What about the return of Kamikaze chips? :cool:
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What about the return of Kamikaze chips? :cool:
Indeed, gimme back me kami...
Anyway, idea about beds/recreation units/regeneration units.
Make them like chairs. Chairs force a the player model into a position and locate it at a point in the chair model. surely the same could be done with the beds, except the forced position would be the 'dead' one.
Yes! It has always irritated me that you click them and you get the construction noise and some health ticks back.. O_oQuote:
Originally Posted by Dribble Joy
I'd be really keen on the return of Kami chips. I never had one, i never used one, but anything that brings more variety to the game and individual setups is a bonus in my book.
i had a kami back in the day, it was nice if you ask me
The Kami would just do the oposite.Quote:
Originally Posted by landofcake
The big bonus at one skill and the complete loss of the others would reduce each class for which a kami exist to one setup only.
Then fights would last the whole of 3 seconds. The Kami chips nerfed the fuck out of your resists. I dont think you would see op fights lasting too long with them and forget p2 fights, as soon as you zoned you would be dead pretty much.Quote:
Originally Posted by Mighty Max
Not necessarily. And even if that would be true, that's still an extra setup per sub-class on top of all the setups we have now.Quote:
Originally Posted by Mighty Max
The AK47 is extreemly overpowered... please sort it out. I dont stand a chance against any other runner with an AK47 against my Healing Light. Why am I being FORCED to get WoC just to make it against someone else who has WoC.
WoC should NOT be a pre-requisite for PvP/OP wars!! Yet it clearly is! Look at the AK47 and the XBow for example...
Let me explain why I see the AK47 as overpowered:
Here is one of the shots from the damage log from the AK47 fired by a runner called Komie who was "extreemly" fast and I admit I was unable to hit him back due to the speed he was moving, but he wiped me out in a matter of seconds and according to the log file each shot does not do that much damage (I have 808 health pool).
Local Player: HitZone verification result TORSO
Local Player:Damage() - Damage processing statistics!
Damage: 20.033 Target Piercing HitZone 1 - Part 0
Damage: 14.311 (Reduction: 5.722 - 28.563 Percentage) -
Damage reduced by shield
Damage: 12.576 (Reduction: 7.457 - 37.226 Percentage) -
Damage reduced by player armor
Damage: 7.094 (Reduction: 12.939 - 64.589 Percentage) -
Damage reduced by player skills
Results of this target: Damage 7.094 (Reduction: 12.939 - 64.589 Percentage) - ResistanceCap: 0.800!
Damage: 20.033 Target Poison HitZone 1 - Part 1
Damage: 14.023 (Reduction: 6.010 - 30.000 Percentage) -
Damage reduced by shield
Damage: 11.246 (Reduction: 8.787 - 43.862 Percentage) -
Damage reduced by player armor
Damage: 9.778 (Reduction: 10.255 - 51.188 Percentage) -
Damage reduced by player skills
Results of this target: Damage 9.778 (Reduction: 10.255 - 51.188 Percentage) - ResistanceCap: 0.800!
I think almost everyone will agree that turrets have no place at an opfight, other than for clans with too much cash. They are pretty useless at killing people and they can be destroyed by players from a greater distance than the turrets range.
So how about this idea.
Remove NPC turrets, and instead create man-able turrets, I'm sure that idea was brought up before.
The idea is this
A turret that is more powerful than normal HC weapons like say 10-15% ontop of the current best of the same type. Obviously both the turret and the player can be attacked. The reason for the damage bonus is two fold, one if it wasn't better why do it? and Two since your sitting still your more likely to get hit.
The only issue I can think of is, how to decide who mans the turret. It would probably be impossible to make it "clan only" or some such. So spawning a turret could be a good OR bad thing if anyone could get in it.
This idea also raises a secondary point. Constructers used to deploy turrets would have a reason to go to opfights. Drop a turret for tanks to hop into. Also Some of the turrets should be reachable by PE's thus helping generate a reason to have a HC pe.
Also on a side note, HC/MC PE's are not really viable they need to be altered so they are. Perhaps lowering the regs for the Balastic and herc? So they are closer to being a more viable solution PE's should beable to get to around 90-100 str. max. Maybe enough strength to use the Ravanger (with drugs) but not enough to use cursed soul.
I dont think the "CAR-47" is overpowered anymore than any other weapon. I think you just have a crap setup against pierce/poison damage? lol I do not fear the car-47 in combat to be honest I fear the cursed soul, creed, ionic shotgun, ceres and freeman before I fear the carQuote:
Originally Posted by Okran
What are the skills the Kami chip offers again ???Quote:
Originally Posted by Dribble Joy
Question with the Kami chip would it be possible to neally cap a the dmg on a weapon or is that still not the case?
Nick
Did no one tell you there's no caps anymore napper? :p
Still no dmg cap.Quote:
Originally Posted by NAPPER
Kamis added enormous combat effects with the downside of a huge energy nerf.
The problem is that the dmg/skill increase is so shallow no that if a kami took say.. 30 htl off, you'd need something like +100 or more pc/rc to fully counter the loss in defence.
Quote:
Originally Posted by Zheo
My tank gets mowed down when i fight AKs, even with Viper King, poison armor and some good underwear. It really sucks!
(I can nearly kill them as well with my TT epic though :D Thing is awesome, all HCPEs should use one)