Re: Re: minor suggestion - Traps
Quote:
Originally posted by FileNotFound
No it does not. To be honest. It's stupid.
It does NOT fix the fixer. All it does is force other classes to max their BE skill.
How does that help the fixer?
IT DOES NOT!
Id like to disagree.
Disarm and Perception are rightnow useless - we are *not* talking about B&E here, because everybody is already raising that.
Example:
a 5000 Damage trap needs 800+ in perception to spot and 780 in Disarm to disable.
Make it so the Fixer can figure out what type of trap he is up against (Perception check)
and apply the same to doors.
this would be a VERY SOLID Fixer improvement IMO.
Thats the stuff most of us imagined when we chose the Fixer;
just because i can do about the same stuff as a DRUID in EverQuest doesnt make me a hippy in this game - Im a thief dangit - if i wanted to be a 'weak soldier' id play a soldier with a BBI gattling saw.
Crossposted from Fixer Board
...guess what.
The NCU Hacker Interface will go into HUD 3...
Yes, thats the same slot that the Target aquisition (+init) AND the Targeting Scopes (+crit) go in.
Now can anybody please explain why the NCU interface has ANYTHING to do with my "Head Up Display" ?
How about making it a UTIL2 item?
You guys try EVERYTHING to make us quit, right?
I could explode over this act of unwillingness - but im just fed up now.
How to fix your Fixer somewhat
Well heres one sure way to repair the main defining flaw in fixers. Dont take SMG as a weapon. Take Shotgun. I know some people are saying that I dont know what I am talking about but let me explain a bit first.
First off Shotguns will do more damage per QL than any other gun short of some of the Soldiers weapons. Shotguns come with Flingshot and Aimed Shot which both out damage burst at the same QL. Shotguns may cost more but let me relay a little story.
I being a 150th Fixer using a Chem Mausser of 179QL was recently attacked by a Fixer 120th using a Ithica KI-8 Shotgun. First off I died in four shots. The 120th Fixer first, Aimed Shot 1100damage, Flingshot 1100 damage, Normal cycled shots at 988 a piece. In roughly 4 seconds I was dead. I got two shots off a burst which did 500 damage and regular shot which did 45 damage.
Stop laughing now. This is what is normal for most fixer weapons short of the suppressor in PVP. If you use SMG you can not effectively PVP.
Shotguns effectivley even us out with other classes and make us a real threat for once in PVP. I am not saying forsake SMG, I am just saying that this is a good option for anyone making a new fixer to consider. One day SMG's will probably be fixed to where they are capable of the damage potential they were in the opening months of the game but till then you need an alternative and this is the only one.
Barbbs "Pissed off about SMG's" 150th Clan Guildless Fixer
Oh yeah let me say that the one thing that can help even out Fixers on the playing field is Grid Armor, yet dont hold your breath on getting. Funcom has Funced up again by making it almost an impossible grab. I have been killing 90 to 93QL mobs to get GA II for 24 hours game time and I still have not seen a GA II instruction disc dropped. I got tons of other classes rare nanos, speechs, pets etc but nothing even comes to being as rare as GA. Hence GA should be not labled as rare or ultra rare but "A waste of time rare."
Funcom could make this a bit easier to get or remove it from the game. I think those are the two only viable solutions. Oh a few people now have GA IV and I here that one person payed in excess 100 million credits for his. Leave it to Funcom to Func everything up.
Barbbs "Pissed off that Grid Armor is impossible to get. 60 levels and still trying to get some" 150 fixer Clan Guildless
The solutin for B&E and Perception..
In every mission there shoud be a room that is harder to enter, then the rest(more B&E).. If u doing a ql 140 mission, the door to the"treasure room" is a ql 160 or somthing like that..
In the room there will be 3-5 chests, where some is open and some is locked.. Maybe some traps whoud be nice...
Afterall u dont need to get in there to finish the mission, but whats inside there?...
This will help all Fixers..And nobody have any resons to complain..(i think)
Fixer lvl 96..
Re: The solutin for B&E and Perception..
Quote:
Originally posted by GoldBlock
This will help all Fixers..And nobody have any resons to complain..(i think)
It's a nice idea, but I'm not sure that it will help fixers much. You're high enough level to know that that some profesions have enough 'spare' IP to be able to raise B&E, and do so. It's worth a try tho.
It will help us some tho, I'm pretty sure of that since people get soldiers for their group, even if they're not the best damage dealer around, and they get enforcers even if they can't hold aggro the way they should, just because chances are they are good damagedealers/tanks. All we need is for people to think Fixer = loot, and they'll pick a fixer because chances are higher that the fixer will have high B&E. (You don't see alot of other profesions out there shouting "lvl N [insert prof here] lfg, got 400 B&E").
Something I think would help fixers is if FC do to B&E what they did to Concealment. If you're not an agent you can't sneak (I'm assuming here that agents can sneak missions higher than their level, because that's what I've been told by the agents I have talked to about this); If you're not a fixer you can't open a locked chest in a mission higher than you level, even with maxed B&E. Everyone will still have a chance to raise their skill high enough to open doors in any mission they can get, but those locked chests with high QL loot: Forget about it.
This will get people pissed off, but I don't care anymore.
/G13
Edit: This would also give us a chance to disarm a trap (that should be team xp btw) without having some greedy ****er setting it off.
Re: Re: The solutin for B&E and Perception..
Yeah...But with a Trap that destroys everything inside, if u cant disarm the bomb..
So u can get in with a high B&E, but?
This will help all Fixers..And nobody have any resons to complain..(i think)
Fixer lvl 96..
I agree but also disagree
Intra, you're basically saying that Fixers are broken because of the capabilities of another class. That's a bad argument, in my mind. What you're describing is a broken aspect of Agents, not a problem of fixers.
I think fundamentally the concept of green, light blue, dark blue skills and how they are laid out among all classes mostly works. Yes, the agent capabilies and their impact on using Fixer nanos was clearly overlooked by the FC design team. The solution almost certainly would end up as a "nerf" to agents. However, I think that it is equally dangerous to create a spiral of "upgrades" based on perceptions of other classes.
Don't get me wrong, I don't disagree it is pretty rough for Fixers to be mostly dark blue in critical areas. I just think that the problem you point out lies more with Agents than Fixers.
Yeah, I can see your point.
Hmmm... only problem is, I'd be flat out shocked if they did that... but I guess they did once, why not again...
to the subject of Nano skill
... by DESIGN, a Fixer's weak spot is Nano skills...
It said so on the main-AO-page back in Beta...
"Strong points: SMG, Breaking and Entering"
"Weak Points: Nano Skills / Heavy Weapons"
now... how 'weak' can you get?
1.: Our Nanos are crap.
°+Damage
°+Run Speed, +Evades, -Damage
°- Run Speed, Slow and Hold
°+Health, HOT
° Summon ...ermm... 'stuff' i guess.
° Grid Access.
Nothing 'unique' there either.
2.: Our Nano Formulae have INSANE requirements. Way out of proportion.
3.: Our Nano Skills are (surprise) Dark Blue.
4.: ...and we use ALL SIX of them.
Show me another Class that is forced to raise SIX DARK BLUE skills to insane levels to cast a sorry excuse for a 'buff', that others can cast sooner and in a more powerful version.
This is not a 'weakness' - its a frikken funeral.
Its "as designed" alright...
I do entertainment software for a living. During the finaling process, bugs go back and forth using a bug DB for tracking. Each bug has a variety of "status" positions it can have... ranging from "assigned" to "claimed-fixed" to "verified-fixed" and the like. One of the states is "as designed" to indicate a bug that isn't a bug, but is rather a design decision.
For years I felt that we should have an additional option for "works as BADLY designed". I'm pretty sure it would be applicable to Funcom's QA effort ;)