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Todesklinge

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Posts posted by Todesklinge


  1. This community is the most toxic in game history.

    To add new or rebalance old Stuff is most impossible to talk to arogant people.

     

    We have over years the broken Modification system.

    Green and orange character. = total broken

    Cars = but this is just ok

    Weapon modifications = ok but boring.

    Example: Heavy barell decrease the damage, no one need this ?!

     

     

    Weapons are based on the green/orange modifications.

    A slow player with much health (like kevlar) need other weapons like other modifications, thats why we have so much weapons in the game.

    But there is only ONE modification (clotting Agent) and all other are total underpowered.

     

    This makes the game monoton and boring.

    But a good game need dynamic game play!

     


  2. The bug exist again!

     

    I can not kill a player in close combat with the Blood Mary!

    Have tested this today in Abington Towers and it is impossible to kill one player with this gun, i lose every 1:1.

    Why is this gun so total broken bad also total useless, why?

     

    I have Kevlar 3 so i can surive a bit longer, but i need more than 24 shots to kill ONE pople and i dont do full auto!

    I am aiming on the enemy, but the Blood Mary do no damage.

     

    I am thinking the spread of the weapons dont works with the server.

     

    Please help and fix this bug!


  3. Assassin 3 gives +15% Damage, but cost you -30% of your health.

     

    This is a fair pro and con. And yoz get more speed.

     

     

     

    EXAMPLE:

    N-TEC 5 Dvah

    Health Damage: 185 (Base)

    3 shot = 555

    4 shot = 740 = kill assassin 3

    5 shot = 925

    6 Shot = 1110 = kill normal player

     

    N-TEC 5 Dvah

    Health Damage: 185 + 15% (Assassin 3) = 212,75 = 213 Damage

    3 shot = 639

    4 shot = 852 = kill assassin 3

    5 shot = 1065 = kill normal player

     

     

     

    Normal Player health: 1000

    Assassin 3 Player health : 700

     


  4. @MartinPL

     

    Both Sniper kills with 2 shots, this makes hard sniper not good. Or to good.

     

    Clotting Agent can recover very fast HP and HVR deal 500 Damage x 2 = 1000 but Clotting Agent can regen so fast, that Clotting Agent can keep 3 hits.

    Also same like Kevlar, but Clotting Agent have no penality.

     

    The Overdamage is the Problem, 2x 850 = 1700 damage, this makes no sense!

    Clotting Agent have full speed and fast regen speed, thats INSANE in Sniper Combat.

    But curiosity, Kevlar gives NO Bonuses against Snipers... also Kevlar have more penalitys (slower movement)!

     

     

    This have nothing to do with balance, if one Mod (Clotting Agent) OP in all situations and Kevlar are to weak and becomes downsides in sniper battles!

     

    Wow... 99% of all Players use Clotting Agent, because its OP and no other Mod can beat this.

    Kevlar should give you more HP but this dont works most of time, because many Weapons are deal overdamage.

    Also a Health Mod that dont works, nice!


  5. 18 hours ago, BrandonBranderson said:

    The HVR being a one shot is one of the dumbest suggestions I've ever seen for this game, and that's saying a lot because I've read most of yours.

    Use your brain befor you are posting!

     

    1000 Damage is more balanced than 850 Damage, like yet.

     

    With 1000 Damage you can use Kevlar to survive a hit, thats easy.

    But actually the 850 Damage make no sense.

    Kevlar have no effect and a double penality!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


  6. 2 hours ago, RagingDragon said:

    why would you make the damage of the HVR ro 500 when theres a scout version..

    I told, there are two options.

    1000 oder 500 damage each shot.

     

    With 500 Damage, its just a reskin.


  7. 10 hours ago, NotZombieBiscuit said:

    Why would I ever agree that the HVR should be one shot?

    Because we dont need two same Sniper that kills with 2 hits.

    500 Damage Sniper

    Vs.

    850 Damage Sniper

     

    N-HVR 762 make Kevlar useless but Clotting Agent have max Bonus against.

     

    You can use Kevlar to survive one N-HVR 762 hit.


  8. You all dont know how balancing works!

     

    You are all only dont be one shot and keep OP Clotting Agent alive. Thats stupid logic!

     

    N-HVR 762 need a damage rework, actually it makes no sense!


  9. With Kevlar you can killed easier because your movement is deacreased.

     

    Why only Kevlar have an penality against N-HVR 762 and Clotting Agent not?

     

    Or set the Damage to 500. Then you need 2 hits to kill.

    Same like yet, but the overdamage is to much OP


  10. 7 hours ago, NotZombieBiscuit said:

    They should ban you for this thread.

     

    Those stats/suggestions got a good laugh out of me.

    You dont know how balancing works.

    Stop trolling!

     

    Merged.

     

    Here are a few weapon damage stats:

     

    N-TEC 5 Dvah

    Health Damage: 185

     

    5x 185 = 925 Damage

    6x 185 = 1110

    7x 185 = 1295 

    8x 185 = 1480

     

    CLOTTING AGENT

     

    Clotting Agent 1

    +5% income Damage 

    5x 185 = 925 Damage +5% Damage = 971,25 Damage

     

    Clotting Agent 2

    + 7,5% income Damage

    5x 185 = 925 Damage +7,5% Damage = 994,375 Damage

     

    Clotting Agent 3

    + 10% income Damage

    5x 185 = 925 Damage +10% Damage = 1017,5 Damage

     

    Also:

    At Clotting Agent 1 + 2, nothing is changed, both can survive 5 N-Tec 5 shots!

    Only Clotting Agent 3 dies at 5 shots.

     

     

     

    KEVLAR

     

    Kevlar 1

    +20% player health

    6x 185 = 1110 = Survive

    7x 185 = 1295 = dead

     

    Kevlar 2

    +35% player health

    6x 185 = 1110 = Survive

    7x 185 = 1295 = Survive

    8x 185 = 1480 = dead

     

    Kevlar 3

    +45% player health

    6x 185 = 1110 = Survive

    7x 185 = 1295 = Survive

    8x 185 = 1480 = dead

     

     

    If you can see, Kevlar have higher stats, but this is not so OP it looks like.

    Kevlar 1 can keep 7 Shots.

    Kevlar 2 und 3 can keep 8 shots.

     

     

     

    At the OLD Kevlar System:

    Kev 1 = 10% = have no effect = useless

    Kev 2 = 20% = 7 Shots

    Kev 3 = 30% = 8 shots

     

    The old Kevlar 1 have no effect, Kevlar 2 and 3 can keep one more.

     

    ---

     

     

    Here you can calculcate self 🙂

     

    SHAW

    Health Damage = 125

    8x 125 = 1000 Damage

    9x 125 = 1125

    10x 125 = 1250

    11x 125 = 1375

    12x 125 = 1500

     

    --

    DMR-SD R&D I

    Health Damage = 400

    3x 400 = 1200 (Kevlar 1 dont have effect)

    4x 400 = 1600 (Kevlar 2 + 3 die after 4 hits)

    All Clotting Agent can surive 2 shots, also they die at 3 hits.

     

     

    --

     

    N-HVR 243 'Scout'

    Health Damage = 550

    2x 550 = 1100 Damage

    3x 550 = 1650 Damage

    All Kevlar can surive 2 hits, thats fair.

    All other die at 2 hits.

     

    --

     

    N-HVR 762

    Health Damage = 850

    2x 850 = 1700 Damage

     

    This high damage makes no sense, it need a rework.

     

    It is better to set the Damage to 1000 or remove this sniper out of the game.

     

     

     

     


  11. VERY IMPORTANT !

     

    Character Modifications need a rework.

     

    Clotting Agent is to much OP and all other are useless.

     

    Dont ignore that post!

    I made many post in the sugesstion Forum but no one Dev read this.

     

     

    It makes no sense to develop the game further if the character Modifications are total broken!

     

     

    IMPORTANT:

    Some HIGH DAMAGE weapons need to be rebalanced (like Sniper etc.) to work better with the new Modification rework!

     

     

    The Rework:

     

    CLOTTING AGENT:

     

    OLD:

     

     

    Clotting Agent 1:

    -25% health regen delay

    +25% health regen time

     

    Clotting Agent 2:

    -50% health regen delay

    +50% health regen time

     

    Clotting Agent 3:

    -80% health regen delay

    +100% health regen time

     

     

     

    NEW:

     

    Clotting Agent 1:

    -30% health regen delay

    +20% health regen time

    +5% more income damage

     

    Clotting Agent 2:

    -60% health regen delay

    +40% health regen time

    +7,5% more income damage

     

    Clotting Agent 3:

    -90% health regen delay

    +60% health regen time

    +10% more income damage

     

    Reason:

    Clotting Agent gives you a faster health regen delay for a bit longer regeneration time, but you take more income damage.

     

     

    ----

     

    FLAK JACKET

     

    OLD:

     

    Flak Jacket 1

    -40% explosion damage taken

    -1 Grenade count

     

     

     

    NEW:

     

    Flak Jacket 1

    -40% explosion damage taken

    +1 Grenade count

     

    Flak Jacket 2

    -80% explosion damage taken

    -1 Grenade count

     

    Reason:

    Flak Jacket should give 2 options.

    Fair explosive damage reduction, but one more grenade, or massive explosion reduction and one lesser grenade. Higher explosion damage reduction is good to have more protection against explosive vehicles (if damaged or with a trap)

     

     

    ----

     

     

    FRAGILE

     

    OLD:

     

    Fragile

    +14% sprint speed

    +14% run speed

    -14% health

     

     

     

    NEW:

     

    Renamed Fragile in to "Assassin"

     

    Assassin 1:

    +10% sprint speed

    +10% run speed

    +5% more damage you deal to enemys

    -10% health

     

    Assassin 2:

    +15% sprint speed

    +15% run speed

    +10% more damage you deal to enemys

    -20% health

     

    Assassin 3:

    +20% sprint speed

    +20% run speed

    +15% more damage you deal to enemys

    -30% health

     

    Reason:

    The Assassin modification gives you more speed and you can deal more damage to your opponents (by attacking from the sides), but your deadly attacks gives you lesser Health.

    PS: Sniper Weapons need a damage rework to kill the Assassin 2 and 3 with one hit. Thats the compensation.

     

     

     

    ----

     

     

    KEVLAR IMPLANTATS:

     

    OLD:

     

    Kevlar 1

    +10% player health

    -15% sprint speed

     

    Kevlar 2

    +20% player health

    -20% sprint speed

    -10% run speed

     

    Kevlar 1

    +30% player health

    -20% sprint speed

    -20% run speed

     

     

     

    NEW:

     

    Kevlar 1

    +20% player health

    -10% sprint speed

    -5% run speed

     

    Kevlar 2

    +35% player health

    -15% sprint speed

    -7,5% run speed

     

    Kevlar 3

    +45% player health

    -20% sprint speed

    -10% run speed

     

    Reason:

    Reduced sprint speed have multiple downsides:

    1. Your enemy can hit you better (on all ranges).

    2. The jump Distance is reduced (many places can not be reached with Kevlar 3)

    3. Incoming Vehicles can kill you easier (it is harder to avoid incomings cars or jump over them)

    4. You take longer to get in Cover

    5. You need longer to reach mission tasks (!!!)

     

    Kevlar should give you more health for more allround protection, but makes you slower in movement.

    Lower Kevlar gives you a good bonuses and higher Kevlar dont increase is to much.

    PS: Sniper and some other weapons need to rebalanced!

     

    EXAMPLE:

    FFA 5.56 R&D III 

    Health Damage 165 x 3

    1 Burst = 495 Damage

    2 Burst = 990 Damage

    3 Burst = 1485 Damage (Overdamage)

    Also every player die at the 3. Burst, Kevlar 3 too...

    This weapons is dealing to much damage.

     

     

    ----

     

     

    INFO:

    This all numbers etc, are just THEORICAL suggestions, its need to be tested in the game, before adding it.

     

    I am thinking most of players can find very nice modifications what suits you better!

     

     

     

    ----------

     

    Here some weapon examples:

     

    Here are a few weapon damage stats:

     

    N-TEC 5 Dvah

    Health Damage: 185

     

    5x 185 = 925 Damage

    6x 185 = 1110

    7x 185 = 1295 

    8x 185 = 1480

     

    CLOTTING AGENT

     

    Clotting Agent 1

    +5% income Damage 

    5x 185 = 925 Damage +5% Damage = 971,25 Damage

     

    Clotting Agent 2

    + 7,5% income Damage

    5x 185 = 925 Damage +7,5% Damage = 994,375 Damage

     

    Clotting Agent 3

    + 10% income Damage

    5x 185 = 925 Damage +10% Damage = 1017,5 Damage

     

    Also:

    At Clotting Agent 1 + 2, nothing is changed, both can survive 5 N-Tec 5 shots!

    Only Clotting Agent 3 dies at 5 shots.

     

     

     

    KEVLAR

     

    Kevlar 1

    +20% player health

    6x 185 = 1110 = Survive

    7x 185 = 1295 = dead

     

    Kevlar 2

    +35% player health

    6x 185 = 1110 = Survive

    7x 185 = 1295 = Survive

    8x 185 = 1480 = dead

     

    Kevlar 3

    +45% player health

    6x 185 = 1110 = Survive

    7x 185 = 1295 = Survive

    8x 185 = 1480 = dead

     

     

    If you can see, Kevlar have higher stats, but this is not so OP it looks like.

    Kevlar 1 can keep 7 Shots.

    Kevlar 2 und 3 can keep 8 shots.

     

     

     

    At the OLD Kevlar System:

    Kev 1 = 10% = have no effect = useless

    Kev 2 = 20% = 7 Shots

    Kev 3 = 30% = 8 shots

     

    The old Kevlar 1 have no effect, Kevlar 2 and 3 can keep one more.

     

    ---

     

     

    Here you can calculcate self 

     

    SHAW

    Health Damage = 125

    8x 125 = 1000 Damage

    9x 125 = 1125

    10x 125 = 1250

    11x 125 = 1375

    12x 125 = 1500

     

    --

    DMR-SD R&D I

    Health Damage = 400

    3x 400 = 1200 (Kevlar 1 dont have effect)

    4x 400 = 1600 (Kevlar 2 + 3 die after 4 hits)

    All Clotting Agent can surive 2 shots, also they die at 3 hits.

     

     

    --

     

    N-HVR 243 'Scout'

    Health Damage = 550

    2x 550 = 1100 Damage

    3x 550 = 1650 Damage

    All Kevlar can surive 2 hits, thats fair.

    All other die at 2 hits.

     

    --

     

    N-HVR 762

    Health Damage = 850

    2x 850 = 1700 Damage

     

    This high damage makes no sense, it need a rework.

     

    It is better to set the Damage to 1000 or remove this sniper out of the game.

    • Like 1

  12. Hi!

     

    The N-HVR 762 Sniper need a damage rework!

     

    The N-HVR 762 should do 1000 Damage with a not so good accuracy.

     

    Actually it makes no sence if the N-HVR 762 do over damage against Kevlar.

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