m talking to) and on the other, you admit that it actually solves nothing, hence proving my point.
Title: Re: Changelog 22/09/2013
Post by: manero on September 23, 2013, 11:10:37 am
Craftable CAmk2 should be an ultimate solution presented by BBS (I assume, since it’s not just manero I’m talking to)

Man, seriously you should chillout. I wrote:

"Maybe make CA mk2 craftable?"

...and you almost shitted your pants. Don't get so excited.

ps.

"ultimate solution presented by BBS" och jesus hahaha... TBH it looks like you get scarred because your tank won't be so hard without that bonuses i mentioned and you lashed out. So low   ;)
Title: Re: Changelog 22/09/2013
Post by: Adams on September 23, 2013, 11:11:15 am


I’m lost at this line, so on one hand, craftable CAmk2 should be an ultimate solution presented by BBS (I assume, since it’s not just manero I’m talking to) and on the other, you admit that it actually solves nothing, hence proving my point.
So it seems because he didnt say anything about an ultimate solution he said it should help. And it could atleast a little.
If it actually doesnt affect anything then why are you so against its implementation?
About fo2 i said few additional HPs dont make so much difference but 100hp is obviously a whole different story especially on psycho FA tanks but this aint Fo2 so try to stick to the topic please.
Title: Re: Changelog 22/09/2013
Post by: mojuk on September 23, 2013, 11:29:45 am
Armors are fine as they are, leave them alone. Finaly more guns do some serious damage.
Weapons were buffed because they were too weak, so now you want changes in armors to counter more deadly weapons, please...
Title: Re: Changelog 22/09/2013
Post by: Kelin on September 23, 2013, 11:33:00 am
Armors are fine as they are, leave them alone. Finaly more guns do some serious damage.
Weapons were buffed because they were too weak, so now you want changes in armors to counter more deadly weapons, please...
Finally someone who I can agree with.
Title: Re: Changelog 22/09/2013
Post by: Pugna on September 23, 2013, 02:13:09 pm
Realy great job there Kilgore. You did very good with solving the xl problem. Now beginners can play and bg/en/throwing wep got a buff so noone is losing. Couldn't find a better way here. Keep up the great work. 8)
Title: Re: Changelog 22/09/2013
Post by: ShOw. on September 23, 2013, 02:14:34 pm
Armors are fine as they are, leave them alone. Finaly more guns do some serious damage.
Weapons were buffed because they were too weak, so now you want changes in armors to counter more deadly weapons, please...

if weapon will get stronger and stronger armor will be pointless soon...
Title: Re: Changelog 22/09/2013
Post by: Pico on September 23, 2013, 03:35:37 pm
They won't be. You really think GM's have no common sense and will make such a situation happen? Lol.
Good update :)
Title: Re: Changelog 22/09/2013
Post by: Kilgore on September 23, 2013, 07:03:13 pm
There is a reason why CAmk2 is and won't be craftable.
Title: Re: Changelog 22/09/2013
Post by: Kirkor on September 23, 2013, 07:59:27 pm
Armors are fine as they are, leave them alone. Finaly more guns do some serious damage.
Weapons were buffed because they were too weak, so now you want changes in armors to counter more deadly weapons, please...

Give this man a medal.
Title: Re: Changelog 22/09/2013
Post by: Hodor on September 23, 2013, 11:53:37 pm
(http://i.imgur.com/8jI6aNo.png)

Typical reactionary rebels..... Send in the army..
Title: Re: Changelog 22/09/2013
Post by: Sir Craftkid on September 24, 2013, 01:19:57 pm
Wow p90 has far too much ammo now
Ima start making uniques :D
How did it go from 36 to 60 with a damage buff in one week?
Meh who gives a fuck, 5 bursts a turn here i come  8) :D
Title: Re: Changelog 22/09/2013
Post by: Desert Mutt on September 25, 2013, 03:58:26 pm
Changelog 22/09/2013
- Fixed a bug with One Hander adding +5 damage when using two-handed weapons.
How did you fix it?
I see that +5 to two handed was removed, but I see no bonus to the damage when using one handed weapon.
Did you just remove +5 dmg? The whole point of taking One Hander is +5 damage bonus.
Title: Re: Changelog 22/09/2013
Post by: Perteks on September 25, 2013, 04:49:36 pm
Changelog 22/09/2013
- Fixed a bug with One Hander adding +5 damage when using two-handed weapons.
How did you fix it?
I see that +5 to two handed was removed, but I see no bonus to the damage when using one handed weapon.
Did you just remove +5 dmg? The whole point of taking One Hander is +5 damage bonus.

Wow what a load of crap. Only few ppl know about that +5 dmg bug and for sure it isn't most of those who take that trait.

One hander give only bonus hitchance and - for twohanded no bonus dmg
Title: Re: Changelog 22/09/2013
Post by: Nark on September 25, 2013, 05:03:09 pm
It wasn't a bug you moron, stop being so rude and misinformed in every one of your posts.

The code was put in place and the +5 damage was intended for One Handed weapons if you have the One Hander perk, by the 2238 developers. This is the exact same as Fast Shot having a hidden +5 damage bonus and Heavy Handed giving a hidden +2 melee damage (these two exist in Reloaded and have existed for a long time in 2238, much like the abandoned line of One Hander code, for anyone wondering).

The oversight in the code was not that it was there in the first place, it was meant to be there, it was that an exclamation mark was missing and it flagged +5 damage for Two Handed weapons by accident instead of One Handed, reading the code for 10 seconds could tell you this. Fixing the bug would have been moving the +5 damage bonus to One Handed weapons, instead what happened was a removal of an entire line of code, a feature if you will.
Title: Re: Changelog 22/09/2013
Post by: Desert Mutt on September 25, 2013, 05:18:10 pm
Changelog 22/09/2013
- Fixed a bug with One Hander adding +5 damage when using two-handed weapons.
How did you fix it?
I see that +5 to two handed was removed, but I see no bonus to the damage when using one handed weapon.
Did you just remove +5 dmg? The whole point of taking One Hander is +5 damage bonus.

Wow what a load of crap. Only few ppl know about that +5 dmg bug and for sure it isn't most of those who take that trait.

One hander give only bonus hitchance and - for twohanded no bonus dmg

If you ever read description of one-hander you could know that +5 dmg should be included in the package for one-handed weapons (attempt to implement that was done in the 2238... ).

The bug was that those 5 dmg were going to TWO-HANDED weapons instead of ONE-HANDED weapon.

The 20% accuracy bonus is good only if you are crafter (or some other) alt that doesn't want to tag any of combat skills (e.g if you have 70% unarmed just from your base SPECIAL you can get 90% unarmed/melee/close combat hit chance with one-hander, so you can kill some rats).

I took one-hander only because of +5 dmg.
Since we have no level limit and there are almost no 50 hex range one-handed gun (well gauss pistol is rare, so I don't count it) - one-hander without dmg bonus is a waste of trait.

You're welcome.
Title: Re: Changelog 22/09/2013
Post by: Perteks on September 25, 2013, 05:40:47 pm
Quote
One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.
Seriously i don't see where is one thing about that damage bonus.

Anyway that bonus if it worked like from fast shot and living anatomy then its only 5 dmg what can't be multiplied even if crits occur.

One hander was used mostly by gauss pistolers in 2238, but looking at this right now, yes you have right that bonus could make sense now.

For me it was still bug because there was no real information that it was planned like that.
Title: Re: Changelog 22/09/2013
Post by: Nark on September 25, 2013, 06:04:11 pm
It's exactly the same as Heavy Handed not indicating its melee damage bonus in the description, and Fast Shot not saying it gives +5 damage.

It's there, it's just hidden. One Hander is meant to have +5 damage (exactly like Fast Shot's, +5 added on to the final damage and not multiplied by crits) for One Handed weapons only. The only bug in the code was that an exclamation mark was missing and it flagged it for Two Handed weapons, that simple.

In the end it's up to Kilgore if he wants to remove it instead of fixing the actual bug with the intended feature, but there's no real reason for One Hander to not have this bonus as without it it is useless. Why are Fast Shot & Heavy Handed (two better traits otherwise) treated differently?

Here is a block of code from 2238 SDK that might interest you.
Code: [Select]
    {
        if(attack.Attacker.Perk[PE_LIVING_ANATOMY] != 0 &&  !(bt == BT_ALIEN || bt == BT_ROBOT))
            totalDmg += 5;                                                                                      // Yes, pulse grenade works
        if(attack.Attacker.Perk[PE_PYROMANIAC] != 0 && dmgType == DAMAGE_FIRE)
            totalDmg += 20 * attack.Attacker.Perk[PE_PYROMANIAC];
        if(attack.Attacker.Trait[TRAIT_FAST_SHOT] != 0)
            totalDmg += 5;
        if(attack.Attacker.Trait[TRAIT_HEAVY_HANDED] != 0 && attack.IsUnarmed)
            totalDmg += 2;
        if(attack.Attacker.Trait[TRAIT_ONE_HANDER] != 0 && (!valid(realWeapon) || FLAG(realWeapon.Flags, ITEM_TWO_HANDS)))
            totalDmg += 5;
    }
Title: Re: Changelog 22/09/2013
Post by: Perteks on September 25, 2013, 06:11:57 pm
Actually about Fastshot bonus there was info. And Heavy Handed you could see it in char creating.
Title: Re: Changelog 22/09/2013
Post by: Nark on September 25, 2013, 06:26:37 pm
The Trait Description for Fast Shot is as follows:
Quote
You don't have time to aim for a targeted attack, because you attack faster than normal people. It costs you one less action point for guns and thrown weapons, and then one less with two handed weapons.
There is nothing written in here about a damage bonus, if it was in a changelog at some point in 2238 I wouldn't doubt it, but chances are One Hander's bonus would be in there too.

And about Heavy Handed, it doesn't actually add "Melee Damage", it adds +2 damage on to the end of Melee & Unarmed attacks. It's not "real" melee damage and thus doesn't actually show during character creation when you pick the trait. The description for Heavy Handed however does tell you that your punches are more damaging, but this is a leftover from the Fallout 2 description of the trait.

In Fallout 2 Heavy Handed was +4 melee damage (actual melee damage, not +2 damage on the end) for -30% crit roll, while in 2238 the change for Heavy Handed was made to make it all about the knockdown strength rolls, its real purpose. Bruiser in 2238 had since taken Heavy Handed's place as the melee damage buff (as it doubles base melee damage), as well as +4 STR for -2 AP.

If we're going by trait descriptions at all in this anyway (which we shouldn't, because that's not how you balance games), One Hander has much more right to +5 damage than Fast Shot just by the ambiguous wording of it.

Quote
One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.

It's so insignificant and tiny, a tiny damage buff to people who chose to gimp their builds by being able to only use One Handed weapons properly, I have no real idea why the code was removed instead of just fixing it, when the exact same conditions apply to two other traits.

At the moment the trait is just a bad version of Small Frame that only works with one handed weapons. +20% to hit allowing you to dump 1 STR point below what the one handed weapon you desire requires, since using a weapon when you're 1 STR below its requirement is -20% to hit. This trait is completely useless and nothing at all sets it apart from the vastly superior Small Frame since it doesn't even have a tiny bonus on it like Fast Shot (which is already good).
Title: Re: Changelog 22/09/2013
Post by: c_hieter on September 26, 2013, 02:11:24 am
thanks for your effort.
Title: Re: Changelog 22/09/2013
Post by: avv on September 27, 2013, 02:51:50 pm
I'm not full time player on server but avenger is now incredibly powerful. Honestly it wouldn't have needed a buff in first place if gatling was simply kicked from server. I'm not going to argue about this, just pointing out that it's a 40 range good accuracy non-brd burst gun that kills everything without ca or metal with one shot.
Title: Re: Changelog 22/09/2013
Post by: Nice_Boat on September 27, 2013, 03:02:21 pm
shut up faggots.
Title: Re: Changelog 22/09/2013
Post by: jacky on September 27, 2013, 03:14:47 pm
Ahh avv:) i miss ur sneaker :)