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Topic: Changelog 22/09/2013  (Read 23367 times)

Eizenower

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Re: Changelog 22/09/2013
« Reply #15 on: September 22, 2013, 02:05:52 pm »
That work. Thank you ! ♥

Grizzan

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Re: Changelog 22/09/2013
« Reply #16 on: September 22, 2013, 02:06:09 pm »
Zone of Cathedral, please?

Strike

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Re: Changelog 22/09/2013
« Reply #17 on: September 22, 2013, 02:06:50 pm »

Grizzan

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Re: Changelog 22/09/2013
« Reply #18 on: September 22, 2013, 02:09:15 pm »

baskila

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Re: Changelog 22/09/2013
« Reply #19 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...

Keird

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Re: Changelog 22/09/2013
« Reply #20 on: September 22, 2013, 02:15:55 pm »
Avenger Minigun now shoots 40 bullets instead of 30. dalej 30 pestek

ShOw.

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Re: Changelog 22/09/2013
« Reply #21 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..


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advil

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Re: Changelog 22/09/2013
« Reply #22 on: September 22, 2013, 02:19:04 pm »
Does one hander give +5 to single handed weapons?
Or 0 bonus?

Strike

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Re: Changelog 22/09/2013
« Reply #23 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.

Kilgore

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Re: Changelog 22/09/2013
« Reply #24 on: September 22, 2013, 02:29:41 pm »
For one handed weapons only.
Where is this info from?

advil

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Re: Changelog 22/09/2013
« Reply #25 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.

Kilgore

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Re: Changelog 22/09/2013
« Reply #26 on: September 22, 2013, 02:48:31 pm »
Maybe no.

SmallGreg

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Re: Changelog 22/09/2013
« Reply #27 on: September 22, 2013, 02:49:56 pm »
Good changes.

XL still need a nerf.

XL is fine now. Stop whining.

T-888

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Re: Changelog 22/09/2013
« Reply #28 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.

Rando

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Re: Changelog 22/09/2013
« Reply #29 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.)