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Rehtaelle

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Everything posted by Rehtaelle

  1. Great points here. I'll try to hit them in order. 1. Probably only for vehicle delivery, though I won't say that definitively. 2. (I'm mostly hashing out these suggestions on the spot here, so my posts may vary) I would make it behave like a heavy object, except move a bit faster. So you'd still get to have your primary and secondary, but you would treat the launcher like equipment you have to lug around. This would also award players with trunk space. This would also mean that it would be a bit more challenging to position yourself to use it (I would allow jumping with it, of course), however if this is a mission-provided weapon, it means that you wouldn't have to go and rearrange your loadout while also sacrificing your guns. I'm thinking of it being one rocket per-player, meaning they'd go to a cache(s) and pick up a launcher for themselves. Once you pick one up, you are disallowed to take any more, and the number of caches would probably be proportional to the number of vehicles to deliver, allowing the defenders to respond from more directions. (I guess this one answered a fair few of the other questions) 3. As for which launcher you get, well... I'd personally just set it to the default OMSAW, but you know, that's just like, my opinion, man. 4. Anyone can pick up ONE. So the things would more or less be soulbound in a way. 5. Probably one-and-done. Use it wisely, and each player gets exactly one. This would mean the ALIG still has its role in the roster. 6. I would say that you only get it for as long as the current objective is active. If the objective changes, you're allowed to still use it if you have it equipped and haven't fired it yet, but the moment you put it down, it's gone. 7. Absolutely the stats would need tweaks to account for the new mechanic, though I think the current behavior of the OMSAW is sufficient for this purpose. 8. And the big one... The fact that the current explosives are tied to the game's economy... Compensation would absolutely be due, but to what ends? It's hard to say, since there's no good way to quantify the money spent towards obtaining one. Perhaps your chosen launcher would still be a thing, it would just be limited to the mid-mission usage. Even still, it's what makes the proposition so.... Awkward. I would love it if explosives were more readily available, but also think that they could do with some nerfs should that happen, since they seemed to be balanced around the idea that they're in limited use. I personally (personal opinion) want OPGL to be more of a support weapon than what it is currently. I'd like the damage to see a 25% cut at least, or the blast radius to be much smaller. Merged. I've answered several of these questions in a post just above this one (addressed at someone else and their questions), but I'll cover the rest here. Spawns would probably be in caches a certain distance from the delivery zone. (Street-side only, or at the very least behind no closed doors/ fences) and the number of caches would match the number of vehicles to be delivered. I would imagine that if you are killed while holding one, so long as you haven't fired your launcher, it will remain available to you until the current objective changes. (And obviously won't carry outside of the mission.) When it comes to character/ vehicle/ gun mods, I have a lot to say (much of which is also unpopular). I think we would need to leave those out of the discussion currently, as the discussion I'm hoping to raise pertains more to anti-vehicle objectives over killing-power. YES PLEASE. DISALLOW LAUNCHERS ON CARS. Or more practically, apply a drastic accuracy cut based upon the weight of the weapon, but again, the hope of the mission-tool concept is that it should render this matter pointless. I just made two posts which should hopefully answer these questions, and I share many of your sentiments. Yeah... No. ALIG is Alove, ALIG is Alife, but it's not gonna stop a Vegas objective car that's hauling patootie to the dropoff. ALIG is just blatantly too slow to stop most objective vehicles unless the unlucky bastards get one of the flimsy/ slow cars. Merged. Consumables, not so much. Then it's still a case of the haves and have-nots, plus it would HEAVILY overshadow other consumables. I just made some other replies that should shed more light on my thoughts. ^ Oh, yeah, this gun TOTALLY does that much stamina damage. e_e
  2. Maybe not entirely, but I'm not fond of launchers. I think with significant nerfs, I'd like the OPGL. I feel like that should be a support weapon, not an assault weapon/ artillery. (Unpopular opinions, like I said.) You're absolutely right. (I think?) But the current implementation of launchers would be very disruptive if it were removed, and compensation for any money spent on a weapon that would no longer be available should be a thing, but I can't envision a practical way of making that happen, and even then people would be upset. Not really down for the hostility, but I mimic the sentiment. Merged. Love it. That said, it would be tricky to figure out a system for balancing the number of launchers available. One per person is far too many unless each person only gets 1 shot. That said, if they were carried like heavy objects where you would want to put them in your trunk, that would be good. PLUS it would reward vehicles with trunk space. Merged. I have agreements and disagreements here. The drawback of having to pick it up as opposed to equipping it as a primary would be that you can't keep it on your person if you want to switch to using normal weapons. The thing about rocket launchers, they're not good at killing. They're good at utility. They have an incredibly powerful utility, not found in any other weapon or tool of the game, and the fact that this incredibly unique and effective utility is locked behind weeks of grind/ a paywall is kind of... Stupid?
  3. I would rather that rocket launchers be mission objective-provided tools rather than personal weapons. This way they'll be available to anyone during vehicle delivery objectives since they're practically required to stop the delivery vehicle unless you're unlucky enough to have to drive in a Moirai. Obviously, this would never happen, the community outlash would be immense, but I can only imagine it helping the overall state of the game. In this way, players without launchers and conc grenades can make a contribution to these modes.
  4. What? Side note, I'm silver skill, but hit gold and seem to be stabilizing there (I get occasional hotstreaks), though with the new restrictions, I was actually unable to enter a populated district the other day. I'm not allowed in bronze, the silver was A) Waterfront. Ick. and B) was at max pop for enforcers. Even fight club was too full.
  5. I'm not arguing that the spawn system as it exists isn't fucking TRAAASH, but I think spawners are a useful mechanic to the ends of allowing players to be strategic about it instead of praying to RNGsus. And improved map design would go miles beyond just the spawn system. That's why waterfront is fucking horrid. "I thought you liked spawning out in the open near no car spawners roughly 300m from a rooftop objective..."
  6. Damned if you do, damned if you don't. A rookie district would showcase how low the player count really is, even if it would make the game more appealing.
  7. Rehtaelle

    Fr0g and .45

    I still personally don't see all that much value in taking the .45 over the ACT44. Not that's *worse* or anything, but the similarities are so tight, especially under the notion that they're both great finisher weapons. (This opinion brought to you by an N-HVR main)
  8. The entire purpose of the custom spawner is to work around the fuck-awful spawn system in this game.
  9. I know there's nothing deep or interesting to say on this one, but 55 clothing slots with no method of expansion at this time just isn't enough for me. And more outfit slots would be perfect. I have my: -Beat Cop outfit -Dressed to Impress outfit -CSA Elite outfit -CSA Elite outfit (no jacket) -Casual outfit -Old Highschool Soccer outfit -CSA Takedown Unit outfit And I want to make more but I'm out of inventory space.
  10. The only gun I can really name wanting a hard damage buff to is the ACT44, but that's just my bias.
  11. What the fuck is any of this thread...?
  12. That idea actually sounds amazing.
  13. I've seen vastly more people running car bomb builds than High Burn Fuel. In fact, I can't really name a whole lot of times I've EVER seen HBF in action. But that might just be my perception.
  14. Heavier is fine only if it gets more grip, but I see Ciscos often enough unless I'm seeing a car that looks like a modded (cosmetic mods) Cisco. I myself enjoy it when I'm not running my Fresno.
  15. Yet, those downsides ONLY exist while the upside is in use, and that upside has no penalty for being present. Okay, if you have a vehicle with Nitro, and a vehicle with no nitro, which one is objectively better? The one with nitro. Those downsides only exist as facets of the upside, and you can CHOOSE when to use it, which means you use it when the downsides don't matter. And in this game, speed and acceleration are two of the most powerful aspects of vehicles. Due to the presence of Conc grenades and rockets, a little more health PALES in comparison to the ability to get away from danger faster. Consider the Fresno vs the Cisco. Fresno's superior health doesn't matter if it's practically a sitting duck. I agree. I never meant that it should be unlocked at Nitro 3's level. I will concede that point, the actual top speed is pretty shite, though the toqure is what allows vehicles with crap acceleration the ability to get out of harm's way in a damned hurry. I do see your point, though I would contest that the entire point is to have there be no hazard to anyone as a part of its functionality. It can no longer be weaponized by you or against you.
  16. In real life physics, yes, but that may or may not be the case in-game depending on how Unreal handles that. Mind you, speed means getting to objectives faster, which is a very, very powerful trait, and it handles corners way better than the Vegas, so it hits that happy middle-ground. I like Cisco being "light" because that makes it notedly different from the others, it is just too floaty whatever that means, but it's true.
  17. The better solution would probably be to make Waterfront not suck, yeah. It's not an EASIER solution development wise, but making Waterfront enjoyable would resolve the issue of hating being on it.
  18. Thought of another one. Form-fitting dress blazer/coat for women. The current blazer feels really broad and we don't have a more slimming alternative.
  19. Rehtaelle

    Player Collision

    For allies, absolutely, though getting in a gunfight with someone you're clipping through could get really messy.
  20. The Fresno and Cisco are my two vehicles of choice, and I would mainly agree, though does adding weight to the Cisco just mean its mass vs other vehicles or would it actually carry more momentum? Its steering and drifting are finicky enough as is, and I think a center of mass shift forward would cause it to spin out even harder, no? That said, I'm TOTALLY down for better traction on the baby. But the thing being easy to bully is kind of its punishment for high speed. And this might be my bias kicking in, but could Fresno get like just the tiiiiiniest bit more starting torque? I'm not even talking double-digit percents here. Just a tiny bit more. Also, it would be broken as hell, but I'd love it if you could fire LMGs/ Snipers out the back of any double-door vans. I think you could only justify it as being a 90-135 degree cone pointed straight back with the gunner having effectively no cover, but it would still be cool. (Though without EXTENSIVE playtesting, I don't think it would be balanced.)
  21. You suggested a mod that increases damage dealt. That's a big no-no. There's a reason that no weapon mods increase damage output. There's one that marginally increases fire rate at the cost of accuracy, which increases your theoretical DPS, but you'd have to land every shot with a much less accurate gun for that to work.
  22. I would contest that the no-explosion-damage is a double-edged sword, since that can sometimes work to your detriment. And I guess I should clarify something. I do NOT consider a "negative effect" such as the cooldown for nitro to be a downside considering it does not apply any negative effect while the advantage is not in use. And I especially do not buy into the notion that mod coloration is indicative of a form of balancing. I'm someone who believes that ALL mods should behave the way min-maxing gear behaves. An increase to an existing stat or addition of an ability should come with some form of sacrifice, and that does not count as sacrificing that slot for something else. This is what I want with all mods, that you could justify an empty slot over taking them. Not that it would be recommended, but like I said before, mods are a form of min-maxing. Reflex Sight is a perfect example of what I'm talking about, it costs you one playstyle/ advantageous situation to give you a different one. The entire point of the discussion I'm trying to raise is that I want mods to be more powerful in their ability to min-max, not to just be better than nothing at all. This is a perfectly valid point, though maybe I had taken a short-sighted approach. Maybe +Cargo Capacity, -Speed deduction from cargo (So it would then go less slow while holding cargo), worse turn radius based on encumbrance. The Blow Torch is the very reason I brought it up. Blow Torch also being one of those mods that I think needs a downside besides just not having it. EDIT: On the topic of color coding, that should exist to prevent stacking certain mods of similar types, not as an indicator of power.
  23. Let's make it clear, I want to address SPECIFICALLY mods with either no downside or such a minute downside that they don't seem to matter. I mean, I know that no one will agree with me, but hey, I have nothing to lose by speaking up. I wouldn't call any of these *perfect* so if you have alternative solutions, speak up. Brick - Surely a reasonable downside to counteract its main purpose: Exit cars 50% slower. All versions of Explosives - 20% more damage taken. As this weaponizes your vehicle in a way that you the user are aware of, A means of countering this is to cause the increased blast radius to be more of a potential hindrance to the user. The driver must be more mindful of how their car is positioned, and the angle of approach. The reason that the downside is uniform across is that the expanded blast radius could be as much of a hindrance as a benefit. Extra Cargo Capacity - 5%/10%/15% Top Speed. I think this one seems self-explanatory. Fast-Fix Chassis - While being repaired, vehicle moves 20%/40%/60% slower. While the vehicle gets back into the fight quicker, it's more vulnerable until then. Fireproofing - 20%/40%/60% Slower Repair speed. Nitro - Consolidate all 3 nitro into 1 mod which is statistically between 2 and 3. 300% engine torque output, 3m/s top speed, -90% turning speed. Currently, Nitro 1 and 2 are hardly noticeable, and there is little purpose behind them other than progression filler. Steel Plating - Increase downside of reduced speed from 2%/4%/6%/ to 3%/6%/9%.
  24. I mean, technically you could modify the brick throw mechanic and animation to pull this off. That said, as an NHVR user, this might make me dangerously powerful, to where the act of reloading could be my 150 dmg finisher. I wouldn't call it a bad idea, just not a good one.
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