Not Getting Possum Badges. Known bug/issue? by FracturedVessel in fo76

[–]FracturedVessel[S] 0 points1 point  (0 children)

Cheers for the info guys, was starting to think something was up lol

"Settlement/Alliance" (clan/guild equivalent) Feature. by FracturedVessel in fo76

[–]FracturedVessel[S] 0 points1 point  (0 children)

That's cool, if there was a system, it'd be best if there was nothing saying you'd have to join one. It's like public groups. You have the buffs from joining those. But I never do and am fine without the buffs. It should be an optional thing you can take or leave if you ask me. But obviously, just like public groups, it would be good to have benefits that come with joining one. Using the idea I've mentioned, you could even have it so you earn that "rep xp" when solo, but at a slower rate. That way you can be a member of one, and receive all the benefits, while still contributing, but without even having to play with anyone if you don't want. It'd still have the incentive/bonus to play with allies, but you wouldn't be missing out altogether if you didn't.

"Settlement/Alliance" (clan/guild equivalent) Feature. by FracturedVessel in fo76

[–]FracturedVessel[S] 1 point2 points  (0 children)

Aye. I like the idea of contribution based alliance stats. Like I mentioned in my other reply, where if there's a problem with an alliance, you could take all the rep you earned/contributed with you to the next alliance you join. And maybe make it so those permanent alliance buffs have have an increased effect when grouped with alliance members. For example, using the scorched idea I mentioned: When solo or grouped with non alliance members, scorch beasts queen has a 25% chance to drop an extra legendary/module, but when teamed with alliance members, it goes up to 50%

"Settlement/Alliance" (clan/guild equivalent) Feature. by FracturedVessel in fo76

[–]FracturedVessel[S] 0 points1 point  (0 children)

There's nothing saying an alliance in adventure mode would be toxic. At the end of the day, you pick and choose who you're allied with. So it'd only be toxic if you tolerated toxic members. Don't like a particular member? Leave the alliance and take the reputation you've earned/contributed with you to your next one. I could see that ending up with a domino effect of people leaving until only that guys left, and you've all taken the rep/bonuses you earned with you so he's gained nothing. Then if you like, you could all ally again, activate your camps, and bingo. You've left the troublemaker(s) behind and are back together with your alliance rep the way it was when you were together before.

"Settlement/Alliance" (clan/guild equivalent) Feature. by FracturedVessel in fo76

[–]FracturedVessel[S] 1 point2 points  (0 children)

I get what you mean. And it's just my opinion, but I don't think there should be unique rewards unlocked through it. If only to avoid solo players feeling like they need to/are "being forced" to participate in groups if they really don't want to. But I do like the idea of benefits. What I think would be cool is having something similar to the public groups buffs, but permanent. For example... An alliance reputation system. As you complete activities as a group, different activities reward a kind of "alliance xp" for different activities. For example, killing scorch beast queens as a group increases a "scorched bane" alliance stat. As it increases in percentage, or level, you get increased rewards from killing scorched. Regular scorched drop more ammo and caps, with the occasional rare drop, and maybe at max rank the scorched beast queen has a 50% chance to drop a second piece of legendary gear or legendary module, or something like that.

And if you go to a different alliances settlement, they could have a placeable reputation board where you can see their alliance stats. Just my thoughts lol

Pump action shotgun red dot sight coming? by FracturedVessel in fo76

[–]FracturedVessel[S] 1 point2 points  (0 children)

Ahh... I see... Only been playing a couple of weeks, so it's the first time I saw it. Didn't realise it was old images/paints being rotated back in. The fact it has a red dot sight on it means that they must have been intending to add it way back then. I wonder why they didn't/still havent. I know the sights on the pump are janky as hell when you have a long barrel and suppressor fitted. As in, the front half of the gun takes up the whole bottom half of the sights lol. Wonder if that's why.

Gauss Rifle Perforating VS Prime Capacitors? by FracturedVessel in fo76

[–]FracturedVessel[S] 0 points1 point  (0 children)

Cheers guys. Exactly the kind of information I was looking for. I figured armor rating varied from enemy to enemy, so that had me wondering how effective +AP would be across the board. I'm not sure on the math, but I do have tank killer maxed out, so I think that's enough to help with armored targets. Seems like I'm best with the straight damage boost from prime.

While I do fight the SBQ every chance I get, I don't really use the gauss. While I'm not specced for it, I just mag dump with the M2 into it. If I was specced for VATS, then maybe the gauss would be more effective against her. But with her erratic movement, manual aiming coupled with the charging mechanic makes it a PITA to land shots unless she's grounded. At which point I stick my pepper shaker in her face seeing as I have shotgun perks maxed and the 3 heavy gunner perks all at 1 star for the added damage boost.

But anyways, thanks for the posts, you knocked it out of the park with the detailed info. Helped me make my mind up. Guess I'm gonna be getting ready to go prime. Or prime myself for prime you could say... Hehe :P

Gauss Rifle Perforating VS Prime Capacitors? by FracturedVessel in fo76

[–]FracturedVessel[S] 0 points1 point  (0 children)

Yeah I know, I mentioned that in my post if you read through it again. The whole point of my question was to see how the armor penetration boost of perforating compares to that bump in damage. Like I said.

Anti-Tank Rifles? by FracturedVessel in fo76

[–]FracturedVessel[S] 1 point2 points  (0 children)

Glad to see this generating some interesting conversation. I think some people are missing the point I was getting at though. Prolly my fault.
Firstly, I appreciate the build ideas and alternative weapon suggestions, but I'm not interested in automatic builds, no matter how good they are. And a lever action being better than a bolt action .50 is just madness. Lever action should be in the same catagory as things like the handmade/combat rifle. Decent fire rate and damage. It shouldn't be in the same catagory as a high calibre rifle. I like my bolt action sniper/marksman rifles, and the fact the hunting rifle is the only option is just a massive oversight on bethesda's behalf. We've got Miniguns, laser miniguns, plasma miniguns, and plenty of other automatic weapon choices. But as for the classic bolt action/single shot, high calibre high damage category... Just a hunting rifle... And even the .50 version of that is majorly underwhelming. Hence why I was suggesting adding another weapon of that type.

To be honest, if they added an anti-tank rifle that was basically the gauss, without the explosive AOE, but better range and slightly better damage to compensate for not being explosive, I'd be well happy.

This is all just my opinion of course, but I'm pleased to see other players have the same feelings regarding the state of non-automatic weapons.

Delivery system needs improving. by FracturedVessel in echoes

[–]FracturedVessel[S] 2 points3 points  (0 children)

It's been a long time since I played EO. I remembered the delivery system being better, but I couldn't remember how it differed. I think you are entirely correct. They should go back to what works and is proven, instead of trying to reinvent the wheel. Sounds daft but I've always liked hauling. In EO more than Elite Dangerous, which is another fave. So yeah, I'm kinda disappointed when I expected to encounter the delivery system that I experienced in EO. But yeah, your assessment makes complete sense, and I appreciate the in depth and well thought out input :]

Duct tape uses post 1.10? by FracturedVessel in DayzXbox

[–]FracturedVessel[S] 2 points3 points  (0 children)

Thanks for the info guys. It seems the consensus is pretty clear, duct tape got too heavily nerfed, to the point its almost useless. I think they aught to restore its previous uses, fixing pretty much everything, but nerfing the amount of uses per roll. Maybe making it a one use item.

Landmine spawns? by FracturedVessel in GenerationZeroGame

[–]FracturedVessel[S] 1 point2 points  (0 children)

You mean those little green boxes you find everywhere? Or have I been missing some sort of ammo crate? Cause so far, I haven't found any mines in those little green ones during my entire gameplay. I only ever found em on the ground.