April 29, 2024, 03:33:39 pm
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Messages - ElSlayer

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16
Faction Announcements / Re: The Pistoleros
« on: December 23, 2013, 08:51:16 pm »
They can't fuck with us!

17
Events & Competitions / Re: Game Master Storage was robbed ! - part 4
« on: December 22, 2013, 08:45:52 pm »
So... where it was?

18
Closed suggestions / Re: Damage type Fire weapons
« on: December 21, 2013, 11:35:59 pm »
Hey, I've found something!

I don't know if it has full set of needed animations (tried to open with Titanium FRM browser, frm_view and frm2gif with no success) but still...
http://www.mediafire.com/?04594k64dizmi3l

19
Auctions / Re: WTA Gatling laser | Starting price > 1 <
« on: December 21, 2013, 03:37:59 am »
1 bottle cap bid.

I just wonder if anybody will waste his time on this...

20
That can be prevented by having the act of placing a mine in a place such as NCR being a hostile act and the town guards will attack you for it.
There always will be some crazy bitch (or group of them) that won't be stopped by getting killed by guards over and over.
They can carry no items but 1 mine and make a couple of runs.

What about northen towns where there are no guards at all?
Controlling faction can mine whole location.

It could also require skill to place them without having them blow up on you.
Skill isn't a restriction since there are no cap in skill points now.
Demolition Expert says that you have no unwanted explosions and requires only 125% in Traps.

21
Closed suggestions / Re: Fast Shot change
« on: December 21, 2013, 03:26:08 am »
so .223 pistol OP

It has only 5 shots. 30 range is a bit much perhaps, but I wouldn't call it OP.
Alien Blaster or Plasma Pistol ext cap are much better.

I would lower the range to 20 to be honest.

1-handed energy weapons are still much more broken.

1. Both 1-handed and 2-handed crafted -1 AP energy weapons (and Turbo Plasma Rifle) has same 1 AP cost, but 2-handed ones have more damage. Why do you think that 1-handed are broken? Why Plasma Pistol? Because of ext. cap? You can have two of .223 which is 10 shots without reload - just as Seki says.

2. Alien Blaster has 2 AP cost to fire. That is not even close to .223 with -1 AP bonus, because it has to do x2 more damage than .223 and it is not.

Let me try to do the math (I've wasted 40 mins to make that table - don't disappoint me now  ;) ):

corrected Normal Resistances is DR/DT when using .223 ammo and Penetrate weapon perk



+
+

+

+
+
+
Resistances40/5 Normal (10/2 corrected)
50/4 Plasma
45/2 Electrical
60/5 Normal (30/2 corrected)
50/4 Plasma
45/2 Electrical
55/10 Normal (25/3 corrected)
50/4 Plasma
45/2 Electrical
75/10 Normal (45/3 corrected)
50/4 Plasma
45/2 Electrical

-1 AP craft bonus
30-40 Normal
avg 35 per AP
(35-2)*0.9 = 29.7(35-2)*0.7 = 23.1(35-3)*0.75 = 24(35-3)*0.55 = 17.6
45-65 Electrical
avg 55
27.5 per AP
Fastshot and Living Anatomy
bonuses are halved too
(27.5-2)*0.55 = 14.02514.02514.02514.025

-1 AP craft bonus
30-45 Plasma
avg 37.5 per AP
(37.5-4)*0.5 = 16.7516.7516.7516.75
50-70 Plasma
avg 60 per AP
(60-4)*0.5 = 28282828

22
Closed suggestions / Re: Implants for maps
« on: December 21, 2013, 01:22:44 am »
More progress on development at little downside - some guys gets a little OP in PvP.
Even though I am not a map maker, I agree.

23
How about importing all the mines from Fallout Tactics and making blueprints for them.
I imagine whole NCR covered with mines... every single hex...
No. Just no.

24
Suggestions / Re: New Special Encounter- G.E.C.K.
« on: December 15, 2013, 01:36:12 am »
Is it hard to implement? I dont think so - its just 1 map and 1 item to be made

I like that idea very much - not that I had many special encounters (3 so far).

+1
1 map for special encounter
1 map for desert location
1 map for mountain location
1 map for city location
1 map for shore location

Maybe I've missed something...

25
Suggestions / Re: New Special Encounter- G.E.C.K.
« on: December 13, 2013, 10:09:14 pm »
I have nothing against suggestion itself, but it doesn't contribute anyhow to the game and still will take much time to implement. There are better things to do for developer right now so... maybe later?

26
Auctions / Re: WTA 32x Pancor Jakhammer -AP
« on: December 13, 2013, 10:01:01 pm »
Nice one. Just like disarming the bomb in Die Hard-like films. Bravo.

27
Auctions / Re: WTA 32x Pancor Jakhammer -AP
« on: December 13, 2013, 09:59:48 pm »
lol 120

28
Auctions / Re: WTA 32x Pancor Jakhammer -AP
« on: December 13, 2013, 09:59:18 pm »
100k

29
Game Help / Re: General Questions / Answers
« on: December 13, 2013, 08:57:18 pm »
ok, this is something VERY disturbing...

Lately, I was traveling with a friend, and he has build for damage (with damage perks Bonus Ranged Damage ect.). We had same weapon, same ammo and we shot at same target, and his damage was avarge at 12, mine at 22 (yet, I dont have add damage perks for ranged). I though that it might be something with level, but... I have made DD character with DD perks, and went to test it, and with exact same weapon, exact same ammo, on exact same target situation was exact the same. My character lvl 18 was doing 12 damage per hit on targets, which other character (level 45) was hurting for 22. I need to add, that on first chracter (with DD perks) I have 189 SG, and on the second one, level 45, I have 181 SG).

Are the perks bugged or there is hiden stat that adds damage in levels?
If you're talking about burst-fire mode... maybe accuracy? Some bullets miss because of low weapon skill? Was it 95% to hit all the time?

30
Suggestions / Re: In your face
« on: December 13, 2013, 09:13:33 am »
50% is fine and if you want to make ur melee to be stronger than bg burster than you are funny.
Any arguments on why should bg burster be stronger than melee?

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