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Darkwind changes coming up!, Steam release in a few months
Lord Foul
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*Bastille* said:
K1500 said:
*Bastille* said:
Could sniper take longer to give bonus?

- Must target for more turns for bonus
- Bonus is reduced after a shot fired
- Bonus calculated after shot rather than per turn, so rapid shot is effected.


The other option is to to have a speed modifier on how the sniper skill works - the faster your vehicle is going the longer it takes for the spec to actually kick in.

The down point to this is that it would encourage line fighting and sitting on hill tops - but this already happens because there is a tactical advantage in doing so.

So good suggestions going on here.

K


yeah, I think its worth looking at it from many different ways at this point.


Possibly,

If I recall the main reason for the original backlash was that veteran multispec characters had a very hard time hitting above 100m with say a HMG which took 3 or 4 turns instead of 1 or 2 turns pre nerf to get a bead on the target(which used more ammo).

This in turn forced those hill sitters to change tactics or go all rear weapons and do a rolling battle.

Back then we had a lot more less experienced players that did the hill sitting and once the change was made to sniper, they were getting beat up due to not being able to hit or taking longer to do so causing more losses in characters and cash. No biggy for a vet to recover from, but a newer player struggling to get a foothold had more pressure put on them. So they pushed back on Sam.

If an idea like k1500s was put in, I doubt it would encourage hill sitting, but most likely get the player to mix things up a bit in their tactics or force them to either dog fight or fight with rear weapons more often.

The sniper nerf should happen, but you would also want to make sure newer players could recover from regular losses or they will end up leaving the game sooner instead of trying to stick it out.
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Posted May 19, 2014, 2:13 am
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Joel Autobaun said:
Here is my post from 2011.  I'm glad people finally seem to b seeing it my way.  Just wish this happened sooner.

Joel Autobaun said:
ARRRG....cannot stay out of it...

Sorry Al, good try but terrible actually.  Sniper is a gunnery spec.  You just split the gunnery specs while allowing large guns even better xtraining with sniper.

Ok look:

Sniper gone - introduce "Rifle spec".  Allow respec only for snipers.  Rifles/CR/HCR - same/similar bonus as heavy weapons give CC and TG and ATG.

Laserfire - gives accuracy bonus(equal to bonus heavyweapons/rifle spec /etc and Rocketry would give).  To be clear - Lasers actually are going to be worse after no sniper spec, this just gives an equivalent accuracy bonus(like heavy weapons or rocketry) for the weapon spec.

Add SubMG to Machine gun spec.

Add misc weaps spec (Fletchette/shotgun/VS/crossbow/whatever).

Bonus points(not as dire a situation as sniper, and only my opinion):
Rapid shot needs a nerf.
DD needs a nerf.


http://www.dark-wind.com/forums2/index.php?a=topic&t=18735&min=0&num=20


Along those same lines:

Each type of skill MG, Heavy Weapon, etc should both increase range and accuracy of the weapon (to a smaller degree than sniper).  Sniper should just be a spec that effects rifle-type weapons like the CR.

The fact that a Sniper2 character is better on a machine gun than a MG2 character is pretty lame.  Yeah, the MG2 character can hit much better under 50m, but the Sn2 character can reliably hit at twice that range.

Finally, I'll repeat what I said when this whole debate went nowhere last time.  If these changes make scouting significantly harder... then modify the CR imbalance in scouting.  I'd rather have a small, challenging scout than a big dumb encounter
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Posted May 19, 2014, 5:38 pm
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Bolt Thrower said:
I don't want to see caps go, but it would be more interesting to me if a character had a different cap for each skill.  So a 74 cap scout might be good at something else.  Just a thought.


I think this should be a must need to change. It makes no sense that someone will cap at the same amount for every skill. At least put them in categories, such as "driving", "weapons", "not sure about lumping the rest" :) so that all of the driving skills will cap at one level and all the weapons would be another. Ideally though, each and every skill will have their own individual cap.

55555
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Posted May 19, 2014, 8:00 pm
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Having unseen talents one skill has a much higher cap than all the rest.

I like the 3 split capping idea. This will eliminate the people who cap check scouting by use of travels before skilling desired gunnery.
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Posted May 19, 2014, 11:18 pm
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actually (and counter intuitively) having your good gunners also be capped scouts is a detriment in late game, as i have discovered to my chagrin.
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Posted May 20, 2014, 2:11 am Last edited May 20, 2014, 2:11 am by musashi_san
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musashi_san said:
actually (and  counter intuitively) having your good gunners also be capped scouts is a detriment in late game, as i have discovered to my chagrin.


The reason that the Renshai shun scouting skill.  Why make things easy?
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Posted May 20, 2014, 3:28 am
This member is currently online Joel Autobaun
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Boonwolf said:
  Having unseen talents one skill has a much higher cap than all the rest.

I like the 3 split capping idea. This will eliminate the people who cap check scouting by use of travels before skilling desired gunnery.


Good call I detest that.
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Posted May 20, 2014, 4:32 am
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I haven't heard the term NERFing what does it mean exactly?

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Posted May 20, 2014, 5:16 pm
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In video gaming, a nerf is a change to a game that reduces the desirability or effectiveness of a particular game element. The term is also used as a verb for the act of making such a change. The opposite of nerf is buff.

The term refers to the Nerf brand of toys which are soft and not likely to cause serious injury.
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Posted May 20, 2014, 5:21 pm
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"I've suggested such a thing at least one time before, if not more. God I was dissapointed over that sniper spec nerf (the nerf was totally justified) and the dumb backlash that got it reverted."

I was one of the folks who was VERY vocal about that.
This was because only HALF of the changes were implemented.

We were supposed to be able to respec so we weren't stuck with gangers that suddenly went to crap because of the nerf.
That part never happened.

If that part had actually been implemented, instead of leaving people hanging, I think there would have been far less resistance to the change.
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Posted May 20, 2014, 6:13 pm
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Joel Autobaun said:
Boonwolf said:
  Having unseen talents one skill has a much higher cap than all the rest.

I like the 3 split capping idea. This will eliminate the people who cap check scouting by use of travels before skilling desired gunnery.


Good call I detest that.


Totally down with that idea. I was 30 years old before I figured out what I was best at, so I can relate. (Which means in gang life, my skills were already deteriorating. Yeah, sounds about right...)

But Joel, anyone with any sense is going to do this--it's the way the game is set up, unfortunately. You can train a scout WAY faster than anything else, and if all caps are about equal, it seems silly not to find out where a ganger will eventually stand. (Then again, you seem to detest everything, so it's difficult to tell when you really are upset about something.)
:)
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Posted May 20, 2014, 11:04 pm Last edited May 20, 2014, 11:08 pm by *Splash*
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*Splash* said:
Joel Autobaun said:
Boonwolf said:
  Having unseen talents one skill has a much higher cap than all the rest.

I like the 3 split capping idea. This will eliminate the people who cap check scouting by use of travels before skilling desired gunnery.


Good call I detest that.



... anyone with any sense is going to do this--


hmmm...this implies I have no sense.  Is that why I am poor?  :(
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Posted May 20, 2014, 11:11 pm
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Bolt Thrower said:
*Splash* said:
Joel Autobaun said:
Boonwolf said:
  Having unseen talents one skill has a much higher cap than all the rest.

I like the 3 split capping idea. This will eliminate the people who cap check scouting by use of travels before skilling desired gunnery.


Good call I detest that.



... anyone with any sense is going to do this--


hmmm...this implies I have no sense.  Is that why I am poor?  :(


Do What?  Skill Scout to cap before skilling Gunnery?  I hate that.  that makes no sense except to people who want to find cap.  Id rather skill the skill I want to use.  Otherwise if it turns out to be a high capper, you just wasted all that time driving around uselessly and have to start fresh skilling the rest of the useful skills!

Bah...
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Posted May 21, 2014, 4:38 am
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yep, pointless excersise
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Posted May 21, 2014, 5:26 am
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Has anyone considered that when we have an influx of new players and many of which wont be here because they CARE ABOUT the game itself but who are here to be competitive and dominate, that the loopholes bugs and exploits we all spend so much time insulting each other about will multiply many times over into possibly community breaking problems?

What happens when 25 people are doing a Zerk ala Joel move or running Krak Convoys or shooting uncrewed Bastille-guns or some other method of play that makes people mad. Or own team killing or Chosen-One Racing or Point Padding or Driverless travels?
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Posted May 21, 2014, 5:55 am Last edited May 21, 2014, 7:02 am by StCrispin
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Well, just like the olden days, we'll be too busy scouting with each other to care.
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Posted May 21, 2014, 7:23 am
*Bigspenner*
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Thankyou so its just the softening of a feature, a dumbing down or reducing of the effectiveness.

Got it.


Jety said:
In video gaming, a nerf is a change to a game that reduces the desirability or effectiveness of a particular game element. The term is also used as a verb for the act of making such a change. The opposite of nerf is buff.

The term refers to the Nerf brand of toys which are soft and not likely to cause serious injury.
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Posted May 21, 2014, 1:06 pm
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On the subject of skill caps the best way to do it for me would be that all skills cap and different levels that way the super gangers wouldn't exist and everyone would have to be more creative with their gangs.

As it is now any strategy gamer will want to know the skill cap and so the scouting to find it seems a good strategic move. The roleplayers sometimes argue about it but then again if I really ran my gang in character as the leader, I would probably still want to find out what my crew were capable of and would maybe get them to do their apprenticeship doing courier runs to build up their basic skills and area knowledge.

I don't really do it because its boring but if you really want gang progression it is justifiable either way. It is boring way to play though.

I think the bickering over each others play styles is pointless but I would like the caps to be more varied I think.
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Posted May 21, 2014, 1:13 pm
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StCrispin said:
Has anyone considered that when we have an influx of new players and many of which wont be here because they CARE ABOUT the game itself but who are here to be competitive and dominate, that the loopholes bugs and exploits we all spend so much time insulting each other about will multiply many times over into possibly community breaking problems?

What happens when 25 people are doing a Zerk ala Joel move or running Krak Convoys or shooting uncrewed Bastille-guns or some other method of play that makes people mad.  Or own team killing or Chosen-One Racing or Point Padding or Driverless travels?


I am concerned and frankly more concerned about new juans more than anything.  Frankly we are lucky to have him right now and he should have a good loong talk with sam about closing the various loopholes about the website security issues.  Its for everyone's benefit.

For myself...after that zerk Coe bull#### , I sent a huge pm to sam explaining every single dodgy thing I am liable to do in events...camp warfare and other stuff.  With satisfaction I can say he blessed them all. 
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Posted May 21, 2014, 4:25 pm
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Yeah I agree. I do think its good for the game to address as much as this stuff as possible, as soon as possible. I also understand this is not an easy (or maybe even possible) thing to do.

bouncy ball guy said:
On the subject of skill caps the best way to do it for me would be that all skills cap and different levels that way the super gangers wouldn't exist and everyone would have to be more creative with their gangs.


Yes yes yes, all for that. Just because one is a good truck driver does not mean they could be a good driver (or cyclist  :cyclops:). Gunner, might not be good with handling the recoil of heavy guns, the finite skills for sniping etc. The poit about super gangers and getting creative. Love it. This please if possible.

Im all about possibilities today. (anyone played X-Afterbirth 2.0? thats impossible)
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Posted May 21, 2014, 5:02 pm
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