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Tommy86

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Tommy86 last won the day on February 11

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About Tommy86

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  1. @mattshotcha thanks for the very detailed reply, I appreciate it. Based on what I understand, here is an updated list which may provide better starting for points for anyone interested. Even if not technically perfect, this would be the effective impact of the changes on gameplay (providing they are correct) - 1. Counselor Strength lowered across the board 2. Stuns do zero dmg / dmg stat not affixed to stuns 3. Jason must take x amount of dmg before you have the opportunity to demask 4. Demask chance is based on stun chance / whether you stun on follow-up hits 5. Post-stun / wake up hits cannot demask because of short stun-immunity time 6. Once Jason is in rage, stun chance still applies to mask removal after dmg threshold reached (since mask RNG is separate but uses same probability). If this is the case, it's quite clever. Referring to points 3 and 4, this would mean that no matter how much damage is dealt over the threshold, nothing will happen until a stun hit is achieved. It also addresses the issue of perfectly timed hits on wake up from stun - since he is immune to them for 2-3 seconds. While this can no longer be used to nullify defenses for an easy demask, it still won't prevent Jason taking damage before threshold is reached. For future updates I would strongly advise the devs to apply damage immunity on wake up, for the same duration that stun immunity lasts. One unknown factor is how mask RNG reacts to guaranteed stuns such as Shotgun, but this should be easily tested once the patch out.
  2. On the contrary, I would say this post is just about as ambiguous as can be, to the point of it being intentionally so. But I’m going to break it down and attempt to make sense of it for everyone. Ok, perks and weapon values untouched, got it. So the way you are minimising damage output is by nerfing Strength then? Since you mentioned stats, and Strength is the only stat which determines damage output for a Counselor. As far as different scenarios go, well pre-Rage and post-Rage are literally the only ones I can see, which seems you’ve got some additional modifier to lower damage post-Rage. Yes, seems you’ve got a damage modifier post-Rage. That would be the fail safe. As for other ways how damage affects Jason’s mask (assuming you haven’t added anything new) well there is only stun (low damage) and non-stun (full damage). By nerfing Strength stat then both values are lowered anyway. Regarding "chances to remove" the mask, well that is simply called stun chance - since this determines the amount of damage dealt (see above). There are also 2 layers of it, base stun chance of a weapon and individual counselor stun chance (not determined by any visible stats whatsoever). A third layer would be Stun Resistance but that conclusively does not exist. Since you didn’t tweak any of the weapons, this leads me to think you increased the stun chance for counselors across the board then. Alternatively you’ve added a new modifier that randomly deals lower damage on any hit including a non-stun. Another alternative could be some extra damage immunity states for Jason - which would be wise - although I’m doubtful this is the case. But moving on... Yes, since you didn’t touch the perks. Hopefully those max values of Slugger and Thrasher with a 10 Strength Counselor have been accounted for regarding that damage modifier... Side note, I also wouldn’t strictly call it “earning” those builds since that would imply progression, rather than randomly rolling them at literally any point. Now, back to the chance topic to finish this off. If this is still simply stun-based, that not only goes out the window as soon as Rage hits, but it is not even effective before that. The reason being is that while Jason does have stun-immunity states (2-3 seconds) following a stun, he does not have damage-immunity. Therefore, even something as simple as a firecracker can be used to safely guarantee a non-stun, full damage hit providing you have the timing down - video link. Video plays from start of the match to show Jason is indeed at full health (or skip to 0:40). The demask hit comes just as he is exiting firecracker stun, and by observing the abilities menu which only lights up post-stun, you can see how much time he has to do anything. In other words - virtually none. Timing can be learned and done consistently. Additionally, there is one last nuclear bomb bit of info that I’ll drop here. There is in fact already a post-Rage damage modifier sitting in the game, although certainly not an intended one. A flare gun - one headshot - does 60 Damage post-Rage. If that is still there in the new patch, unaddressed, everything else is almost for naught. TL;DR Weapon values, perks untouched Maybe Strength nerfed Maybe dmg modifier post-Rage Maybe stun chance increased / random dmg output per hit Honestly I don’t know why the specific changes to mechanics couldn’t just be clearly listed as I’ve done above. Rather than a bunch of stuff about game balance and ambiguous tweaks, which can be confusing even for veteran players simply wanting more specific info. What is written instead is something that lends itself to a lot of speculation. In the future it would be nice to read something concrete regarding changes such as this.
  3. An excellent point to bring up. Unless Jason has an abundance of throwing knives, he is neutered once these 3 requirements are in place, due to sweater radius being such a threat. Any self-respecting player will of course attempt to collect knives but this scenario typically brings out the ocean man in players with less dignity. With sweater also being perfectly functional through walls, there are many opportunities for it.
  4. Welcome to the F13 Tower Guide. Included below is a link to the full PDF, with all maps broken down to give you the best chance of choosing the correct generator on first morph. Screenshots of all towers that can be observed in the cutscenes are also included for your conveniance. Given the amount of pages, I recommend using bookmarks in your mobile or desktop reader for ease of use. Additionally, a bonus video of the cutscenes can be viewed below for the purpose of seeing the tower locations in motion, to best familiarise yourself with them. While some are obviously hard to catch, using slower playback on the video will help. F13 Tower Guide PDF - Download F13 Cutscene Towers Video If you wish to make use of the guide right away, you can do so without reading anything more. Otherwise, I encourage you to read on below for a complete understanding of the topic. Radio Tower Guide - Wordpress
  5. As Somethin Cool said, +Stun Resist is actually a negative in the context of demasking as stun dmg is a fraction of the Dmg a Jason takes in comparison to a non-stun. So actually it is fortunate that it doesn’t actually work (particularly on a -Def 85 health), but quite pathetic that these stats were not only left in the game as non-functional to begin with, but portrayed as a “strength” in place of actual strengths. It actually defies logic how it could possibly be described as a strength when it simply means you could be demasked and subsequently killed faster (if it actually worked). Logic 😃
  6. No it was never rectified / patched. It was a “feature” that was intended to be in the game but never made it in, yet remained in the menu screens. Before I even confirmed it with the head of Illfonic QA, I tested it extensively and it is still the very same to this day. Feel free to test for yourself. Here is a video from 2018 showing all the proof anyone would need - 10 Luck breaking almost all weapons in the match vs a -Def / lower block chance. Not once does a weapon break the block. It is simply a fake stat.
  7. As would I, but they don’t unfortunately. I will be releasing a ton of more in-depth info on the game soon, including those tid bits. Currently I am completing the Tommy box guide, I have all the info just have to finish plotting it out. After that I’ll move on to the other topics.
  8. No they are the only ones, other than Part 7’s Sense “glitch”. There are actually hidden stats for counselors however, namely stun chance and stun duration which are individually coded per counselor with zero relation to any visible stats whatsoever. Logically one would think it would be related to Luck and/or Str but actually it is not the case, hence why I call them “hidden” stats. Different for everybody with no logical reason why. In regards to why Jason has fake stats, they were something Illfonic planned to implement but never completed.
  9. Stun resistance doesn’t exist. It is technically a fake stat just like “block chance” is a fake stat on minus Def / Less HP (exactly the same) which is simply 85 health vs the base 100. I personally confirmed it with an Illfonic dev a long time ago.
  10. It is not hit or miss and works just the same now as it did back then. If counselors are bypassing your traps then you are not placing them correctly. Especially in regards to repairs, since the repair animations are still the same therefore those trap techniques must work. I would suggest going over the guide again.
  11. I am really not sure what kind of spaghetti code you’d have to be running where touching prompt behaviour causes Shift cooldown to drop to 10 seconds. Coding-wise, it actually defies logic. I also hope the issues were understood (and fixed) better than you have described here, because you’ve actually not described either one of them correctly.
  12. @mattshotcha leaving this here for you since one of the F13 Reddit mods decided it was a good idea to delete my thread on there. Here is some accurate info for you regarding some issues with your latest patch - * All Jasons now receive Shift at 0:45 (originally 2:15) and Stalk at 2:45 (originally 4:15) * All neutral Shift Jasons have had their Shift cooldown decreased to 10s pre-Rage (from 30s) and 6s post-Rage (from 20s), surpassing +Shift cooldown speed by 10s and 7s respectively. +Shift and -Shift Jasons do not receive this buff. * Counselors are now able to bypass interactive animations (eg. windows, drawers, doors, skill checks) at any point after interaction by pressing the attack button. Window dives especially benefit from this by allowing counselors to avoid damage. * AI counselors on Jarvis House (all difficulties) are now immobile for the duration of the match, regardless of their interaction with Jason. They will not use melee weapons or guns, but will use firecrackers and med spray. Best of luck.
  13. Now let’s not get ahead of ourselves. Unless you are supporting megacasual HuDawg just throwing out insults left and right.
  14. Hmm sorry yeah I kind of do call the shots. As much as you hope it isn’t true. That isn’t being cocky either, it is just rooting for the players that really do put an effort into this game. And unfortunately you are not part of that group. If you can find a competitive group that doesn’t know my name, I will gift you a cookie.
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