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Dakkon's Achievements


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  1. That sounds amazing to me @Marmalade, thanks to You and the team for keeping up the hard work step after step year after year.
  2. I thought this was the official way or channel to do so and I accepted the public aspect of it, is there a different, more direct and discret private method to reach them for this kind of game concerns without harassing a poor busy soul on discord? one that doesn't expose them to a constant bombardment of "please add scythes! my anime kid is not anime enough", or "my Fighmaster clearly needs lasser cannons", or "add strafing to everything even without animations" or the best kind "please distort and deform the entire game so every class has a travel PA because I cannot stand a bit of walking while looking at my lolis butt or my ego cannot stand seeing how others whipe enemies before I can whipe them myself and show off my power"? (Okay, those examples ended up a bit more toxic than funny, but you get the idea, hope no one gets offended lol, I for one think travel PAs shouldn't exist altogether or their distance advantage should be nullified to zero gain) Does an email adress for this kind of stuff exist? Seems a nightmare for the one in charge to check it, I guess the forum will have to suffice and meanwhile as @Fruzsina mentioned also act as a filter and test ground for others to opine and reinvigorate some much needed life to the forums. That was my target from the beginning, PA frag ones should just gain Flinch at that 31~40 tier instead.
  3. Nice, two out of two of my sole guests didn't bother rreading my little tome, can't fault you, time is a coin of ever increasing value and I myself invited you to skip it lol, it is quite lenghty I know, but it is aimed for the devs, conversation is welcome of course, this is a forum after all, however I wouldn't pinpoint stuff on something that I refused to fully read just in case that point was already adressed: No bad feelings @Fruzsina, I know your tone was friendly. The fact that in order to portray a not so terrible scenario you must combine in your example both a PA frag bullet that breaks the rules of handgun bullets (healing aside Mayalee Hit acts as a Shotgun bullet capable of hitting multiple hitboxes) AND the only handgun in the whole category that breaks the rules of handguns (shooting from above raining from the ceiling ignoring terrain) speaks volumes about the state of the weapon type as a whole. By the way this is far far away from a plea to buff Guntechers, even though they could benefit from this from the perspective of having more options, if you had read through how I talk about crossbows or longbows you would know I consider Guntechers have more than enough love already, and I didn't even touch on other aspects of the class nor I will, Class debate tends to be a waste of time because humans are humans and not many of us are willing to get our heads out of our own... well, you know where. No, this was a post to try and convince some dev in the shadows about painting a well contextualized, reasonable and feasible change that could or not could happen if they ever see it fit after giving it a deep thought or two.
  4. (For the lazy lads, "I won't go through that wall of text" version: Make SINGLE Hanguns on levels 31~40 at least an UTILITY option for those Fortegunners and Guntechers that still like a classic Handgun despite having access to far superior left handed options as Crossbows or Machineguns, or just every single other gun at the disposal of the classes with access to level 31~40 Handguns: FG, GT and Protransers. Give handgun bullets the Rifle treatment and change their hit flag at levels 31~40 to apply blowdown) Still with me? Are you sure that you don't want to run away screaming BALANCE doomsayer mode? Sure? Ok. Let's first sit back and analyze the time and circumstances that brought the dreaded or loved removal of flinch for mobile guns, going from guaranteed on every single hit to the sheldom flinch on the ocasional critical hit. For those who might ignore this, during past christmas event Subzero Outbreak, though I'm sure the change was being cooked and discussed way before that, light guns flinching was considered too disruptive for group play as it displaced enemies away hindering melee classes from approaching their targets or making techer classes miss their spells. In the cirscumstances of that 'era'; a time without S rank missions and S rank speed doped enemies running for your throat, an event compossed of mainly Gohmon/Olgohmon enemies that don't even walk towards the player and every inch they are pushed back works in their favor, enforcing the feeling of frecuent flinching being punishing and cumbersome (it didn't help that the other common enemies were Goshin, which as a worm type have different rules and ignore flinching, and Tengohg, which fall back dramatically if flinched when they try to rise flight, seeming as annoying to some as a Grenade Launcher happily displacing enemies on a public game, so the world without flinching didn't seem that bad), and an active limited time player and PA exp. boost, aggravating the "I want to level up this PA" and "Their flinching isn't allowing me to touch enemies with this PA that I want to level up", with almost the whole server concentrated on the same lobby making a perfect seasonal social excuse to hang out and easily full party with others, so the chances of finding an evil flincher in your six man parties were high. To quite some extent I can accept and see why the stream of bullets of a Machinegun or even the not so constant flow of hits of a pair of Twin Handguns pinning a target towards the edge of the map could be seen as an annoyance. If there was any debate I just missed it, after fixing some problems with the hit flags of all weapons in the game (for a time even Rifles and Longbows lost their flinch) the change was made and any protests soon died silent, some melee was affected too, positively on most cases, but the main changes were mobile guns: Machineguns, Crossbows, Cards, Twin Handguns, and Single Handguns. Now, let's gauge the dent on the performance of these guns from the perspective of a gunner playing solo, just because it makes an scenario free of external help with enemies strictly focused on reaching the player, allowing us to value each gun on their own. - Machineguns sport a respectable damage output with an almost high enough firerate as to proc some flinching and keep a charging enemy away from you, but if more than one is closing the gap with S rank mob speed you are just screwed. I would allow Machineguns at levels 31~40 to gain Flinch just as Rifles gain Blowdown, keeping intact their functionality at levels 1~30 for Fighunners that desire to weaken their targets without pressing them away while getting close for right hand melee. - Crossbows not only are still an uncontested beast on gunning with their five bolts per shot, but even despite not needing to flinch due to melee range being their ideal range (and due to being a monster of a weapon too), ironically they are the best flinchers since their shotgun point blank mechanics make them force critical hits and with five hits they put excellent bullet density, which translates in almost constant flinching. - Cards despite having excellent damage per shot they aren't very bright at keeping enemies at bay, they never were before even with guaranteed flinch, but the fact that cards are the best chasing gun for flyers and or dodgy enemies, with four darts per throw and high SE grants them a special spot due to their specialization. - Twin Handguns have never been too good, though they have always remained popular, their flinching capability is even lower than that of Machineguns, but being the sole mobile option for Gunmasters and being so with 20% IAS and lvl 41~50 bullets changes the story, becoming more than usable. - Single Handguns. Handguns. Oh good ol' handguns, this whole post is for poor single handguns if anyone saved any doubt. To be fair, Handguns have received a decent bunch of buffs in Clementine, but sadly, only geared towards Fortefighters (well, or any stuborn Acrofighter or Fighunner, but Fortefighters have no other option). In a Fortefigther view, the sole class nowadays to seriously contemplate the use of Handguns, Handguns were never this shiny: access to S rank handguns, access to lvl 21~30 SE3 bullets which is huge for FF, and on top of that, SE override, AND your enemies aren't getting annoyingly pushed back anymore while you pew pew them making it easy approaching them with your S rank claw and making the removal of flinch seem beneficial. The problem? I was that weirdo (let's be honest, I doubt anyone can relate to this, so I was The weirdo) who liked to use single handgun on Fortegunner, despite having the option for the infamous Crossbows or the decimating Machinegun, I just liked the option, the feel, the fantasy of playing gunslinger, that high noon vibe of wrecking things with the focused hammer shots of a wrist shaker six-shots. BANG, and enemies were put to a stop. The feeling of impact, of solid contact, of force applied. I enjoyed it so much that I even played it bare right handed. That was untill handguns stopped stopping anyone. All gone without flinching. Now, returning to that solo gunner scenario above, you feel armed with a water gun, and even when dealing 1500 damage a pop, you'll be quickly overwhelmed by four lowly Badiras, BADIRAS, now unstoppable juggernauts that shrug off your thousands of damage and just keep cruising towards you unhindered faster than what you can backpedal while shooting, resorting to switching routes resulting on a ridiculous circling persecution that makes you look as someone trying to dispatch some food at a bunch of enthusiast and anxious jumping dogs dancing around you. You can't even stop the charge of a single Koltova or Distova if you aren't lucky with a well timed crit. You can't dream of outrunning a single Go Vahra before it jumps to your neck even though you only need to score seven shots for it to die. And we are talking basic PARUM natives, the easiest and simplest enemies on the whole game in S rank. Despite the buffs, comparing single handguns to the rest of mobile guns they still fall short, Handguns don't have the fire rate of Machineguns or Twin Handguns so the lost of flinch was a bit unjustified and harsh on their case since they couln't flinch that often before the changes, nor do they have the potency of Crossbows or the reach and special capabilities of Cards, Handguns are just handguns, but they fail at that simple task if they cannot affect what they shoot, anyone remembers shooting in PSO? normal attack, strong attack, strong attack (or triple strong once you had ATA enough), keeping your enemies at bay controlled by your fire was essential. As I said with Machineguns, in order to preserve the pace of meleers, only at levels 31~40, so only at the access of Fortegunner, Guntecher, and Protranser I would not only restore the flinch capabilities of single handguns, I would go beyond and actually make single Handguns become an interesting utility option by giving them the Rifle treatment gaining Blowdown at levels 31~40. Now before you jump your hands at your heads in disbelief, absolutely sure that all things balanced would break apart, think about it for more than two seconds. I highly doubt any Gunmaster would drop their 20% IAS lvl 41~50 bullets and eagerly downgrade to Fortegunner only for lowly single Handguns no matter how flashy blowdown might seem, it is already present on Rifles, with far more damage, SE and elemental % weight, same reason for which I don't honestly see any Fortegunner forsaking their Rifles in order to squeeze the most of that shiny S rank availability in single Handguns while they still have access to A rank disguised monsters as Queen Viera & Axeon Cross for Xbow or Psycho Gun & Squirt Gun for MG. I don't see it, the same way I don't see any Guntechers throwing away their S rank arsenals of Crossbows and Mechguns in order to get a hold of those blowdown applying single handguns, nor would they or Protransers let go of the power of Longbows and their several K damage crits. What I would see, is SOME gunner palettes making room for a single handgun for UTILITY (ignoring the few Fortegunners who already do for healing with Mayalee), what I see is that seemingly broken single handgun with Blowdown for gunners becoming just an OPTION to compete and increase diversity. "Do I opt for the control but lowest damage of Handgun? Do I opt for the sheer damage but risks of Crossbow? Or do I opt for the mid ground of damage and distance that Machineguns offer?" Currently, in Fortegunners and Guntechers, single Handgun doesn't even exist as an option. Let's change that. Single sabers are a respectable option for fighters the same way that a lowly Wand is not lowly for anyone thanks to passive bonus to technic weapons depending on their weight (+20% rod, +10% wand, +0% TCSMs). If a classic stuborn old ass like me wants to solo the world with a shitty handgun, let him be, it will hurt only his time. Let me enjoy that time playing pew pew pistol man again.
  5. Barada Yoga - Light - At level 21~30 it lists 27% element, while others at the same level list 25% Barada Diga - Earth - At level 1~10 it lists 12% element, while others at the same level list 9% Please those of you who have these at any other level tiers confirm if there are still differences with these bullets at level tiers 11~20, 31~40, and 41~50. Also if you don't mind some extra work and want to contribute, check PP cost irregularities (only between your own same tier bullets, other players may vary due to class cost modifiers) and other weapon Bullets, so we as a community can iron out a full list for future corrections.
  6. On the previous server, Grenade Launchers had a sweet bug that was reported but still kept or tolerated: instead of ruining your party and throwing enemies all over the room, the weapon had the Throw Away effect replaced for a Knock Down effect. Hope I am not the only one left to remember that little nice thing. That gave the weapon some needed love without even making it strong for those stuborn enough to enjoy inefficient or "bad" playstiles, but still better than a bad dragon boss killer (bastly outdamaged by melee, available to both Fortegunners and Protransers alike, the only classes that can equip this weapon). Once I managed to finally use a Grenade on the rewrite server, I sadly discovered that the weapon was again super niche and basically limited to dragons again or some rare cases like a Kog Nadd or a Drua Gohra. Why is this sad to me? well, there is actually little reason to stay Fortegunner over Gunmaster, which ironically isn't strong either, but that is a different debate, the point is Grenade Launchers should give Fortegunners and Protransers some identity and is instead a barely unusable weapon (note that I still leveled their eight bullets to 40 on the original Segac servers, just out of pure stuborness and weird pride, with this I mean that I know that if you like something you shouldn't care about numbers or popular impresions), unusable because if even on Fortegunner solely it is outdamaged by single handed elemental melee or their half assed 20 capped Dus Majarra, on Protransers with access to a full array of S rank melee with complete combos plus how strong traps currently are there is absolutely nothing Grenade Launchers can contribute to the class. So please, let Grenades just Knock Down enemies instead of Throw Away, so some weird old people like me can enjoy their big clunky guns despite being still worse than Laser Cannons at dealing with crowds and worse than Melee at dealing with multihit enemies.
  7. Grenade bullet Boma Duranga was freezing enemies hit 100% as it should for a few shots (I'm not counting misses, which are abundant with the low accuracy multiplier of the bullet, only damage numbers count as hits) but after a while even with the same enemies still alive on the same room it stopped working and never froze anything again despite doing damage. It wouldn't surprise me if it never worked from the beginning, as of not being implemented yet like some PA fragment bullet effects on the previous iteration of Clementine two years ago, things take their time etc., the weird part is that it worked for a moment and then nothing, just as the issue reported with lvl 31+ Rifle bullets Knockdown effect randomly not working for the rest of the mission, maybe the same underlying problem is triggering this.
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