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Found 8 results

  1. https://streamable.com/xxpyty 20-30 rounds 5.45x39 T, half of which were arms and legs Every gunfight is either you or them dead instantly or mag dump each other until the game realizes one of you should be dead, just like its always been in our great "Hardcore and realistic shooter"
  2. I don't mind how the energy and hydration mechanic works in EFT, but I think it would be nice to add a little bit more to it, so It's not only a "keep above 0 and you will be fine" type thing. I have a little suggestion that I think make sens from both a gameplay and immersion point of view: During a raid, when the player eat or drink something that regain his energy at 100%, he will actually gain a minor buff to his strengh and stamnia skills for something like 4 minutes. For a balance purpose, you could make it so the player can not gain this buff more than 1 time per raid, so people don't try to cheese it and keep this buff all the time. In practice, I can see this buff being usefull before the player wants to extract. Let's say I do my raid, I spend 40 minutes fighting and looting and before going to the extraction I want to take a break, eat something to regain some strengh and be ready to extract. The stenght/endurance buff will make my way to extraction a little bit smoother.
  3. SwordBlock

    Gear totally underpowered

    I have been playing EFT for a while now, basically since the .11 patch. I have heard from people that gear kinda got a nerf before this. I think gear should get a bit of a buff. Gear should get a buff because of the following reasons: There is a very bad risk reward ratio if you go in with the best or really good gear, people who only bring a pistol in a raid should not be able to kill a player who has the best gear (unless they find a weapon or something), having gear the way it is (too easy to lose) incentivises players to not take any good gear in raids, etc. There is a very bad risk reward ratio if you go in a raid with the best or really good gear, because a player with a pistol can kill you easily. When I go in raids with a pistol, I mostly go in with an aps. I can easily kill geared guys with an aps, just aim a bit for the head and unload your mag and easy gear. You can also just go in with an sks with some bp ammo and one-shot basically every helmet. Why would you go in with gear if it barely protects you, makes you move slower and makes you hear less. At least pistols should not be able to penetrate level 4+ armor class, because why would I wear a helmet when I would get one shot with a pistol anyway? Some people might say that this might be unfair to newer players and stuff, but this incentivises newer players to grind and go in with gear as well. Let's be honest: at least 80% of raiders are hatchlings or pistoleers anyway, this might help to incentivise players to take gear with them on raids and it actually gives use to a 200k helmet and a 100k fort armor. Pistoleers can easily kill players with an ops-core helmet with all the attachments for example, or just unload on a kiver or lszh with a face shield. Better and more expensive gear should actually make a difference of some kind. Why would I take 400k gear with me in a raid when a person who spends 10k can easily kill me? It is also pretty unrealistic that you can even shoot through a helmet, which was made for and used by military personnel. In the past people used to kill a scav get a vepr and kill players with that. There is nothing wrong with that method. It should not be impossible to kill geared players, but it should be harder. Instead of going in with just a pistol, you should take a weapon or find one, that is the least you should do to kill a geared player to be honest. And if you actually take an m4 or an rsass or something, then of course it should be possible to kill geared players with that, but as it is now you can kill people in the best gear in either 1 or 2 shots, that's all it takes. You can take 1 million rubles worth of gear with you just to get 1 or 2 tapped, by a naked dude who spent 20k on a gun at most. This is also a fair method to newer player because they will take gear and learn that going in naked has a huge disadvantage. So in conclusion, I can think of lots reasons of why to buff gear a bit. Make gear about 1,5x more powerful, make class 4 gear at least a 2 tap with guns that cost 50k roubles. And nerf pistols to not be able to shoot through class 4 armor and above at all. You can still shoot the legs or maybe the face hitbox, so it's still possible to kill geared player, but it should be just a bit harder. Because armor and helmets barely have any use at this point.
  4. Hey! Nice work on the new update. The scavs, guns, armour & gameplay needs a little work. 3 things: 1* Magpul black ironsite doesnt fit on any of the front ar's. Only tan. 2* Don't adjust the loot on the "Raiders" or the "Labs" Because that counteracts having no insurance & losing EVERYTHING AWESOME in that raid. 3* PLEASE FOR THE LOVE OF GOD. BUUUUFFFFFFF Sniper rifle damage & ammo. 3 Shots to paca with sv-98 using AP round. 14 Shots Rsass with M61 to scav wearing none. Dvl is okay & could use a working bi-pod. Remington 700 needs "Hollow point" damage. Because again. 5 shots to the chest of a scav on woods. PACA! They are sniper rifles right, capable in life of severe devastation & can cause serious harm aka. Death. So can we bloody fix them to feel like they are heavy weapons. Because right now. They are so underpowered, expensive & no body is using them.
  5. trufflesRgood

    Armor: Prices and Abilities

    I personally believe that armor should be made less expensive and more able to stop bullets. A more hierarchical, influential armor system would make for a more interesting economy, because better and less expensive armor would make for its significance. What do you think?
  6. JeanCTV

    Factory key room BUFF

    so ive been playing this game for awhile now. i have 800 raids this patch and i have one suggestion for the map factory. on the third floor of apartments is a room that is locked and can only be open via factory key inside the room spawns damn near nothing on the off chance you get lucky you will find a ak74n and thats pretty much it i would like to see a buff in loot in this room. right now the room is basically useless as of right now i would like the room to have the same looting potential as the marked room or a chance of fort Armour just a suggestion
  7. cptfavela2

    buff snipers

    we arent able to 1hk someone in the chest anymore after 100m plz adress this
  8. so snipers are currently a bit underweilming because of their dmg combined with their fire rate, i mean they are shooting 7.62x54 or .308 that are bullets designeted to kill someone with or without armor (especially soft armor ) up to very long ranges (especially from long barrels guns like sniper). what happens in game is that with all types of these bullets you cannt 1hk at the stomach and 1hk to the chest up to distances like 150-175m what makes not viable as a long range gun. this doesnt make sense in a realistic sense and in a balance sense , bc a shot with 7.6254 or .308 will kill you or take you out of combat even at very long ranges and a shot in the stomach area would cause serious dmg and bleeding and make you out off combat very easily. CHANGES AND IDEAS: all these changes can be done with a single hotfix or even server side patch 1.increase the dmg of the snipers and remove the multipliers: currently sniper only 1hk at CQB bc there is multipliers on the chest, imo they should increase the dmg of the sniper a lot and remove the multiplier so on the end the snipers would be able to 1hk to the chest even at very long rages and even trought lvl 2 armor. 2.add a feature to snipers stomach shots to make some of them 1hk: stomach shots should be 1hk if the dmg is high enought , so for example lets say the dmg of the buffed 7.62x54 7n1 IS 135 without multipliers, to kill someone on the chest it would require 80 so the dmg decrease over distance and trought armor/objects could reduce the dmg up to 54 so it would be still a chest 1hk in the case of the stomach lets say that the the single dmg shot required to 1hk would be 100, so this leaves us with a max of 34 dmg to be reduced to it be a hitkill and this is lower than a chest shot meaning that a chest shot would still be more lethal than a stomach one
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