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Messages - ElSlayer

Pages: 1 2 3 [4]
46
Closed suggestions / Re: Glow/Ares
« on: November 28, 2013, 01:00:02 pm »
Glow is too easy to improve loot.
The only thing that can't be crafted/gathered is 2mm EC ammo.

Difficulty should be improved too then.

47
Closed suggestions / Re: Pulse pistol craftable
« on: November 28, 2013, 10:13:11 am »
perhaps just make the ammo craftable
It is.
Ammo    Small Energy Cells

nope. we have many different weapons and most of them are were usefull in pvp. craftable pulse pistol would be much to op and it would take crown of the best ew pistol like 223 is king of craftable sg pistols.

if you want to make them more deadly ask kilgore to boost them.

It is not right to talk about PvP in general.
First of all you should separate TC and non-TC.
And in TC, as far as I know, both of them doesn't do much.

49
Closed suggestions / Re: Pulse pistol craftable
« on: November 28, 2013, 07:58:42 am »
+1

This wouldn't be OP, SGs like .223 pistol will deal more damage anyway, due to penetration.

You should count in fact that armor's electrical DR is lower, than normal DR.
Especially on helmets (Combat helmet DR/DT Normal - 40/5, Electrical - 30/2)

Also Psycho and Beer gives +20% normal DR and toughness(x2) gives up to +15%. Normal, not electrical.

So that is 75%/10 Normal DR/DT
and 30%/2 Electrical DR/DT
on a drugged+toughness combat helmet.

.223 ammo lower DR by 30%
and Penetrate perk on .223 pistol lowers DT to 1/3 of normal value.

45%/3 Normal DR/DT (drugged+toughness(x2)) against .223 pistol
30%/2 Normal DR/DT (drugged) against .223 pistol
25%/3 Normal DR/DT (toughness(x2)) against .223 pistol
10%/2 Normal DR/DT (clean) against .223 pistol

30%/2 Electrical DR/DT against Pulse pistol

.223 pistol    30 - 40 damage = 35 on average
YK32 Pulse Pistol 35 - 50 damage = 42 on average

Against armor:
YK32 Pulse Pistol = (42-2)*0.7 = 28 damage on average
.223 pistol (drugged+toughness(x2)) = (35-3)*0.55 = 17,6 damage on average
.223 pistol (drugged) = (35-2)*0.7 = 23,1 damage on average
.223 pistol (toughness(x2)) = (35-3)*0.75 = 24 damage on average
.223 pistol (clean) = (35-2)*0.9 = 29,7 damage on average

The more base damage - the more it gains from multipliers
YK32 Pulse Pistol have 7 more average base damage.
Count in +20% min damage/ +20% max damage  "enchantment"
and critical hit multipliers.

So again...
Will .223 Pistol deal more damage than YK32 Pulse Pistol?

50
Closed suggestions / Re: Glow/Ares
« on: November 28, 2013, 05:16:02 am »
Those 10-20 seconds per container makes you stay there a little longer, giving more chances to meet another group of players and start bloody mess for the loot which is 100% fun (especially if you were victorious because of better preparation ;) )

51
Game Help / Re: Some of my icons are missing
« on: November 27, 2013, 05:45:57 am »
Run updater.

52
Closed bugs / Re: Electronic parts not respawning?
« on: November 26, 2013, 01:08:31 pm »
Jeez...
I though that someone has put a bot near every single source of EP
and that they are faster than me for a little cuz everytime I come - the computer is empty as if not a single EP wasn't spawned yet.

But if you say that they don't respawn in your base...

I think that I need to take care of my paranoia  :D

Or maybe... you're trying to cover up your boting... huh?   :o

53
News and Announcements / Re: Server maintenance.
« on: November 25, 2013, 01:25:09 pm »
Kilgore, why the option to register chars with cyrylic in the first place ?
Why you cant force of using normal A-Z letters only. People dont whine abot not including german, french, polish specific letters so the russian for the sake of stability should also use normal letters, not "hieroglyphs" (since Cleopatra died long ago).
How should I recognize russians to shoot them on sight then?  ;D

54
Game Help / Re: Some good build laser sniper rifle? Please help me
« on: November 25, 2013, 08:25:37 am »
I've came to conclusion, that finesse is bad in general. Just my 2 cents for now.

I'll try to find some more time to post my ideas of energy sniper build.

55
News and Announcements / Re: Donations Info
« on: November 25, 2013, 07:51:48 am »
more people=more donations=more folks to shoot at.

I like this one  ;D

56
News and Announcements / Re: Server maintenance.
« on: November 23, 2013, 10:55:14 pm »
It works! Thanks, Kilgore!  ;D

57
Closed suggestions / Re: Damage type Fire weapons
« on: November 22, 2013, 09:59:28 am »
I think we should improve weapons we have already, before add something new.

This should improve not weapon, but perk we have already, which is almost the same thing.

And there things are already suggested few times, next time use "Search" option :D

I've used Search and was looking for thread about Flamer Pistol and didn't found one.
I've decided to start a new thread because it is not just about improving weapon stats here and there (like existing threads that include flamer), but about giving birth to a new class of builds.

58
Closed suggestions / Damage type Fire weapons
« on: November 22, 2013, 08:24:19 am »
First of all I would like to say my "Hello" to the community as this is my first post on this forum.

English is not my native language so I appologize if there any mistakes in my post.

So... here we go!


Why?

Currently there are only 3 weapons in game that have damage type fire

Two of them are pretty much the same (just with some numeric buff) as Improved Flamer is... improved Flamer.

Solar Scorcher is a decent weapon but it is the only Small Gun that potentially can be used to build around Pyromaniac perk.
To build around it you have to trade some of your survivability to pick named perks which will result in increased chance of dying in combat an losing your weapon and Scorcher's rarity hammers the last nail in this build's coffin as it becomes completely useless.

Note - Pyromaniac in current state gives bonus only for Two-Handed weapons

So the Pyromaniac  perk isn't much supported with variety of weapons. It feels like there should be more...  ;)


Weapons to add

Flamer Pistol Wikia link




Possible characteristics:

Category: Small Guns
ST requirement: 3
Attack modes: Single, Aimed
Base AP: 4
Range: 5+
Ammo capacity: 3+
Damage: ??? - Value that should be set by dev, who knows balance better. In Tactics it was 22 - 45

Incendiary Grenade Wikia link




Possible characteristics:

ST requirement: 3
Attack modes: Throw
Base AP: 4
Range: 15
Damage: 50-110 - Value that should be set by dev, who knows balance better. In Tactics it was 40 - 60.

70-130 with perks which should make it slightly better than Plasma Grenade in plain damage and significantly better if you count in the damage type. It all comes at cost of 2 perks which should keep it at bay in terms of balance


Weapons to change

Improved Flamer Wiki link



Seems OK now, but it feels like it should have a little more range and ammo capacity at least to make it different (and bigger) than Flamer Pistol.

Range = 10 and Ammo = 8 would fit greatly.

Molotov Cocktail Wiki link



Change damage type to Fire


Perks to change

Pyromaniac Wiki link



Rank 1
Change requirements
from
Level 9, Big Guns 100
to
Level 9, Small Guns 100 or Big Guns 100 or Throwing 100

Effect
from
+20 to damage when using two-handed fire-based weapons
to
+10 to damage when using single-handed fire-based weapons
+20 to damage when using two-handed fire-based weapons

Rank 2

Change requirements
from
Level 15, Big Guns 150
to
Level 15, Small Guns 150 or Big Guns 150 or Throwing 150

Effect
from
+20 to damage when using two-handed fire-based weapons
to
+10 to damage when using single-handed fire-based weapons
+20 to damage when using two-handed fire-based weapons

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