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by Ryathorz
Mon Jul 11, 2016 5:52 am
Forum: Discussion
Topic: How to balance Battleframes
Replies: 14
Views: 6619

Re: How to balance Battleframes

I think there is a reasonable chance the BFRs as are can be tweaked into a workable state. Sony kind of gave up on them mid-balance pass (which is why the jump heights are all over the place, the animations are mistimed, and some of the weapons don't work). They could do with at least some degree of...
by Ryathorz
Fri Jul 08, 2016 9:21 am
Forum: Discussion
Topic: How to balance Battleframes
Replies: 14
Views: 6619

Re: How to balance Battleframes

or nerf the living daylights out of them decrease HP by 50% and the big robots will be easier to kill. To say about 6 decis to take down. You aren't far off - it actually takes 7 decis (flight variant) or 8 (ground variant). 3500/4500 armour for the two varaints. That is hull only. Shields add arou...
by Ryathorz
Tue Jul 05, 2016 7:15 am
Forum: Discussion
Topic: How to balance Battleframes
Replies: 14
Views: 6619

Re: How to balance Battleframes

The flight variants can be picked off rather easily too, although they fly, their shield drops when they are in the air, and a few placed tank shells or whatever can take them out rather quickly, not to mention an emp will stop them from flying in the first place being easy pickings. Post nerfs the...
by Ryathorz
Mon Jul 04, 2016 4:13 pm
Forum: Discussion
Topic: How to balance Battleframes
Replies: 14
Views: 6619

Re: How to balance Battleframes

Give it a chance, it's only been two days :p In theory the way of dealing with BFRs was to get someone on a hill behind them with a sniper rifle or a couple of guys in mossies with decimators and an emp grenade - I remember thinking at the time that one of the best ways to weaken them would be to ha...
by Ryathorz
Wed May 18, 2016 5:20 am
Forum: Ideas
Topic: King Feraligatr's Big Bot Idea Thread (WIP)
Replies: 5
Views: 3312

Re: King Feraligatr's Big Bot Idea Thread (WIP)

Once inside the base the layouts are common enough that its not much different from a regular FPS bot but I imagine getting them to work outside and transition between roles would be nightmarish. --------------- For simpler AIs I would guess it would be possible to write vehicle gunners without chan...
by Ryathorz
Wed May 11, 2016 5:54 pm
Forum: Discussion
Topic: Lasher Discussion Thread
Replies: 34
Views: 13975

Re: Lasher Discussion Thread

VagueNote wrote:Wow you does get that low :O
It is a set fraction of the bolt damage, which drops like a stone - losing around a third of its total damage every 40m.
by Ryathorz
Mon May 09, 2016 11:20 am
Forum: Discussion
Topic: Lasher Discussion Thread
Replies: 34
Views: 13975

Re: Lasher Discussion Thread

VagueNote wrote:I do not believe that "now it is 2 armor"
It does drop to 2 at range, but starts at 8

I don't think that post was a serious suggestion though.
by Ryathorz
Wed May 04, 2016 4:45 am
Forum: Discussion
Topic: Lasher Discussion Thread
Replies: 34
Views: 13975

Re: Lasher Discussion Thread

Naeadil wrote:For some reason, SOE/DBG likes to make hitscan shotguns have an absurd effective range.
This is in part due to shotgun pellets having no damage loss over range, it's all pellet spread.
by Ryathorz
Mon May 02, 2016 7:10 pm
Forum: Discussion
Topic: Lasher Discussion Thread
Replies: 34
Views: 13975

Re: Lasher Discussion Thread

Nope, check for your self if you don't believe me. I went into VR and the cone of fire expanded with the first couple of shots - though it did seem to cap out tighter than the mk1 but its been a long time since I used one (the CoF image I posted is very outdated). Is that not how its been since the...
by Ryathorz
Mon May 02, 2016 12:05 pm
Forum: Discussion
Topic: Lasher Discussion Thread
Replies: 34
Views: 13975

Re: Lasher Discussion Thread

VagueNote wrote:I played just yester day and the Lashers cone of fire is way differant, It's cone of fire dosen't change even after firing a full clip, and the cone of fire is way smaller than it was befor.
Were you crouching?

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