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Thread: Fixers

  1. #61
    Any new news on our prospective role?

    /me is hoping....
    Gunned down the young. Now old, crotchety, and back.

  2. #62
    My list of fixer fixes, and opinions on them...

    1) Upgrade Minor Suppressor into a whole line of Suppressor nanos.

    There's currently a huge gap between Burst Expertise and Riot Control. And there's no SMG Mastery buff for Soldiers. This is a potentially huge, and excuse my saying, glaringly obvious way to improve the Fixer profession.

    I don't particularly like the idea of better SMGs as a way of fixing the SMG weapon category. For one thing, it only works if you decide to equip one of said new SMGs. I personally like my Michael Patriot, and was kinda looking forward to finding higher QL ones as I go on. When you basically force the entire class into using one of two weapons you really hurt the supposed diversity of character choices AO has. I am of course for the idea of more variety among SMG choices but given a choice between one or the other I'd prefer improved SMG buffs over improved weapons.

    2) Grid Armour drop rate problems. I listed this as an issue when I typed this up before, but (hopefully anyway) the upcoming team mission functionality should help solve this issue. I don't mind if it's rare and difficult to acquire; I do mind if a ql60 nano sells for 62M like the one on Omnibot RK1 did last night. The majority of people in Grid armour are twinks, period. It's quite rare for someone who's not a twink to have this, a class-defining nano.

    Unless they screw up the drop tables in 14.0, though, this is no longer an issue.

    3) Nano skills. The idea of the NCU hacker interface is nice, but IMO ill-conceived. Most fixers won't view it as a way to save IP, they'll still dump the IPs and just cast higher nanos - but in our case, casting 'higher nanos' means casting nanos a couple QLs above our level. Something most other professions have been doing for their entire career. It doesn't solve the IP problem. Psymod and SenseImp, the two skills Fixers need to keep high or maxed for their most basic nanos (runspeed, snare, and root) should be teal or light blue. Matt Met, used in conjunction with other two for Grid-port nanos and with SenseImp for damage buffs, should maybe be light blue (low priority tho). Time&Space is something I actually think the class description would imply is higher, since we do so much with computers, but I guess it's not balancing for it to be anything but dark blue.

    My suggestion would be to roll in the color change with the 14.2 IP-R introduction. Incorporate some code that would return the correct amount of IPs to fixers using IPRs on nano skills, despite the color change - or run something server-side on all fixer char files while the servers are down for the 14.2 patch. I don't really mind if FC comes in and borks around with my char file and gives me back my IP to spend.

    4) Opifex fixer back slot choices. I'm opifex, like most fixers, and our selection of sense/agi back slot items is confined to the ICC messenger cloak. Not only does that cap at 100QL but it also looks simply awful. I'm not jumping on the ICC graphical redesign bandwagon, I'd just like to see another sense/agi coat option implemented. A Steel Ribbed coat would probably be a goofy idea, but perhaps a Leather/Sid's Leather Trenchcoat? There are already several variations on the leather trenchcoat ingame as social armour; just making some leather coats with ACs using those graphics would be easy enough. A Martial Artist Body Drape might also be nice, although I doubt you'd see it on actual MAs - all the ones I see run around in Decus.

    Leather or Sid's Leather coats would have the same AC-weakness issues against energy and pretty much all the esoteric ACs as the normal stuff, but I'd consider that a small price to pay for looking good again.

    5) Kiting and snare. I wasn't a big kiting fan in EQ and I doubt I'd do much of it in AO even if snares were made unbreakable. This is low on my own priority list, even if made 'overpowered' and near-unbreakable I still don't see it being much use to a group. Mobs in AO do not try to run away, nor do they do anything but stand there and fight you.

    6) AE Burst. IMO, something that never should have been given to the class in the first place. Why? Why do we want this? Roomsweeping is something I associate with full-auto. Soldiers should have this ability, not fixers. Soldiers are a head-on battle class. Fixers, in a group, are primarily firepower and root-based crowd control. This ability not only removes the crowd control abilities of the fixer, it also screws up anyone else trying to do it - NT, crat, trader.. and since it draws the aggro of any extra creatures, and fixers can't tank well... poorly, poorly conceived idea. I don't think it even fits the roleplay profile well.

    That said, the proposed changes in 14.0 for it sound all right. Moving it off burst and shortening the timer make it more like a nasty AE DoT. Doesn't solve the aggro problem, though - and no crowd-control class is going to stand for the fixer breaking all those calms and mezzes. The two primary reasons the ability is useless have still not been addressed. Fixing these concerns would likely involve something so complicated and hard to work with that I don't think it's worth it; just drop the idea, admit it was a mistake (or don't, I don't mind, just drop it), and concentrate on something more befitting the Fixer class.

    7) Summon Random Something-Or-Other - Leave them in. Interesting way to pass the time, assuming I already dumped the IPs for Grid armour (which I haven't, since I don't have it). Just do not under any circumstances consider them in balance discussions. They are a parlor trick and no more. In fact, I think FC should come up with some other parlor trick ideas for other professions. It's the lack of other professions having such 'fun' nanos that leads some of us to believe that FC really thinks having these nanos is a class advantage.

    8) The interesting screenshots featured on AO-Fixer.com. Well, this is all speculation. Is this an expansion of the Grid, that allows us to go to places not accessible by the normal Grid? Nifty idea, but IMO again, does not address the real issues of the class. Fixers already have a run buff and green comp lit. I'm not against such a thing going in but I don't think it should be considered something major in balance discussion.

    That is of course, all conjecture, perhaps there's a lot I don't know about said picture of the weird Grid. Maybe one of the zones is to the black market, full of Fixer-fixing goodies. Maybe we can take other people there. That leads me to...

    9) Proposed nano ideas. The problem is, even if FC were to fix all our nano skill problems tomorrow, it wouldn't do much for our team utility. A fixer who can root for longer and more reliably still can only root; and we'd be able to run faster. We need qualitative advantages added, not quantitative. Give an NT a skill boost, he can cast a bigger nuke; an MP can get a bigger pet; but a better root is still just a root. So here's some ideas for totally new Fixer nanos that could truly benefit the Fixer, their group, and others.

    a) NCU Deletion line. If fixers are good hackers it stands to reason they'd be good counter-hackers. The ability to delete hostile nanoprograms and/or buff the Nano Resist skill is a possibility. Especially the potential ability to delete enemy buffs; currently Engineers are the only profession with the ability to negate or weaken damage shields. Something like this could add much-needed group utility to a class that sorely needs something to offer a group.

    b) Grid Phreak(Other) line. If we're such good coders, then maybe we can figure out how to encode someone else on our team without going ourselves? This could be a handy little trick, maybe not a moneymaker but good for groups when someone wants to leave without crashing through a hundred mobs or flying a big distance to the nearest grid terminal, or terminating and losing a chunk of xp.

    c) Potential Int buff? Int indirectly buffs nano skills, something we need. There's a potentially better case to be made for NTs getting such a buff, but IMO that's a class that's in less need of fixing. Perhaps both should get Int-buff lines. Right now it's a skill that can only be buffed via implants and basic boost. It could be called 'Computerized Mental Enhancement' or something; a fixer can merge his body with the Grid, perhaps step by step they could also merge their mind and use the number-crunching power of computers in their thoughts?

    d) Short-range Grid teleport? Would give us an interesting means of bypassing Concealment. Different nanos would teleport you a set distance (based on nano level) directly ahead. We could theoretically port right past mobs - but there's risk, since you'd be porting into a room with possible aggro things in it (since the map may not display creatures at that distance). Call it Grid Leap, or Hack Location, or something. Maybe give it a self-stun component for a couple seconds afterward, for the quicker-cast versions?

    e) Fixers' lack of a 'Turbo Mode'. All the other direct combat classes have a special thing they can do that makes them quite powerful for a short time (except agents, but they have their own problems). MAs have the Meditate line; Soldiers the TMS, Enfs the Challenger, and so on. Fixers aren't a tank class but perhaps they need something that can give them the temporary boost they need to take on certain high orange mobs later on. Grid Armour is nice, even if 14.0 gives it to everyone, but I think we need something else. Perhaps a powerful debuff with a very long recast delay, like 10-30 minutes? Or a short-term extreme Dodge buff, but that may be superflous with Grid Armour already present. A targeted supercharged damage-add buff has interesting possibilities, perhaps 5-10x the damage-add of a same-QL damage add nano but only 60s duration, and eats 3/4 of your nano bar or something?

    One can make the case for our HoTs being our 'turbo mode' but I don't like it. For one thing, it requires dumping lots of IP into BioMet, a skill we have no need of otherwise and is dark blue. Two, those nanos begin to slide off in utility later on. Three, I think they're more for blitzes than direct combat, as their duration would indicate.

    f) Suppressor line of nanos mentioned above.

    On to the main subject... probably the biggest current strength of our class is our ability to come up with very large amounts of money. As the 'masters' of blitzing, I'm assuming FC believed that even if our skill colors were bad, then it would all balance out because we'd be rich enough to afford high level implant sets and buffs at a comparatively lower level. This is manifestly untrue, though; at 61 I have a full set of ql90 implants, and have 4 million credits lying around. I could prolly get into ql110 implants if I really desired, but I don't see that it would be a huge benefit. I'd only lag behind all the other classes somewhat less. Twinks also screw up this system, and although the 14.2 OEQing code will solve all the symptoms, it won't solve the underlying problem - the fixers' ability to come up with mad cash is only useful on a primary. As an alt you're going to have a ton of money from your main anyhow, and a sizable portion of the class utility is negated.

    Our ability to get rich quick notwithstanding, it is an advantage, but we need a lot of work outside that. It's not as big an advantage as you non-Fixers reading this would think. I have all that money because there's just nothing to spend it on; I have full ql75 obtru and a 77 chem mausser (/me hopes for that 85+ Patriot drop one day) that I still need a wrangle to equip. My obtru could use an upgrade but even a full suit of 90 would be only a night's work for maybe +170, 200 AC across the board.

    Perhaps FC could consider making the big disadvantage to many of our proposed new abilities and nanos being a high cost? Most fixers, I believe, have an unusually large amount of money once they get past 40 or so, even the ones that are bad at managing money can come up with millions on demand. Not enough to afford Grid armour, mind you, just enough to pile up in the bank account and taunt you.

    Anyway, I don't expect all these things. All of them would probably overpower us. Just please, FC, consider them, even a few would really help an ailing class. I love the idea of Fixers and will continue to play one until I'm done on Rubi-Ka; that time could be seriously lengthened by implementing some fixer changes, though. 8)

    Coldbird, 61 OT Fixer, RK1.
    Last edited by Coldbird; Mar 13th, 2002 at 18:56:35.

  3. #63

    doesnt really matter

    im a lvl87 eng (Fatazzmofo).. so after the patch i can use a 104 pet without having not respond. :P


    The groups ive been in for the last week have all had alt charecters/ 6 people in group and 3 of which have alt charecters over 150, a 137 trader , a 140 MP and a 130 doc. when we need rebuffing they relog and we get our buffs. No biggie I guess.

    But the economy is going to change drasticly from this
    Wrangling is going to be a lot less frequent in town. Oh well

    we will see how it goes

  4. #64
    REMOVE TITLE CAPS......................
    I capped my skills at lvl82 for ts and MC
    so i am going to be stuck using a ql104 pet until i am lvl100

  5. #65
    I think the last two posters hit the wrong thread...

    thought I would lend my support to coldbird's post. I agree with everything said and pretty much summed it all up

    along the same lines as the short range teleport nano I envisioned a nano similar not too long ago. it wasnt used for teleporting forward, but instead teleporting self or other a short distance away. generally used to get out of the mobs visual or attacking range if they are about to die.

    this would mean you could get someone out of trouble without having to wait for them to find their way back to the team from the grid (unless you have an engie in your team using our nano )

  6. #66
    In the article it mentions that soldiers are and always will be THE damage dealing ranged weapon people.

    This seems unfair to me. Sure, soldiers should be good with ranged weapons, but they are also good at tanking. Their dmg absorbtion spells are likely the most usefull buffs in the game, not to mention the total mirror shield line.

    Just seems terribly unbalanced in a combat sense. Fixers have less hp, generally less ac, less buffs, and do less damage. Our trade skills and rogueish abilities are interesting and I appreciate them, but they simply don't make up for our loss in every other department, not to mention the loss of ip invested into these skills.

    The argument that soldiers should be tanking and thus should do more damage than a fixer is really weak. Soldiers also get taunt spells, let them use them. I can't speak for every fixer, but so what if we don't have a detaunt? If we feel we're doing too much damage we can just change our aggression bar accordingly, or worst case turn attack off...

    Higher damage is our only hope to survive on our own in solo missions, and to become a valued member in teams.

    I hope some noticible changes happen soon, I'm really struggling with this character.

    P.S. Burst is very disapointing, full auto even more so.

  7. #67
    To argue that we should do the same kind of damage as soldiers is... well, kinda ridiculous. Obviously, soldiers should do more damage than fixers over shorter periods of time. However, soldiers are going to be getting hit. We are not, team or solo.

    However, your comment about our problems soloing isn't quite right. Fixers solo pretty well - Crin's got a post up about it in our forum. Root and shoot allows you to take on dark red mobs solo, no problem. Without GA, even.

    I teamed with another fixer and an enf a couple nights ago... stole aggro from the enforcer a couple times, oh happy day.

    *And* the enforcer asked for my HoT buff!!
    Gunned down the young. Now old, crotchety, and back.

  8. #68

    fixer love

    The Minor Suppresor issue does bug me a great deal. Why were we given a nano series with just 1? Agents get good buffs to their aimed shot, so why not fixers for burst? Another thing that bothers me is how theres only 1 type of scope in the game and it's totally geared towards agents, IMO there should be different scopes that work better for different professions, i.e. a scope that adds to burst for fixers.

    Our Nanoskills need major overhauling. For one, all DARK blue, why us, why not a prof that wouldn't use nanos as much, say enforcers.
    Increase the duration of the higher level HoTs, at level 87 it lasts a little longer than the duration of an orange
    We need some more useful combat aimed buffs, maybe like Major Suppresor or something, whad do you think?

  9. #69

    Question Fixing, the Fixers Summon - Nano Lines

    Well,

    As we all know the Boot leg Nanos (and other Summon nanos) Are useless.

    Some one called them great parlor tricks and I have to agree.

    Here is a reasonable fix. Tell me what you think.


    Instead of summoning some random piece of junk, the nano would burn off x amount of credits and open a trade shop window.

    All the items in the window could be diverted to your inventory, each for a price. So now we can chose which weapon we will divert to our inventory or someone else's and select something useful. It still might not be what we are looking for but we have a chance at getting something useful.

    * I mean think about it, would a fixer really burn off cash for random junk?

    No way, a fixer is not a fool.

    Instead he would look at the list of items being shipped, select an item of use, then have it diverted. It should cost him just to look ... since he needs to hack in to see what lists are available ... and then he should have to pay to have the item or items diverted.

    Make the item count be random from say 10-25 items and the levels within say 6 of each other. So if we are looking for a blade, we might get 15 choices and in there we might find a 2h blade which is what we were looking for.

    Same with Armor, and Ranged weapons.

    I am an X Trader. I loved the trader for NON PVP reasons, but my enjoyment of the trader has been killed with all the nerfs to buffing skills. I could REALLY see having fun with my Fixer in a Role-playing way ... if We could Use the Summon Lines this way and select weapons for us or others for a few hours.

    Funcom... hear me ... bring back some of the fun for us Role-players and non PVP or Power-levelers.

    Make these lines more than a Parlor Trick.

    This would be extreamly fun and it would NOT shift the balance of the game... especially since the items would vanish in a few hours.

    Thanks!

    -Koyote
    Last edited by Koyote; Mar 18th, 2002 at 10:54:58.

  10. #70

    Re: Fixing, the Fixers Summon - Nano Lines

    Originally posted by Koyote

    Instead of summoning some random piece of junk, the nano would burn off x amount of credits and open a trade shop window.

    I _LOVE_ This idea.

    Another thing I'd like to bring up here is -

    The Soldier is the "Ranged" Counterpart of an Enforcer - each of them is the 'Specialist' in their field...

    Would it be too crazy to ask that a Fixer would be the Ranged Counterpart of an MA ?

    I am not talking Crit-buffs here or damage-typ-changer-nanos (altho the latter would be nifty), but seeing how the MA _successfully_ loses Damage for sheer SPEED is something taht amkes me think it _can_ fit into AO - even with the current AC-system.

    Fixers are about Speed and Evades - we are not slow hard hitters... we run into (or out of) places guns ablaze, spraying bullets and snares while we dodge, run and try to get the hell out of there in one piece...

    Ranged Initiative, Team-Evade-Buff, Team Speed Boost, Multi Ranged Buff - and of course a better SMG / Burst self-buff.

    Thats the stuff i can see for the Fixer Class..

    -Raik Out
    Zack "Raik" Brumble - "Boom Hippie Bye Bye, the Raik is back!"

  11. #71

    Wink Re: Re: Fixing, the Fixers Summon - Nano Lines

    Originally posted by Luthcian



    I _LOVE_ This idea.

    Fixers are about Speed and Evades - we are not slow hard hitters... we run into (or out of) places guns ablaze, spraying bullets and snares while we dodge, run and try to get the hell out of there in one piece...


    -Raik Out
    Thanks =) I hope we can get Funcom to hear us

    I have to say I absolutely Love your description of Fixers in the above quote.

    That is the perfect description of a Fixer in action.



    -Koyote

    I wanna dual wield Uzi's =) and I dont want them to be Silly looking *Giant* weapons either.

    <- Thinks there is a case of Weapon envy in the designers ... everything else has such style no other game can touch it ...

    then the Silly Giant ugly guns (Biogun & Vector pop into mind) Not to mention the Silly Hammers. I think Thor's own Hammer is smaller

    Funcom just an FYI I have not met one person who thinks the giant ugly guns & Hammers are cool

  12. #72
    My vision

    The Fixer... more than a class this is an attitude a way to live life on Rubi-ka. The fixer is not about doing the most damage or absorving the most damage, we are the shadow that comes through the window breacking the glass rolling on the floor and comming to a halt with one knee on the floor uncovers two twin fast spiting SMGs from under the long trenchcoat, Dual-yelding these beuties the Fixer sprays the room with fast recycling bursts, before he can be hit he jumps over the table, leaping in the air while dropping one clip to the floor and shooting the last bullets with the other weapon, landing behind the desk he quickly reloads both weapons and with a grin procedes with the fight....

    The Fixer has a network of connections and is the person to talk to if you need somethign illigal, he can hack into anything and make illigal modifications to make it better. The Fixer is master of fast travel and get get anywhere fast.

    My vision of the fixer was always of a urban fighter, someone not highly armored or with huge health, nor someone pakcign heavy guns that do massive ammounts of damage. The fixer is fast and evasive.


    Combat

    1) Fixer has one of the worst HP in the entire game, down there with NTs and MPs, but without pets; calms or nukes.
    - To fix we need to get a litle bit more HP

    2) Fixer weapons are just not fast enough to take advantage of the eavades.
    - To Fix you need to give us fast weapons, in the 1/1 range while keeping a decent enough damage.

    3)Fixer weapons do not do enough dmage; Crits is all that matters(flawed game mechanics) and the Way AC absorves damage on an absolute manner, not in a %manner, makes wepaons with low max damage hit conscistantly for minimal damage.
    - To fix, if you are going to give us low maxim damage give us at least 50 minimal damage on a ql200 weapon

    4)Fixers do not have the ability to heal themselves, the HOT is very unperdictable, slow and weak, even the final version. and mobs at high levels have 250+ minimal damge vs ql200 armor, with our litle HP we are dead fast.
    - To Fix, make our HOT heal faster and always for the same ammount, make it a bit stronger.

    5)The Grid armor is flawed, total mirror shield from soldiers absorves 75% of all spetials, Nullity sphere from NT's Blocks all spetials, Grid armor lets all spetials come through and hit for full damage... bad bad bad.
    - To Fix, Make grid armor have a bonus to evade spetial attacks, give GA a litle better base AC and make it extremely difficult to land a critical hit with a spetial

    6) evades only work well if our aggression bar is set to deffensive, this brings us to the weapon problem, we do not need more damage (MCS) but we do need a lot more speed to go deffensive and use our evades.
    - To fix, give us faster weapons

    7)with the MCS(range 16m) i have lost the ability to kite mobs. Mobs shoot slower if they are runnign, because they need to run stop and shoot run stop and shot, if i am firing from max range they will try to get a litle closer before firing so it gives me some edge, but with the MCS even with a range increaser my range will alwsy me small 24(with ql200 movent predictor) or 32(if the scope can stack the range increase effects) but the scope makes the MCS very slow, so the fixer cannot kite with the MCS that is the only decent weapon for pvm

    8)The requirement on the new SMGs is too high, this needs to be reduced after 14.2, and we need to have a Fixer SMG buff introduced, turning the Backpain +64 sneack attack into +64 SMG would help, better still would be to give continousity to the minor suppressor (+8smg/7burst) line up to +75/60 maybe, this would not be too much and woutd be very desirable.

    9) our speed buffs are not that great, Enforcers have +800 we only have +720, we need this line beefed up some, also completly remove the dmg penalty, we are not in beta anymore when kiting was easy and you had to nerf our damage. Inprove the evade bonus, it is very pathetic and ever evade buff from any other proffetion will override our buff, this line needs to top at +900 speed +150 all evades; and i live to you to take out or not the damage penalty but it only makes sence to do so.

    10) we dont bring much to the group, you are doing the fixer grid, if you make available outdoor zones with good hunting grounds this will make a fixer desirable to take a team too and from those good hunting grounds with no scanner near. but this is not enough... we need a team vs of the Speed buff that doesns't take much ncu; make us the speed/evade buffer.


    The Network

    1) If we are supposed to get things for people that are hard to get, the Shop network must be made available on a complete scale, not only one shop, make the items there very desirable and with appropriate prices. make it Fixer only, no FP agents there. this must be class defining, shop acces is based on BE skill and there are various lql shops.

    2) give a global chat to Fixers, make it based on BE skill instead of lvl, this is to avoid low level "spies" and to make it less lvl dependent and more BE dependent, that seems to be THE fixer skill. it will work like the shooping channel, but tied to the BE skill, and it will be global liek the Test server chat, this will make fixers able to communicate and foment the fast transfer of information, if anyone wants to find a trader, ask a fixer, he then asks the fixer channela and if someone has seen a Trader they will tell where, or you ask a fixer for somethign from a shop but he cannot get that high shop, because his break and enteri is low, so he asks in the network for a higher lvl fixer.

    3) Hackable items with usefullness, the MCS is a good start, you can hack the MPS to make the base, add this to many more items so they can be made into somethign more powerfull, and maybe carry the word illigal.

    4) travel fast and everywhere, it seems we are on top of this and making a Fixer only grid with exits to every zone on the planet or so i hope, this is good and will help us greatly.


    this is what i can remenber now, having someone, Cz, Cosmic, Gaute, comment on this would be great.

  13. #73
    To make summon nano usefull they definitively need to summon only one special item.


    A ql60 summon armor nano could summon a pair of glasses with some AC and bonus to our nano skill.

    A ql 20 summon ammo could summon a really large ammount of bullet. Hey we don't need at all to summon bullets, so at least make these nano summon a large part of them. This would not be imbalancing ; ).

    A ql20 summon armor nano could summon a pair of boots with some AC and a bonus to our run speed.


    I mean, we have to summon real special items. Temporary OK, somake them having special abilities.

  14. #74

    Question Evades and speedbuffs

    It has bin adressed by others and it still seems FC is looking indoors for ideas about how to help Fixers without giving them buffs or improvements that is not suitable for their proffession. Well i think hextor had a few good points, i find that 2 important Fixerskills are , speed and the abillity to avoid geting hit (evades), ok so the fixers have good speed buffs (if its true what Hextor said about Enf having a +800 and fixers got only a max +720, shame on u, how much more out of character can one get than giving a Hulkhoganlike prof. a bigger speedbuff than the fixerone), but what about evades, our speed buffs hawe a small side effect of a tiny and not even metionable evadeboost, so if i want better evadebuff i go to a MP and ask for his +50 or so evade buff (once again, talk about out of character when giving the MP a high evadebuff) i will ofcourse suffer from lowerd runspeed since these 2 dont stack (this must meen that the speedbuffs are considered as evade buffs, please reconsider, have a look at what thet do in terms of evades..... LOL) . Then we have the issue with smg speed and buffs, well i personaly find that since we are good at handling our smgs allready at start (the startup minorsuppressor) we should just get increesingly better, i see here a whole line of suppressor nanos, minor, flawed, common, great, ... and so on, think this would be a well suited line of nanos for the fixer. Then when it comes to evades, well i have 2 suggestions here, either make speedbuffs stackable with evadebuffs and give the fixers a decent evadebuff on the side (they are supposed to be masters in avoidance, i find this idea highly suitable for a fixer), or make speedbuffs speedonlybuffs and then give fixers some decent evadebuffs (allso an idea, even if i still think high runspeed should increase the chance of avoiding a hit/blow, i even think the ordinary runspeed skill should affect this, and especialy speedbuffs should have much grater evadeboost as a side effect). What i want u to consider is the fact that an MP has much better evadebuff than a Fixer, the fixer should allso be able to get his masters degree in his specific weapontrade, at this point we nevver even get as far sa apprentice in our weapontrade.

    Thank u for listening (if u did listen that is )

    /Kebabbsan Clan Fixer RK2
    Spanjacken, the fat 202 doc
    Pollygrip, the thin 200 engy
    Steelpolly, the sexy 205 sold
    Myglarn, the cuddly 202 trader
    Kebabbsan, the tasty 165 fixer
    Puppan, the cute 150 MP
    Panatta, the litle 179 Agent

  15. #75

    Exclamation More on The Summon Line of Nanos

    First off This post is about making Fixers more fun and useful without upsetting the game balance and does not address some of the more serious problems with the Class it's self.



    Here is another thought on the Summon line of Nanos.
    I imagine someone already though this up too but if not. Here it is.

    Make all the Summon line Permanent.

    Let's say our fixer uses the level 8 bolts and beamers.
    Charge a casting fee in CR based on level of the nano.

    Have it open a real tradeshop window that displays only ranged weapons (no ammo no blades) A random number of items 15-25
    A random range 12-20. Each item could be purchased (and would be permanent) at +25% of what you would pay in an Actual Shop.

    Why is this great?

    Imagine your fixer actually being able to FIX for people.


    "Yah, I can get you one of those....

    but it's gonna cost ya... "

    Weapons are much more expensive in Machines then they sell for on the street and add +25 on top of that and your fixer Isn't gonna be buying items to resell unless he is specifically looking to Fix for someone.

    The same thing for Armor and Blades.

    Ammo should be a bit different. Open a window with all the types but at 2x or 3x the cost.

    This could be extremely useful. Just the other day I pulled a bonehead and forgot to restock my Ammo. I finished the mission with 3 rounds left in my gun. You can bet I would have spent some cash and restocked if it wasn't random types. As it was I summoned 3 castings of shotgun shells and 4 castings of energy ammo and ran out of money.

    I am a Role-player and I enjoy the thought of Actually being able to Fix for people. I believe this would work like a charm and not throw off the game balance.

    If you fixers out there like the idea and read this. Take the time to Post, so that Funcom knows. Otherwise it will never come to pass. And again this doesn't address any of the Fixer Combat issues.

    -Koyote
    Last edited by Koyote; Mar 25th, 2002 at 01:41:03.

  16. #76
    Nice idea Koyote.

    FunCom, if you are working on a way to make the summon line un-worthless it would be kinda nice if you let us know. And if you're not, that would be nice to know also.

    /G13
    pirates. with lasers.
    Are you having an argument on the internet, again?

    Gene13 - on a space odyssey since 2001
    XXX - N

    Some day your ship will come in, but you will be at the airport.

  17. #77

    minor suggestion - Traps

    The trick is making these fixers useful to a group and unique, not just gimped lesser versions of the primary tank/healer/nuker classes. Fixers are currently little more than less effective versions of soldiers that can run fast. They have a few unique abilities, but these abilities are not necessary to a good group, .

    There has been a lot of talk about giving some love to fixers, by giving them more effective weapons, or giving them an MG/SMG specialization, or by changing the extraordinarily high cost of all their nanos. I support each of these changes, and think all of them are warranted. But there is a much simpler change available that would make them more loved and useful, at least on missions.

    Simply:

    Make traps more common, much more deadly, and more difficult to disarm. Not only should traps do much damage, but setting off the trap should set off a claxion alarm aggroing MOBs from a further range than an ordinary fight. This would make detecting and neutralizing traps a real significant asset to a group in a mission. It would give the fixer a reason to maximize the kind of skills that we think they should be specializing in anyway. It would not displace any other class, it would not make missions impossible, just harder. It would just give the fixer a group role commensurate with the concept behind the class.

    Does this make sense?

  18. #78
    Coldbird gets my vote. The short range teleport I'm not convinced about but everything else sums it up nicely for Fixer improvements.

  19. #79

    Thumbs up Re: minor suggestion - Traps

    Originally posted by Amideh


    Make traps more common, much more deadly, and more difficult to disarm. Not only should traps do much damage, but setting off the trap should set off a claxion alarm aggroing MOBs from a further range than an ordinary fight. This would make detecting and neutralizing traps a real significant asset to a group in a mission. It would give the fixer a reason to maximize the kind of skills that we think they should be specializing in anyway. It would not displace any other class, it would not make missions impossible, just harder. It would just give the fixer a group role commensurate with the concept behind the class.

    Does this make sense?
    Yes. A good Idea.
    I was just thinking recently how I have never died from a trap.
    I have played since day 1, played every class, and not once have I died from a trap. I never disarm traps, or look for them, even with my fixer. I have set so many off I have lost count. It's never worth the time to even check. I just take my Lumpin and use my medkit and move on. Make me FEAR doing that.

    And What is with the rollerrat as a trap? ??

    At least make him attack or something.

    -Koyote
    Last edited by Koyote; Mar 27th, 2002 at 08:23:59.

  20. #80

    Re: minor suggestion - Traps

    Originally posted by Amideh
    The trick is making these fixers useful to a group and unique, not just gimped lesser versions of the primary tank/healer/nuker classes. Fixers are currently little more than less effective versions of soldiers that can run fast. They have a few unique abilities, but these abilities are not necessary to a good group, .

    There has been a lot of talk about giving some love to fixers, by giving them more effective weapons, or giving them an MG/SMG specialization, or by changing the extraordinarily high cost of all their nanos. I support each of these changes, and think all of them are warranted. But there is a much simpler change available that would make them more loved and useful, at least on missions.

    Simply:

    Make traps more common, much more deadly, and more difficult to disarm. Not only should traps do much damage, but setting off the trap should set off a claxion alarm aggroing MOBs from a further range than an ordinary fight. This would make detecting and neutralizing traps a real significant asset to a group in a mission. It would give the fixer a reason to maximize the kind of skills that we think they should be specializing in anyway. It would not displace any other class, it would not make missions impossible, just harder. It would just give the fixer a group role commensurate with the concept behind the class.

    Does this make sense?
    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!


    How does being wanted in a group just to disarm traps make the fixer a better class?

    For quite some time now MA's have been leveling only in groups, and have been in groups ONLY BECAUSE OF THE CRIT BUFF.

    Does giving the fixers the same ability make the fixer a better class?

    NO

    It only makes it a 'REQUIRED' class for group missions. Thats absurd.
    If I wanted to have required classes I'd play EQ where every group need a cleric a chanter and a rougue for raids. No thanks.
    I miss LadyE.

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