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Thread: How to improve the agent profession, written by an agent. Interesting ideas, here, C?

  1. #1

    Talking How to improve the agent profession, written by an agent. Interesting ideas, here, C?

    The state of the agent profession since patch 12.6 has
    incrementally become less and less functionable. Many agents
    question that FC even has a vision for the profession any longer,
    and several times, I have concured. However, whining, and
    feeling sorry for ourselves is not productive, and so I have
    created a small bit of info, ideas for improvements, if you will, that
    I think would be extrememely beneficial.

    Note I say omprovements. I wouldn't dare speak of fixes, since
    that is well out fo my league. I'll leave that to the pros.

    I have created 4 alts, recently, all now over lv50, non
    powerleveled, and got bored with them rather quickly. If you
    must know, they were MA, NT, Trader, and MP. My heart, as with
    a majority of my brethren, is an agent! I believe these ideas
    improve, yet not imbalance my main’s profession.

    I only hope my ideals do not fall on deaf ears, seeing as this is
    the base of all public communications between FunCom and it’s Playerbase.

    To begin, let’s start with agent rifles. We have good range, I’ll not
    contest, or whine about the range nerf. It was necessary. I had a
    lv 35NT, and 40+ MP friend that used range to solo great
    sylvanbanes for UBER exp, pre-nerf.

    However, look at the future, FC, and peer into what is to come.
    The results of your actions. Everyone and “they momma” uses an
    LLS for the crit increase, including MA’s. Now, peer into the future,
    and see 14.2 for me. With agent’s invisibility patch at hand,
    people will invest like mad in perception, which is one of two
    stats in range increasers. Now Range increasers also share a
    trade skill with LLS. People will raise that trade skill for LLS’s, and
    perception for invisibility checks. Naturally, they’ll use range
    increasers, and so rifles range will not be any different than a
    shotgun, pistol, or even a freakin’ warblade!!

    Rifle Minimum range: 35m.

    My major gripe is that the only large damage agent rifles,
    Lovemaker’s and disaffiliation’s, have only 5 round clips. Our guns
    are slow enough, or at least the good damage ones, why bog us
    down with a 3-4 second reload time every 4-5 shots? It’s
    completely insane. I can’t believe we haven’t gotten a reload
    hotbutton, or something, though it would not improve the
    situation AT ALL. It’d be more of a luxury, so I suppose I
    understand. It wouldn’t help our particular problem.

    And rifles aren’t particularly fast, either. Every other weapon,
    aside from multi-special soldier assault rifles in SOME cases, are
    faster , or as fast as us. Faster either in the form of speed, or
    faster by a larger clip size. How did you help this? You
    introduced the T.I.M’s LLS, which I think is a great device, of
    which I have not aquired. But the ONE thing that could increase
    our speed, on a permanent basis, you make impossibly hard to
    get!! W-T-F!? Put it in the trader only shops, and slap a cool 1
    million dollar price tag on it!! It’s possibly the one item that will
    have the biggest effect on the agent class, and you make it
    impossible to get? And you even slowed down TIM’s spawn time?
    A select few should not have access to an essential
    item for the agent class. That’s just completely unfair... and inbalancing within the class!! Isn't it obvious? =/

    The average player doesn’t have the time or rescources to get
    one. Hell, I don’t, and my agent alone has 23 days, almost 24
    logged on him, alone!!! BAH! That is so not right, it's not funny.

    If not in the shops, at least easily missionable.

    Oh, and drop the Collins Bio.. at least make it for another class.
    Agents should not be expected to invest in a dark blue skill for a
    decent rifle. Hell, shottie should be taken off of lovemakers. Why
    do only *pure* shotguns and pistols get good crits?
    Why does a supposed agent gun require a non-native special
    ability? Heck our primary weapon skills aren’t even green, but
    aqua? And yet most of our GREEN skills that are not abilities are
    not even implemented effectively, or at all, yet?

    I’ll speak of IP color, later.. must be cheaper.

    PvP damage: After 14.2, if our AS goes off on an enemy whom we
    are invisible to, we should get a bonus. Instead of doing 40%,
    we should do 60-75%. We have one special, which sometimes
    fails when out of ammo, STILL, but anyone with a pistol,
    suppressor, Assault rifle, or Ithica have high crits, and 2-3
    specials? I’d say that’s very uneven in PvP, and if you don’t think
    so, go make an agent, and PvP Vs. someone with a high crit,
    multi-special weapons. You’ll be sorry... Multiple specials also
    equal speed, by the way. Think about that, too. I’m not saying ad
    specials, I’m saying make AS’s count, and speed up our rifles.

    Now back to IP, and agents troubles with it’s “con”. We have
    dark blue body dev, and evades. Yet, we have green skills like
    MA, which is green, but brawl light, and dimach is dark blue. Not
    to mention dark blue body dev and evades. MA is OUT OF
    THE QUESTION! Other useless aqua/light green skills of no use:
    VEHICLE HYDRO?, Tutoring unless an exploiter, Psychology, Sharp
    Objects, Sneak Attack, and Chemistry.=/

    Not to mention the IP we burn in FP! Every class is moderately
    diverse in what nano skills their lines require. We have to invest
    more into different skills than any other class. We’re extremely
    diversified, more than any other, because we absolutely rely
    on false professions to survive. That alone is a bigger IP sink
    than most.

    Proof that you have no vision for the agent class. It’s as if you
    were like; “Hey, what green skills do we need to dish out, still..
    okay, give it to the agents. They’re our *****es, anyway.” Don’t
    get me wrong, I appreciate your love coming our way, but we
    have too many important dark blue skills, and too many green
    and aqua useless ones.

    Skills to be made light blue:
    Time and Space
    Dodge Rng.
    Evade Close
    Body Dev.
    (Shotgun?)

    Skills to be made Green:
    Rifle
    Aimed shot
    RANGED INIT. (Why don’t we get a green init?)

    Make the previously mentioned skills that are “useless”
    and “unimplemented” dark blue, because they do agents
    absolutely no good, at all. Indisputable.

    To move on to my final topic, MP pets, and agent heals. Every
    agents’s crystal ball, and MP’s dream, is that they be taken from
    our accessable FP line of nanos. Fine, but here’s what needs to
    be put in place, and trust me, the steady healing income is
    ESSENTIAL to our survival. Pet don’t heal when they feel in
    needed, they heal constantly.

    What we need, in most basic terms:
    1)Stacking H.O.T’s, like doctors D.O.T’s. Fixers should as well,
    though they have better HP’s than we do, with the cheap dev
    costs. They need the same lovin’s, on this one. At lower QL’s the
    value is less, and as they increase in QL, they grow bigger,
    and more expensive. This accumulative healing would be
    invaluable, if the H.O.T’s are of a good number, and you have the NCU to support them.

    In addition, I propose a New agent nano line, more useful than
    the ever “brilliant” face graft. I call it the Syphon line of nanos. Or
    Borrower line. Here are a couple of *Crude* proto-type versions
    of the nanos. Balanced values will most likely vary from my own.
    I merely imput the idea, not the mathmatical mechanics of it all.

    Study these wisely, in detail. Wonderful additions.

    Syphon Health line: Example:

    Shoplifters will be prosecuted!
    QL30
    NA Cost: 50
    NCU Cost: -
    Sensory Imp: 140
    Time and Space: 135

    ATK: 0.0 (Instacast for FP)
    Recharge: 0.0
    Duration: Permanent.

    Modifers:
    Damage Opponent: -100
    Heal (infuse) self: +100

    Description:
    The caster attempts to steal away the lifeforce of it’s target, to
    infuse with it’s own. A great way for the sneaky and
    underhanded to advance at the expense of others.

    Add stacking H.O.T’s, and we might still stand a chance.

    In addition, initiative syphons: Example:

    Borrowed Time for the Wicked.

    QL50
    NA: 100
    NCU: 22
    Time and Space: 185
    Psy Mod: 175

    ATK: 1.5
    Recharge: 1.25
    Duration: 3:00. (As good as MP, Doc, and Trader debuffs, length.)

    Modifers:
    Target’s Init: -120
    Caster’s Init: +120.

    Description:
    The caster shifts time and space between itself and it’s target,
    making the caster’s intiatives faster, at the expense of the target’s.

    Next, another good one:
    Weak Link in the Mail. (AC Syphon.)

    QL50
    NA Cost: 125
    NCU Cost: 16
    Psy Mod: 190
    Sensory Imp: 190

    ATK: 1.2
    Recharge: 2.0
    Duration: 3:00

    Modifers:
    Drain Target AC: 70
    Improve Caster AC: 50

    Description:
    Exploit the weaknesses, find the soft spot.
    Other’s vulnerabilities are your strengths.

    And finally:

    Disorient, Dodge, and Weave.

    QL50
    NA Cost: 75
    NA Cost: 12
    Psy Mod: 165
    Time and Space: 165

    ATK: 2.0
    Recharge: 1.2
    Duration: 3:00.

    Modifers:
    Target Evades: -50
    Casters Evades: +50.

    Description:
    Not so quick with sand in their eyes, are they? Take the shot.

    NOTE: The H.O.T’s are to be self only, to prevent higher lv-ers to
    cast and stack H.O.T’s on lower level players for power-leveling,
    or PvP. =)

    That concludes my ideas for agent nanos line, with the exception
    to maybe a nice mid range rifle buff that adds 75R/25AS. Dumb
    using Sniper’s Bliss for 59 levels, isn’t it? MP’s have masteries,
    infuses, mochams. 3-levels of agent buffs sounds quite nice to
    me. (Sorry for using you as an example, my Mp friends.)

    Oh, one more, VERY COOL RP idea for a nano line! Assume
    Appearance! It goes like this: The lower the QL, the lower rank
    officer you imitate. So if you imitate a Sergent, and a High
    Commander spots you, you’re toast, however, if a private first
    class sees you, he salutes, hehe... even if the opposition. But if
    a superior of the opposite side spots you.. man, I’d hate to be in
    your armor-boots, pal... finally, we could be spies, and recon
    specialists. Self-Only, please! GREAT idea, yeah?

    Okay, that’s all I have for you, FC and fellow players alike. I hope
    this wasn’t entirely too lengthy for your likings, but I felt I not
    only had to be thorough to get my points and visions across,
    because I see these ideas as the ideal additions to the 14.2
    patch. Please, FC, do not release it until we are not only fixed,
    but realized. My friends, I would appreciate any feedback you
    have, no matter what. Whether you be a player, or GM. Please
    spread the word of the ideas here. Maybe they’re good, maybe
    they’re not, but I’d love to see what someone from Dev says
    about it. I’d love to have the awesome task of being an idea guy
    like those guys. I really envy them. =) Even a pat on the back
    would be adequate, because I’d have a good feeling knowing I
    contributed in a way that could make my fellow players proud.
    Thank you, and farewell, for the time being....

    Cz, Coz, if you ever read this, tell me what you think...?
    Last edited by Morthoseth; Apr 10th, 2002 at 00:38:09.

  2. #2

    Thumbs down Agents are sh*t

    I got my agent to level 82 and just couldn't stand it anymore. I started a trader, and she's been ok so far. Much more playable than the agent.

  3. #3

    Unhappy eh, well...

    I'm sorry to hear that. Played a trader to Lv51, myself, and got
    bored sick. Yes, they are extremely playable, but it got too easy.
    Using a QL160 Vector, and destroying 80% missions was fun and
    all, but there was no real challenge. I got freshman title in PvP in
    under three hours, it was sick. Now that trader is a stripped mule.

    Playable, yes, (but I didn't find it as fun.) The agent class has great
    potential, which hasn't been realized, just yet. *That* was my point.
    I know it was long, but how much of this did you actually read?
    This was a hopeful attempt at getting a brainstorm coming, and
    maybe to get other professions input on what would be a good
    solution, too. If you ever liked playing your agent, let FC know
    what you think, by posting here. This topic wasn't just a rant....
    Last edited by Morthoseth; Apr 10th, 2002 at 09:20:07.

  4. #4

    It could be the player, too.

    I actually think most of your suggestions are very good. For example, the rifle range is ridiculous. I've said it before, but if a pitcher faces a batter on a regularion baseball field, and the batter takes a few steps toward the backstop, the pitcher could hit the batter with a baseball but the batter would be out of range of the BEST sniper rifle in AO!!!

    But that's one of the reasons I hate my agent. I love the idea of an agent, but Funcom hasn't made the character playable, and I don't think it ever will.

    As for finding the Trader boring...

    Perhaps you're a much better player than I am (no sarcasm here, I'm serious). My trader just made it to level 40 and she's got practically no money to spend on treatment kits, better weapon, etc., but she manages to get to the next level even if it is sometimes tough advancing. The point is she's workable. She survived almost all 50% missions, having died only once when MOBs ganged up. And I only had to zone her in and out of the mission area to beat MOBs a few times -- she can usually tackle two green or yellow MOBs without having to zone.

    Perhaps things will get easier when she gets up to level 50 but right now she's "just right" as far as surviving and advancing goes.

    It was never like that with the agent.

  5. #5
    The one thing i want is the abilty to fight while cloaked. I mean, if any profession would be trained to operae in a combat capabilty while cloaked, surely to god it MUST be the agent. Even if it was just an opening shot, a new action aimed shot (cloaked) at least it would be something

  6. #6

    Weapons....

    Well known fact about agents: rifles suck. That's why the OE patch is the agent patch - cause agents have to over equip 50 levels just to stand a chance against a green, and I for one had a ranee at level 55ish. Now... the familiar problem of "what next"? !00 levels later, I gave up using the ranee, and switch to a Snakemaster, because it fires faster, has pretty much the same range as the ranee (yes, a shotgun with the same range as a rifle - who ever heard of people sniping with shotguns, which are close range area effect weapons... or more importantly, who ever heard of a sniper rifle firing under 30m... 2km is more like it) has a larger clip and has an extra special. The result: after maxing rifle skill (which as has been pointed out here isn't even green) for over 150 levels, I dont even use it anymore... or Unexpected Attack for that matter. I use a dark blue attack skill (shotgun), a light blue special (aimed shot) and a dark blue special (fling shot). Now, I'm thinking I'm not the only one that fails to see anything about this setup that is characteristic of an agent - it is based upon close quarter combat, and alpha-striking with specials for maximum damage... oh, and dont even dream of entering combat without insane crit buffs (UVC, TTS, LLTS are all essential).

    First thing about a sniper - long range capability. Range cap removed that... maybe a range cap of 50m would allow more room for variation, rather than the precious 3-4m you have between you're rifle and that Flashpoint pointed at you. remeber, it takes a fraction of a second to move 4m with 900 run speed... so the range advantage is useful for maybe the first shot at most.

    Next, one-shot-kills - isn't that what sniping was all about??? Well, lets not only damage cap this, but lets also reduce PvP damage to 50%... sorry, your aimed shot is now nothing more than an ordinary shot. Not only that, but rifles are SO weak compared to other weapons in the game, higher level agents have abandoned them - what kind of weapon should have the highest crit? An area effect weapon like a shotgun? Or a precision aimed weapon like a rifle (fantastic images of "Head Shots" or other such critical hits flicker past)? Perhaps the idea that the higher someone's skill rating is in a particular weapon, the higher the probability of a critical hit? maybe, that the chance of a crit is affected by the type of weapon that you are using? (What the hell is a critical hit with a flamethrower anyway? Singed eyeballs?).

    The only comfort seems to be that the concealment issue is supposedly "being addressed" by this patch, but it still doesn't change the fact that at the moment, we're gonna snipe a player, and they're gonna turn around and waste us with a hideous combination of specials or whatever, while if we make the mistake of sniping a doc, they're gonna heal the entirety of the damage that we inflicted with one nano... and then hit us with an init debuff, DoT and THEN hit us with Full Auto/Burst/Fling Shot - and yes, when you get to this level, some docs do use flashpoints. So, unless we have the capability of making that first shot count, its not really going to work.

    Well, I could go on, into the realm of nanos, fps, why we need to keep MP heal pets, and so on, but I think I'd be happy enough if anyone paid attention to any of the above...

  7. #7
    The original poster has the idea that our nanos should resemble that of the trader.

    For that, you now have a 1 million credit bounty on your head to the first person who takes a pic of your body and chat text.

    Edit: Just realized that Moro is an AS agent. Bounty still stands, but i retract some of the harshness of the post.
    I was one of the people who believe that FC had a "secret" 12.0 patch just before launch....he he.

    You start to think that the Shrooms are wearing off and then you look at the ceiling and realize you got a few hours.

  8. #8

    How about a FP other side Nano?

    We could then actually accomplish what an Agent is supposed to be.

    Or how about specialty player assasination missions created by players when they want to put out a hit on someone?

  9. #9
    A good nano line would be a mirror image, like so many other RPGs use. This would cast up multiple images of the caster. It would decrease the chance to hit, and obviously, the higher level spells would be even harder to hit.


    I ask this? What about our DoT line of nanos. This really needs to be fixed. I don't even use DoTs because they are ineffective vs. mobs, and a waste of nano and time in PVP.

    Make them intant cast and triple the damage to make them effective. They are to gimp to use against anything.
    Jennii
    Unit Member - Storm
    Jenestria
    Gumpp
    Gridchik

    "Only n00bs whine about twinks"

  10. #10

    Re: Weapons....

    bump this... I couldn't have said it better myself

    LvL 145 Agent that just disgustedly switched to a Snakemaster.

    Originally posted by Mnemesis
    Well known fact about agents: rifles suck. That's why the OE patch is the agent patch - cause agents have to over equip 50 levels just to stand a chance against a green, and I for one had a ranee at level 55ish. Now... the familiar problem of "what next"? !00 levels later, I gave up using the ranee, and switch to a Snakemaster, because it fires faster, has pretty much the same range as the ranee (yes, a shotgun with the same range as a rifle - who ever heard of people sniping with shotguns, which are close range area effect weapons... or more importantly, who ever heard of a sniper rifle firing under 30m... 2km is more like it) has a larger clip and has an extra special. The result: after maxing rifle skill (which as has been pointed out here isn't even green) for over 150 levels, I dont even use it anymore... or Unexpected Attack for that matter. I use a dark blue attack skill (shotgun), a light blue special (aimed shot) and a dark blue special (fling shot). Now, I'm thinking I'm not the only one that fails to see anything about this setup that is characteristic of an agent - it is based upon close quarter combat, and alpha-striking with specials for maximum damage... oh, and dont even dream of entering combat without insane crit buffs (UVC, TTS, LLTS are all essential).

    First thing about a sniper - long range capability. Range cap removed that... maybe a range cap of 50m would allow more room for variation, rather than the precious 3-4m you have between you're rifle and that Flashpoint pointed at you. remeber, it takes a fraction of a second to move 4m with 900 run speed... so the range advantage is useful for maybe the first shot at most.

    Next, one-shot-kills - isn't that what sniping was all about??? Well, lets not only damage cap this, but lets also reduce PvP damage to 50%... sorry, your aimed shot is now nothing more than an ordinary shot. Not only that, but rifles are SO weak compared to other weapons in the game, higher level agents have abandoned them - what kind of weapon should have the highest crit? An area effect weapon like a shotgun? Or a precision aimed weapon like a rifle (fantastic images of "Head Shots" or other such critical hits flicker past)? Perhaps the idea that the higher someone's skill rating is in a particular weapon, the higher the probability of a critical hit? maybe, that the chance of a crit is affected by the type of weapon that you are using? (What the hell is a critical hit with a flamethrower anyway? Singed eyeballs?).

    The only comfort seems to be that the concealment issue is supposedly "being addressed" by this patch, but it still doesn't change the fact that at the moment, we're gonna snipe a player, and they're gonna turn around and waste us with a hideous combination of specials or whatever, while if we make the mistake of sniping a doc, they're gonna heal the entirety of the damage that we inflicted with one nano... and then hit us with an init debuff, DoT and THEN hit us with Full Auto/Burst/Fling Shot - and yes, when you get to this level, some docs do use flashpoints. So, unless we have the capability of making that first shot count, its not really going to work.

    Well, I could go on, into the realm of nanos, fps, why we need to keep MP heal pets, and so on, but I think I'd be happy enough if anyone paid attention to any of the above...
    Jennii
    Unit Member - Storm
    Jenestria
    Gumpp
    Gridchik

    "Only n00bs whine about twinks"

  11. #11
    Remove the range on a shotgun.
    Shotguns should remain to be high crit though, butso should rifles.
    You get sniped and usually you're dead. Someone comes up to you with a shotgun and hits you at 5 meters, you are going to have a huge hole in you.
    Shotguns should have max range around 10 meters at the most.
    30 feet is still quite a bit of distance.

    I think agent nano skills should remain the way they are though. I have a relative with a high lvl agent and it is nice to have a lot of the buffs available to you even though they are for other professions.

    All classes need variation in the main weapons of their type. Agents with rifles and Fixers with SMGs need the most help though.
    Undercover Soccom Brother

    Blackness confirmed!!
    Welcome to the Brotherhood.

    Buying ql 161 Art of Peace nano

  12. #12
    Originally posted by haniblecter
    The original poster has the idea that our nanos should resemble that of the trader.

    For that, you now have a 1 million credit bounty on your head to the first person who takes a pic of your body and chat text.

    Edit: Just realized that Moro is an AS agent. Bounty still stands, but i retract some of the harshness of the post.
    Hehe, not only AS, but in the same guild. =) And I.. uh.. put a
    counter bounty of 2 million on your head, harshness unintended.

    Yes, it seems much like the trader line, in retrospect, but a good
    variety would be nice. And honestly, the only thing they do that
    could resemble a "syphon" is the health syphon, which is really
    just to accompany a good stacking H.O.T line.

  13. #13
    As a person I'd have to agree with the uncapped ranged damage. But as a player in a MMORPG, I have to say no way. MMORPGs is about everyone having a chance. It may be a slim chance, but 1 shot kills don't belong in a RPG that pplaces player against player.

    But that doesn't mean that aimed shot couldn't have other benefits making it beneficial to use.

    What about aimed shot having a highly negative effect on the target's attack skills? Call it the disorientation trying to figure out where the hell that bullet came from. But for the next 30 seconds, the target suffers an AMS penalty (which should affect chance to hit, if I'm not mistaken). The same penalty could be applied to whatever the hell determines whether or not we fumble when using nanoformulas. Something like 1 point for every 10 points of aimed shot skill. For a defensive skill, use the target's perception. Dunno how well that part would work against mobs but I know a ton of players that would be up the creek.

    The target would have a chance to fight back (or attempt to survive long enough for the disorientation to wear off). While a successful aimed shot against a target provides a significant benefit for a time. And there's incentive for the agent to continue to raise the aimed shot skill as well, improving the amount of disorientation they cause on top of the damage done. I'd take 30 seconds of battle where my opponent has his chance to hit reduced 50% (or more for highly skilled agents) in a heartbeat.
    Last edited by Kuroshio; Apr 18th, 2002 at 23:10:34.
    History admires the wise, but it elevates the brave. - Edmund Morris

    The first faults are theirs that commit them, the second theirs that permit them. - Unknown

    Did you ever get the feeling that the world had an abundance of idiots? And that God had arranged for you to meet every single one of them before you died? - Kuroshio

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