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Author Topic: SoG works or not ?  (Read 16928 times)

Karry

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SoG works or not ?
« on: May 12, 2007, 03:57 »

Its impossible to tell the energy spent, but does SoG add damage or not ?
Wiki says sergeant has 10hp, last time i had SoG3 that should mean my MINIMUM damage is 8 and maximum 14. It is my understanding that if a monster wears armour - it falls out when he dies ? Then why does unarmoured sergeant sometimes takes 4 shots ? It should always be between 1 and 2 shots, right ?

If he wears green armour - the minimum damage would be 7, also 2 shots tops !
If he wears blue armour - the minimum damage would be 6, ALSO 2 shots tops !
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Schluberlubs

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Re: SoG works or not ?
« Reply #1 on: May 12, 2007, 05:06 »

From what I've heard, SoaG's damage bonus is broken.
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BDR

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Re: SoG works or not ?
« Reply #2 on: May 12, 2007, 09:49 »

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Karry

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Re: SoG works or not ?
« Reply #3 on: May 12, 2007, 11:07 »

Quote
Searching around is good. :)
Riiight, THAT was easy and intuitive topic to find...
And its not in the "Bugs" section anyway.
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Karry

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Re: SoG works or not ?
« Reply #4 on: May 14, 2007, 06:51 »

Actually, that makes me think if any of other "math" traits work, or none of them do.
Its easy to see if Shottyman or Dualgunner or even Triggerhappy works, they either do or dont.
But how do i check TaN or SoB ? Maybe they are also there in name only ?
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Kornel Kisielewicz

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Re: SoG works or not ?
« Reply #5 on: May 14, 2007, 09:21 »

Ok, here's the SAD TRUTH

BOTH SoB and SoG WERE BROKEN!

That means there's going to be a hell lot of rebalancing needed for the next version :(((
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Kornel Kisielewicz

Blade

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Re: SoG works or not ?
« Reply #6 on: May 14, 2007, 10:03 »

Yay! I always knew that SoaB isn't working! It just isn't making difference between Soab*3 and nothing. That's why i never picked it.
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Psion

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Re: SoG works or not ?
« Reply #7 on: May 14, 2007, 14:40 »

:( Wow.  So how long until the next version do you think?
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Zeb

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Re: SoG works or not ?
« Reply #8 on: May 14, 2007, 18:31 »

I was wondering why SoaB wasn't as awesome as it should be. (+15 damage on Chaingun and +24 damage on Plasma Rifle should make a major and valuable difference.) Any chance for a 9.8.7.5 in the next month or two? :-P You could use the update to fix up the other bugs as well (such as the second character in Arena) while waiting until 9.9 to actually add content.

Also, for balancing SoaG so that everyone doesn't just run pistols (that would make for a silly metagame) how about making it so that speed bonuses are applied sequentially instead of stacking? That would make it so you're not firing off twice as many bullets per X time as with a chaingun (which is a bit rediculous), and it would compensate for the extra 12 damage a shot you'd be getting with SoaG(3) and Dualgunner after the fix.

Alternately, you could just make SoaG a 2 level skill, but that would make AoMr too dependant on finding speed mods. (without them, you'd be 4 times as slow as with them even with all the speed skills)
« Last Edit: May 14, 2007, 18:39 by Zeb »
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Kornel Kisielewicz

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Re: SoG works or not ?
« Reply #9 on: May 14, 2007, 18:39 »

Take a look at the Livefeed for an answer. As for the next release, yeah, an intermediate 0.9.8.8 release is possible soon.
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Behrooz Wolf

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Re: SoG works or not ?
« Reply #10 on: May 14, 2007, 19:17 »

Ahh, more proof to back up my concise analysis of AoM in 0.9.8.7:

AoM + damage mods = win.
AoM + no damage mods = lose.

That also makes me feel better about never surviving in a game I took SoaB.
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Zeb

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Re: SoG works or not ?
« Reply #11 on: May 14, 2007, 20:37 »

I knew you had fixed those for a future version by following the forum and livefeed, I just was worried that we wouldn't see the fixes until next November. :-P The only thing on the livefeed I hadn't known/noticed was the changing SoaG to +1 damage, that sounds like a good compromise.

An intermediate version sounds good, if you can get it out within the next not very much time. :-P You're probably planning this anyway, but it would probably be best just as a bugfix version as opposed to adding new content with more bugs. (bugs are pretty much inherant in a project like this, but it's best to make this version work right before we get more problems to deal with.)
« Last Edit: May 14, 2007, 20:41 by Zeb »
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Karry

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Re: SoG works or not ?
« Reply #12 on: May 14, 2007, 23:49 »

Dont forget to check Tough as Nails, whether it works or not, as well.
I'm even starting to think that Triggerhappy only eats extra ammo without actually adding any damage.
I'm getting paranoid...
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TFoN

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Re: SoG works or not ?
« Reply #13 on: May 15, 2007, 09:34 »

Err... Uhhh... I ran this game with SoaB(2)... Oo

So SoaG damage's being reduced to +1. How about reducing the speed bonus to -10%, while you're at it? Not only will this work to balance the sudden damage increase, this'll make speed mods over the first on AoMr actually useful. Currently, if I have my information right, energy cost for firing is 1000(base)-600(SoaG(3))-200(Finesse(2))=200. If each speed mod reduces this by a further 100, and the minimum energy cost's 100, one speed mod's all you need. At -10% for SoaG, 4 speed mods'll bring you exactly to 100.

Zeb

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Re: SoG works or not ?
« Reply #14 on: May 15, 2007, 14:40 »

Err... Uhhh... I ran this game with SoaB(2)... Oo

So SoaG damage's being reduced to +1. How about reducing the speed bonus to -10%, while you're at it? Not only will this work to balance the sudden damage increase, this'll make speed mods over the first on AoMr actually useful. Currently, if I have my information right, energy cost for firing is 1000(base)-600(SoaG(3))-200(Finesse(2))=200. If each speed mod reduces this by a further 100, and the minimum energy cost's 100, one speed mod's all you need. At -10% for SoaG, 4 speed mods'll bring you exactly to 100.

But then you have an issue with your success or failure being determined entirely by whether you find speed mods or not.
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