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Post by captain nemo on Aug 8, 2011 13:49:17 GMT -5
@capitain nemo I think you misunderstood what he said : bullets in the cyberloader are completly (for the moment, at least) impossible to remove unless you use them... Oh yes I did misunderstand him. But I agree I have over 200 rounds of pistol ammo in mine and don't use it as much since I got an AK-17 Auto. Would be nice to unload the pistol ammo and load more auto ammo.
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Raven
Consul
Quit daydreaming, kid !
Posts: 92
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Post by Raven on Aug 8, 2011 14:22:08 GMT -5
Until this small problem is solved, I think that the most efficient way to get rid of your useless bullets is to simply buy a fast gun, attack some random thug and to empty your loader on them... (you may have noticed that you can keep firing on a foe even after he dies, which become useful here) And the greatest idea may be not to equip yourself as if you intended to kill every single NBZ inhabitant, don't you think ?
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Post by Cory Trese on Aug 8, 2011 14:24:29 GMT -5
Well I don't see it as a big issue right now because there is no penalty for carrying them, the max limiter isn't functional and you aren't loosing anything having pistol ammo.
Sure, you want to see a zero but it isn't breaking the game. So i've added an option to unload / destroy bullets in the cyber loader to the "developer to do" and will get to it ASAP.
until we have that feature we won't turn on any penalties for cyber loaders or round loads.
fair?
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moody
Exemplar
Posts: 298
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Post by moody on Aug 8, 2011 14:29:44 GMT -5
Or we could come up with an encounter where you donate some of your ammo to a friendly cause.
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Raven
Consul
Quit daydreaming, kid !
Posts: 92
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Post by Raven on Aug 8, 2011 14:30:31 GMT -5
Perfectly fair to me ! ( moody Did you ever heard of lives being saved by ammo ? But the idea seems good to me...)
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Post by dilz669 on Aug 8, 2011 16:55:35 GMT -5
Lives are saved by ammo all the time. It's just that it's most often at the cost of someone else's life.
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taatuu25
Exemplar
I'm back. (for now)
Posts: 398
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Post by taatuu25 on Aug 10, 2011 2:54:22 GMT -5
Lides can be saved using ammo without losing someone elses life in a number of situations:you need to break a locked door to get out of a burning building,you need to scare the enemies away,you need to destroy a mad battledrone,you need to protect yourself from animals,and those are just a few....
One thing to use ammo would be to rage and shoot the bullets into air to regain mental points.
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moody
Exemplar
Posts: 298
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Post by moody on Aug 10, 2011 4:52:31 GMT -5
There is also the tactic of 'Supressive fire'
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Post by genji88 on Aug 10, 2011 5:56:09 GMT -5
Why is my panther sniper rifle a Beast up hitting & doing 8 damage 80% of time when opponent is 1 or 2 squares away, but when from a long distance it barely hits and might do 4 damage when aiming? Shouldn't it be the opposite with a sniper rifle? Agent ex, firearms 8, intelligence 3. Also, I hate how during combat I have to move if enemies are out of range or lacking AP to attack, wasting AP just to finish the turn. Would prefer top be able to aim or just finish instead.
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Post by fallen on Aug 10, 2011 8:07:17 GMT -5
genji88 - we are working on the range equations in order to correct this mathematical error. We will keep you posted. All manner of weapons need to be effective at different ranges, including long range runs (which should be bad at short range, honestly).
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Post by genji88 on Aug 10, 2011 9:42:19 GMT -5
Thanks to all the replies from the mods & devs, keep up the good work. Sorry if I seem ungrateful or complaining in my posts, just trying to make a good game greater really
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Post by Cory Trese on Aug 10, 2011 10:46:25 GMT -5
My only comment is remember you're talking to two brothers who are doing this part time, mostly for fun. We love working the game because people are cool about it.
When the post is mostly "I hate this" or "I hate that" it isn't as much fun to read or respond to. One thing I talk a lot about is providing "Actionable" feedback -- that is, affirmative posts that suggest improvements instead of just open ended comments against a particular feature.
So, regarding your combat AP question. There are several ways to "burn AP."
- Move Zero for 1 AP - Load Inventory for Remaining AP
One challenge we face is that many phones are out of space for combat buttons (like no more) so we have to be really careful with this "new combat option" discussion because I don't want to alienate / break any of the work we did getting it on small screens.
Maybe you would like a "Menu > End Turn" option that is next to Surrender. That could zero out the AP, ending the turn. I think it is more of an advanced option, and not something I'd necessarily encourage given the defensive advantages of movement and cover (that are developing in CK.)
Additional thoughts are, of course, welcome!
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moody
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Posts: 298
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Post by moody on Aug 10, 2011 14:23:52 GMT -5
@cory -- I know the feeling only too well, hence why I try to suggest alternates to anything that I've found so far, instead of 'bashing' on a feature. And please don't take any of my comments to be full on complaints. This is some amazing work that you and Andy have achieved in a short space of time, with limited 'time' resources.
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Post by fallen on Aug 10, 2011 16:08:04 GMT -5
Andrew != Andy.
He must be talking about our third brother =)
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moody
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Posts: 298
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Post by moody on Aug 10, 2011 16:45:36 GMT -5
oops.
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