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Thread: Agent tweaking suggestions! (Someone at Funcom, PLEASE READ!)

  1. #1

    Lightbulb Agent tweaking suggestions! (Other ideas, and constructive critisism welcomed!)

    Okay, lemme me explain the situation, as an agent. I'll go over a
    small bit of what needs work, and why. I hope I gain an audience
    with not only someone who can have an impact on agent
    development, but my fellow community members for support.

    I'll try and be realistic.

    1)Agent damage potential.

    Why is it that I scrape the barrel too much? I run a stack of agent
    damage nanos at all times, and yet I hit many times for 10-20,
    though my damage buffs exceeed that? I've hit as low as 4.
    This is with an X-3, by the way, not over equipped. Point is, our
    damage buffs apparently are not doing their jobs...

    Martial artists should not be the only ones with stable damage
    income. That's primarilly why we can't solo, aside from us not
    being able to TAKE damage. What should be done?

    That's a tough one, involving your half..

    One thing that COULD be done? Agent only armor, that adds
    to projectile damage. Like Baclavas, but a full set. I could draw it
    out, but that's a lot of space. I will, however do it upon request.
    Also, more armor with crit %'s. MA's rely on crits MUCH less than
    us! They can HEAL, and have REGULAR damage income...

    I use them as example because they are our crit cousins...
    I'm not saying every piece of armor, but a few to get us more..
    This is too assure a slightly more stable critical income, as well,
    which we almost completely rely on, with bad base damages..

    An example, though: (Stats variable. Not sure what's correct.)

    Morthotech Grip-on Gloves:

    QL200

    Modify:
    Crit%: 2.
    Projectile damage: +20.
    (Average AC's up to you. Full protection.)

    Descrition:

    The ultimate in ranged combat apparel, Morthotech Grip-On
    Gloves are hand sewn, made from a special polymer combining
    the unparalled flexability of Senpai, with the brute durability
    of Omni-Pol Issue Metaplast. The embedded nano circuits in
    the palms are made specifically to increase stiffness, or
    decrease, based on the users current firing status, with the
    intent of improving accuracy, and durability in ranged combatants.

    And make sure the DMG bonuses WORK! No more hitting for 5.
    Have the full line add a good 4% crit for lower QL's, starting at QL
    75, and higher end crits, 6%, at QL140, or so... the damage, have
    a full set at QL126+ add a total of 60-80. Good base DMG.

    Keep the agent crit nanos the same, with two exceptions.

    a)Cooldown periods:
    TC - 8 minutes/6 for UC.
    SS - 45 seconds/1.25 for TS.

    b)Durations:

    Concentration line: 6-9 seconds.
    "Shot" line: 30-100.25.

    In addition to that, to better ATK ratings, give agents a mid range
    rifle buff. (Bow to come) All new buffs, be it ADV's or FIXER's, are
    in 3-4 stages. Low 50-ish, mid 75-ish, and high 100+. We need a
    good mid range rifle buff. Agents can cast SB at Lv40, why wait
    another 65-80+ lv's to cast UA? We need something inbetween.

    Init scopes. Agents need their own, with + init's.
    A request, not a need, right there. I'd be nice...

    (Maybe tradeskills, to alter current ones.)

    SOLOABILITY: (VERY IMPORTANT for TOKENS!)

    (Sometimes it's hard to find a team.)

    We can't take damage. Most of the trouble comes from adds. I
    can solo a green/yellow. (Lv92 agent, QL178 no-oe x-3.) One add,
    however, and I'm dead. Actually, two green/greys, and I die.

    My proposition:

    Mechdogs. Assassin's Best Friend:

    Does he do good damage? NO!

    His purpose is to keep a mob occupied, while he handles another.
    It essentially acts as a taunt. Pricks the mob for 5-25 damage,
    but maintains it's aggro. This can last longer, per QL, the higher
    the better. When it dies, the aggro is back on the agent.

    In theory, this also adds something to teams for agents! Crowd
    control. Right now, agents add nothing to groups. (FP is a joke.)

    This is a great method of deflecting damage off of the agent, with
    -out giving them heals or shields which other professions would
    raise a fit over, understandably. And give it emotes!! YAY!!

    Example:

    Mechdog: (Mechanical Assistant -I: Gaddes)

    (NO LEVEL REQS! GAWD! LAME!)

    QL30

    Requirements:

    Psychology: 170 (to control it.)
    Matt. Crea: 180 (D'uh.)

    Modifer: Damage 1 (However it is done.)
    Atk/Recharge: 2.5/4.5
    Duration: 15:00
    No cooldown period.

    Gaddes is the assassin's best friend. When the going gets tough,
    and the agent is outnumbered, Gaddes is here to help. Loyal,
    faithful, he is what every agent needs: backup!

    Okay...

    We have more damage output. We have a solo deaggro device,
    so two mobs don't come down on us, but we still can't recover
    HP's in a battle. This is where FP actually comes in...

    We need faster casting in FP. For be it shields in FP, or a fairly
    quick heal inbetween adds, before our doggie dies. **Sniff*

    I know this has been submitted by the professionals, so I won't
    go into detals. You know the init penalties, and nano ones need
    to be reduced for us to stand a fighting chance on Rubi-Ka.

    From here I go to suggestions. From there, praise.

    What I would like to see:

    1)Non-General Bow Buffs for Agents. Most bows/crossbows even
    require AimedShot as a requirement. They also have a nice
    secondary attack, which agents desire: Flingshot, in some cases.

    Open up a new avenue for agents. To produce more efficient
    damage output, fire arrows, cold arrows, poision arrows, and
    the like can be purchased. Rifle, too, can be a requirement...

    An example of a mid-range bow buff:

    Classic Assassin:

    QL75:
    Na Cost: 325
    NCU: 18
    ATK/RCH: 2.5/2.0

    Psy Mod: 380
    Sen Imp: 380

    Modify:
    Bow +60
    Ranged Init +20

    This nanoprogram directly increases the agent's ability to use
    more dated weapons, bows in particular. It also has the effect
    of increasing the users speed with these weapons, as the
    handler is more proficient, and familiar, with bow operations.

    (Note this is not a high increase. Bow, in most cases, would be
    a secondary skill to rifle, as with crossbows. Good?)

    (Rifle mid-range could be the same, altering a good +80.)

    And an example of a good bow: (Crossbow next.)

    Morthotech Neo-Mechbow

    QL200:
    Requirements:
    Bow: 947
    Aimedshot: 475

    ATK: 2.6
    RECH: 1.2
    Clip: 12 -Arrow
    Damage Type: Projectile.

    Weapon Damage Statistics:
    25-440(390)

    Summing up:
    One special, moderate speed. Better base damage, with a decent
    clip for a bow. A good PvM, or PvP gun. Not too "UBER".

    Crossbow Example:

    (In advance, it's built off of the new KIWD with a few minor
    enhancements, based on the KIWD's numerous flaws in design.)

    Morthotech PSG-x Sniper-Crossbow:

    QL200
    Requirements:
    Rifle: 900
    Bow: 750
    AimedShot: 500
    Flingshot: 425

    ATK: 3.30
    RECH: 2.45
    Clip: 40 -Energy.
    Damage type: Projectile.

    Modifers:
    +25 Concealment
    +15 Agility
    Add +10 Proj. Damage.

    Weapon Damage Statistics:
    28-420(355)

    Summing up: better clip than the KIWD. The reason Shotgun/Rifle
    combos didn't work, was because they had small clips. Slow guns
    with small clips result in even slower, and less effective guns.
    This is a medium speed, multi-special version of the KIWD, with a
    much more forgiving clip, and average damage. I LOVE this!

    (Make it silence, hense the PSG, and conceal mods.)

    If we can't direct damage off of us, we need more damage
    potential, and means off getting mobs off of us. That was my idea.

    What needs to be fixed that is IN GAME, now?

    Baclavas: Like any future agent armor, needs to have SKILL reqs,
    not level ones. Even level req'd armor allows an OE of 20 QL's,
    over the level of the wearer. Our body dev and evades are dark
    blue, AC's are VITAL. Add wear requirements based off of things
    all agents raise AGILITY, and CONCEAL. Many agents wear a
    combination of STR/AGL, or SENSE/AGL. It's too hard to stick with
    one, therefore, go with the common factor, agility. Simple.


    Ruse3 Bugs.

    Face in the Crowd overlapping Ruse lines.

    PRAISE:

    Great job on getting X-3's out there. My agent paid an insane
    13.5 mil for a QL200, and 2.5 for a QL167 two weeks later. Goes
    to show they're dropping a lot more, these days. THANK YOU.

    Conceal is great! Sneaking is no problem, really. LOS makes
    outside hunting nearly impossible, hense I recommended c-bows
    with flingshot as a requirement. However, all is good, and realistic.

    Thanks, Funcom, for making a fun game. But listen to what I am
    recommending, and take it into consideration. I'm a post-100
    agent (Well, soon to be, but played 29 hrs since july.), and I
    think I have a good grasp on what agents could use. My friends,
    the professionals, Tekkor and Morphex, are doing what they can,
    with assume/mimic professions penalty problems, and I realize
    that, however I think that we need more. MUCH more to be a
    good profession to play, all around. I appreciate any input you
    have, player or representitive, so please make yourselves known!

    =)
    Last edited by Morthoseth; Jul 11th, 2002 at 21:35:32.
    "Ideas are more dangerous than guns.
    We wouldn't let our enemies have guns, why should we let them have ideas?"

  2. #2
    By the way, please give Morthoseth a /tell in game with any input.
    "Ideas are more dangerous than guns.
    We wouldn't let our enemies have guns, why should we let them have ideas?"

  3. #3
    **BUMP!**

    If anything, I want my deaggro mechdog!!!
    "Ideas are more dangerous than guns.
    We wouldn't let our enemies have guns, why should we let them have ideas?"

  4. #4
    Heya Morthoseth!

    First of all I gotta disagree with you. In my opinion agents should not have a steady damage output. We are snipers. Whenever we dont hit a critical hit its a really lousy one. That is my opinion. So we should have VERY high crits, but low non-crits. Therefor I can agree on the crit bonuses in armor, but not the damage bonuses. This is all MY opinion though. We are getting agent armor in the expansion, and it will probably have crit bonuses (all guessing here though).

    On the mechdog, I think it is a good idea. I have not brought it up with the professionals yet, because I am waiting for the right moment. It is my little joker that I always keep up my sleeve Agents cannot take damage, and it is a problem. The mechdog is one of two possible solutions I will present to FunCom.
    Kind Regards
    Prince "Morphex" Olveda


    Agent Professional
    Proud Member of Legion
    [pic] [stat] [eqp]


    Unknown: "I am a nobody, and nobody is perfect; therefore, I am perfect"
    Scope755: "To all Devs: ISNT SOO COOL TO BE NOT WELCOME IN INFERNO SK TEAMS."

  5. #5

    Re: Agent tweaking suggestions! (Other ideas, and constructive critisism welcomed!)

    Originally posted by Morthoseth
    Init scopes. Agents need their own, with + init's.
    A request, not a need, right there. I'd be nice...

    HUD Upgrade: Enhanced Target Acquisition

    there ya go.
    Muffinhunter
    200/AL 5 Clan Fixer (omg finally)
    Jadedmuffin
    81 Omni MP (on hold...man, MP's get boring fast.)
    Acknonano
    34 Clan Raidslave Doc (or at least that was the initial idea...)

  6. #6

    Re: Re: Agent tweaking suggestions! (Other ideas, and constructive critisism welcomed!)

    Originally posted by dirtysanchez



    HUD Upgrade: Enhanced Target Acquisition

    there ya go.
    Uh, yeah... YOU wanna help me get it?

    I don't have an uber guild with time on their hands.. SORRY.

    At the very least, NODROP should be taken off it. At lv100, there's
    no way in hell I solo TIM for it, and I'm not going to ask even a
    friend to go through that camping hell for it. Gawd, man..

    I KNOW about that thing. Have even before it was out...
    "Ideas are more dangerous than guns.
    We wouldn't let our enemies have guns, why should we let them have ideas?"

  7. #7
    Originally posted by Morphex
    Heya Morthoseth!

    First of all I gotta disagree with you. In my opinion agents should not have a steady damage output. We are snipers. Whenever we dont hit a critical hit its a really lousy one. That is my opinion. So we should have VERY high crits, but low non-crits. Therefor I can agree on the crit bonuses in armor, but not the damage bonuses. This is all MY opinion though. We are getting agent armor in the expansion, and it will probably have crit bonuses (all guessing here though).

    On the mechdog, I think it is a good idea. I have not brought it up with the professionals yet, because I am waiting for the right moment. It is my little joker that I always keep up my sleeve Agents cannot take damage, and it is a problem. The mechdog is one of two possible solutions I will present to FunCom.
    I repect your opinion, Morphex, totally. But the fact is Funcom
    sees a steady line of crits for agents as unbalancing, though our
    crits aren't MUCH higher than an MA's of a comperable level. I see
    MA's crit for 1400. I crit for 2-2.1k, with the best NON-OE x-3 I
    can possibly use. Still, though, they won't let it happen...

    (My 90MA crits for about 1200, but it happens a LOT with VS.)

    Not steady, bad choice of words.. *frequent*. It's "unbalancing."

    In regards to the damage buffs, I still like the idea. Maybe not as
    big as described, but one, period, in the fashion of armor bonuses
    and such. Perhaps a +40-50 for a FULL suit. Perhaps only a good
    20-30, with a 10-20 bonus for wearing a full suite? The simple
    fact is our regular damage has the *potential* to get us killed.
    Unreliable damage makes a VERY hazardous profession to play,
    no matter what it is. As long as we don't hit for sub 50, I won't
    complain, but it happens a bit too much for my likings. Hitting
    for a minimum of 100, with damage bonuses isn't unbalancing.

    I think we ALL agree, though. We can't take damage, and that is
    the BIGGEST problem agents faced with crap evades and HP.

    Anyway.... good to hear you've listened to TWO WHOLE things
    I've posted here, and seriously taken them to heart. It's a bit
    reasurring to know my professionals are listening... Thanks!

    Oh... and could you share the *second* "possible solution"?
    Last edited by Morthoseth; Jul 15th, 2002 at 08:08:20.
    "Ideas are more dangerous than guns.
    We wouldn't let our enemies have guns, why should we let them have ideas?"

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