vorador1980 wrote:1. A little change of the weapon damage. 5.56x45 is the most powerful caliber in CoC. The difference is to such a degree, that makes all other calibers obsolete and the player just starts to use only it. To shoot every enemy with more 9x39 bullets and less 5.56x45 is ... well ... strange. Extensively tested against Mercenaries in Wild Territories, Freedom at Army Warehouse, Loners, Bandits and occasionaly Monolith;
vorador1980 wrote:2. A little change of the bulletproof or Armor value. The Exo currently is little more than huge inventory bag with just the same armor upgrades as lower grade armors. It just don`t provide enough for its value, while it was supposed to be the pinnacle of the personal protection. While its anomaly protection has been considerably boosted, its fighting capacity is lessened more or less down to a Seva suit. Bulat and PSZ are just inentical. Possible solution: replacing the insignificant anomaly and energy upgrades with armor ones;
vorador1980 wrote:3. A bit more durability is needed, both for weapons and armors at higher spawn rate. Spawn rate can be set from 0.5 to 1.5, which mean a lot more enemies to fight with on the same map. With stalker spawn at 1.5 and mutants at 0.5 a single sweep of Garbadge degrades 2 weapons from 100% durability to 60 - 70%. The gunsmith kits offers repair up to 75% which is hardly playable with the regular jamming of any weapon (a way too often). From the other side, kits for 100% repair could do the work too;
vorador1980 wrote:4. More dangerous anomalies will be a reason to purchase a suit for artefact hunting like NBC, Seva (heavy Seva) or RadSuit. Currently, only the fire anomalies can`t be looted with Leather Jacket, speed and a medikits;
Steve2000 wrote:Just a few suggestions for the game...
1. Would it be possible to change the release structure? for example, you have to download COC v1.3003 and then update it with 1.4.12 and then update it with the COC 1.4.22 patch. this is a lot of downloading and patching considering COP needs to be installed to play.
Would it be better to simply release a latest (and fully updated version as well as each patch?
This way people only need one simple download instead of multiple downloads. the same goes for the SDK for new modders taking up modding.
I woundered if it would be possible to upload the mod to Moddb by its release date? that way everyone knows the lastest release by the date it was uplaoded. for example, "COC 1.4.22 combined download 05/09/17"
20. How about en-mass transfers? Sometime when you have a lot of items, say a collection of 200 vogs, its very time consuming to tranfer them all to a trader. I seen a script for Fallout once, where the player holds down the shift key whilst transfering. This set the transfer number to 999 or something. I wonder if that could be added to COC?
Alundaio wrote:Steve2000 wrote:Just a few suggestions for the game...
1. Would it be possible to change the release structure? "
I think you might be confused, there is no such thing as CoC v.1.3003, that is Lost Alpha. For CoC, It's always been two downloads. The full install and then later an incremental patch. You only need 1.4.12 [full release] and 1.4.22 [patch]. SDK is huge (11 GB), that is an incredible amount to reupload just for changes to editors\rawdata\levels. CoC's versioning: major.minor.patch
20. How about en-mass transfers?
DoctorX wrote:Request to re-buff the helicopters.
Not in armor, but in aggressiveness. I remember way back when the helos were something to be feared. When you heard it coming it was a mad dash for cover or else it would tear you to pieces. I thought that was a lot of fun, added to the fear factor and challenge, and gave a reason to want to shoot it down.
Seems like over time they have become much more tame, to the point now where they are basically just ambience. I can't remember the last time I was engaged by a helo. They don't even seem to support the military anymore.
Thumba-umba wrote:I think i have - maybe - some suggestion on ingame damage calculation.
Balathruin wrote:Thumba-umba wrote:I think i have - maybe - some suggestion on ingame damage calculation.
It won't be changed. Damage is already realistic enough. If there are huge issues with it all that can be done is redoing all of it AGAIN the Misery way (huge bleeding wounds that heal in moments).
Balathruin wrote:It won't be changed. Damage is already realistic enough. If there are huge issues with it all that can be done is redoing all of it AGAIN the Misery way (huge bleeding wounds that heal in moments).
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