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Thread: More info on LLTS nerf

  1. #181
    Critting a looot more than any other prof is what an ma does.
    Besides that they have green evades and crap heals that's it.

    I still have to see a single post that convinces me nerfing the old school scopes is somehow a boon to the ma profession.

    The only thing it does is making non old scope users better vs old scope users. This goes for every profession.

    An old school scope ma will lose upto 7% crit, just like any other prof. Meaning about 1 hit in 15 that used to be a crit, will not be a crit anymore. Or a loss of about 2.5K damage every 15 hits (half of that in pvp), just as much as everyone else that used to walk around with fi a snakemaster and a 15% scope.

    That are absolute figures, not meaningless percentages.

    Ofcourse it will be an advantage to ma's that didn't have it vs others that did have it (including ma's here). Just as it will be the same advantage for everyone that didn't have an old scope vs pple that had one.

  2. #182
    Don t nerf them plz....

    C.I.A
    OTs....We fight???
    Junior "Tradition" Rm

  3. #183
    Nooooo, I only have a 8% crit scope and I don't crit that much without outside buffs. Are you going to lower this even more???? I'm going to put points into perception to get the other scope on if this is going to happen. Stupid!!!


    Krabbus - MA Engineer with 8% LLTS

  4. #184
    Ok, got through it all. Will discuss with the rest of the team, and the designers, on what to propose, and probably run a poll on it.

  5. #185
    Anyway, this will destroy my MA Engineer Cz

  6. #186

    Exclamation OMG

    When people suggest making the old llts into some sort of ranged weapon only scope it makes me mad.

    Everyone is thinking "They're nerfing it because 2-3 ma's are running around with 15% scopes and uvc critting to much".

    Have FC said that they're nerfing ellts because MA's were critting to much????

    NO!!! (Atleast I haven't read it)

    The people that are suggesting dumb things like +200 ranged init and -1200 to melee/phys init and stuff like that are totally forgettting enforcer and adventurers, they need to crit some too.

    I don't think mr/mrs 1he adventurer or 1hb enforcer will enjoy not critting at all.

    /Baffo - deluxe doctor

  7. #187

    Re: OMG

    Originally posted by Buffo
    The people that are suggesting dumb things like +200 ranged init and -1200 to melee/phys init and stuff like that are totally forgettting enforcer and adventurers, they need to crit some too.
    Don't forget MA Engineers...

  8. #188

    Re: Re: OMG

    Originally posted by Krabbus
    Don't forget MA Engineers...
    yup yup, my engi is dead too. forget transference without scope, that is as pathetic as a ma without critbuff lol.
    Evilmery, Doctor & family =)

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  9. #189
    Originally posted by Cz
    Ok, got through it all. Will discuss with the rest of the team, and the designers, on what to propose, and probably run a poll on it.
    Sigh, I am not the greatest on game mechanics, but I still say that scope was already nerfed (By making it no longer appear in the game). I still recall a comment about treasuring the thing, as it would no longer be available, remember? Lots of people miss the thing, and even though I had a 15% ones, I have decided to use the new scope because I can self equip it for one thing. I thought people who wanted a 15% one wanted ot for PvP anyway, but maybe not. I miss the "decent brightness increase," as my new puter is just plain dark. I have one of the new scopes in, btw. It seems to do ok, but since pistols are still not as good as other weapons, it takes me all day to solo anything anyway In addition, the night vision goggles are back to being bugged again, as they get their effect doubled at times, or they just plain don't work. So I have to suffer a little in that regard, but I have not seen much difference other than it takes longer to kill anything. On that note, I do not quite understand the reasons for the seemingly perpetual changes in monsters and critical hits and health points...

    It's as if:

    "Ok, monster hits for 15, and player hits for 10...players complain about being too hard, so let's make player hit for 15....now players are bored..so lets make monster hit for 25...now players complain that it's too hard again, so lets make player..." you get the idea?

    Notum Trainee hits you for 4167 points of damage...
    Notum Trainee hits you for 3198 points of damage...
    Notum Trainee hits you for 5188 points of damage...

    Hmmm ok...that hurt. Yeah, that's more like it
    Am I going to complain? Of course not! I mean, it DID say RED=impossible, didn't it? *giggles* and goes looking for her left arm again...

    Once upon a time, monsters were hard...so players teamed...monsters got harder, players sought out lower (more killable) monsters, then the power that be gave them more health, so it took longer to kill them. Sigh, all this did was make things the same, just on a different level. Going from 10 vs. 10 to 20 vs. 20 changes little other than the time it takes to stand there and fire, and players will either find harder stuff to fight, or easier stuff to fight as needed, they will always find a way (yeay for the players)! And heaven help you if you are a healer and in a mission, everyone else goes afk for 10 minutes when fighting the boss (it is just plain silly)...Folks, something is wrong with this picture. Going up and down and up and down is only making us seasick. Leave the scope alone, it was nerfed already, and you gave your word as someone else already said. Besides, it's a nice treat for those old timers, and has been great for the economy!
    "Ignorance is the greatest evil we will ever face" . -Dr. James Cone, ca 1990 CE


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  10. #190

    Arrow Another suggestion

    I'd suggest lowering the initiative penalties, particularly for ranged, less so for melee, and even less for physical. Boost the damage and offence and decrease the defence of the user. See sugested stats below:

    Code:
    LLTS (QL15)
    Elec Eng 46
    Wpn Smth 31
    
    Aimed Shot      + 30
    Critical Chance +  1
    Range           +  1
    Range Init      - 50
    Melee Init      -100
    Physical Init   -150
    All Damage      +  2
    Offence         +  4
    Defence         - 10
    
    
    LLTS (QL200)
    Elec Eng 801
    Wpn Smth 651
    
    Aimed Shot      +300
    Critical Chance +  8
    Range           + 40
    Range Init      -400
    Melee Init      -500
    Physical Init   -650
    All Damage      + 10
    Offence         + 20
    Defence         - 25
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  11. #191

    GRRRRRRRRR!

    Cz.. you guys need to take the following very very seriously:

    Theres an MA that I fight somewhat often who pulls out a River Series 6 whenever I root him. For those not familiar with it, the River Series 6 requires no ammo, has a huge crit, and equips in something like .5 - its an awesome weapon for an MA to slowly raise into - just for an occasion like being rooted. Oh.. and it has aimed shot as well, as if it wasnt bad enough...

    Now.. You guys are removing the only thing thats giving me a chance against MAs that are built this way - my 15% crit bonus from the llts. Make it like a VS.. 8% crit.. YAY! Guess what, that MA I rooted just pulled out his River Series 6 again and is plugging away with UVC.. crit crit crit

    If youre going to do this scope nerf you need to make ALL weapons with big crits NON-equipable by MAs - period. Just think about what I said for little while.. Im sure youll see how absurd of a disadvantage people will be at while MAs can still equip ranged weapons and use UVC

    Do I want UVC nerfed? No.. I think MAs should have it.. but I dont expect an MA that I root to pull out a ranged assault rifle (Which is what the River Series 6 is) and shoot at me with UVC running. This scope nerf is just bad bad bad because of this scenario alone... not to mention other stuff.

    Empx
    198/Fixer/RK2

  12. #192
    Simple solution to the MA problem. Not gonna talk one way or another on the critscopes, but the MA problem is VERY easily fixed.

    Make UVC/VS/etc. operate *only* while the MA is using his martial arts (fists and MA weapons).

    There. That part of the problem, fixed.
    Gunned down the young. Now old, crotchety, and back.

  13. #193
    Bah, Cz only posted the nerf stuff so he could pass the 1K post mark

    How about postcount+=2 for every comment you do in profession treads Cz?

  14. #194

    Lightbulb

    On the IPR side of things, if FC gives us all a complete IPR option for Xmas then that would sort that.
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    Originally posted by Cz
    WT*?! I take Friday off to play AO from Thursday to Monday morning, and Atlantean is down! Gaaaaah! FRUSTRATION CAPS! *bangs head on keyboard* {Edited by moderator: Watch it Cz!!} *bangs keyboard on monitor*

  15. #195
    I am sure that this is an old argument or something and I cannot be bothered to read the 40+ pages of post on this subject.

    On RK2 there are hardly any LLTS anyway. I would like to see them fade out of the game,

    make 1 change and 1 only to the LLTS/ELLTS make them NODROP, eventually they will go away.
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  16. #196
    yes, the the easiest nerf for all to swallow would be the nodrop option. Scopes would remain as valuable, if not more valuable while people tried to get one for each of the characters they play.

    It follows that the richest players, who are also the longest standing members of the game community, would snap them up and spread them across their characters as they saw fit.

    At the same time, people who have hoarded up LLTS as an alternative source of income would release their stock onto the market and a wider spread of players would have the opportunity to get their hands on one.

    As these players left of their own accord, scopes would start to decrease in frequency until there were only very few left...no one would feel cheated.

    Everyone would have time to decide what to do with their scopes, and not so many people would be so distressed at the hack n slash, act now, ask later tactics being currently employed by the developers.....

  17. #197
    Better solution is DON T NERF LLTS..........

    C.I.A
    OTs....We fight???
    Junior "Tradition" Rm

  18. #198

    Comments on this - hehe - do ducks fly

    BTB----->NOW!

    /cheers
    Lamonia

  19. #199

    Talking

    only whinner here that cry they'll lost their scopes ...

    i notice you say as only defense that crit scope are not so good ... so what's the problem if they nerf it ?

    the only points where this nerf is bad is :
    - low llts (1-8%) will go down to 0-2%
    - ip, those who need to change from a llts to a vision ehancer (they work great, i can kill with a 8%+ittaca, i also kill with X3+TIM scope !!! ), i think this should be fair if they offer a temporary complete ipr, but as some one say a ql 250 vision ehancer can be equiped with spending any ip

    add: they take llts away from being available because of critic%, but this give unfair advantage to people taht can afford them, they should do another line a critic scope and add it in the game... the first that give high critic% but lower speed, the second that give less % and give speed (like TIM one) this should be fair and balanced

    add2 : what you don't understand is that if you get nerfed the one in front of you is nerfed too ! this will give chance too new player that cant play 10hour/day for 6 month to have a chance to buy one ... the good point is that duel wont be unfair for profession that hit hard but cant heal (as engineer, crat etc)
    Last edited by mindy07; Oct 3rd, 2002 at 16:42:56.

  20. #200

    Thumbs up

    Originally posted by Kiryat-Dharin
    Simple solution to the MA problem. Not gonna talk one way or another on the critscopes, but the MA problem is VERY easily fixed.

    Make UVC/VS/etc. operate *only* while the MA is using his martial arts (fists and MA weapons).

    There. That part of the problem, fixed.
    GREAT !!!!!

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