At lower levels the machines are supposed to be more dangerous. I am lvl 31 in those skills and can tank a lot of damage and do not have the health buff skill, just damage resistances. As you level up you will decide whether to go resistance, health, support, sniper, hacker, medic, sapper,…
My set up is damage resistance / medic / support:
Combat L: Aim Speed / Hip Shot Accuracy / Weapon Recoil II Combat R: Reload Speed II / Run and Gun / Armor III / Armor Damage II / Trigger Happy II Capstone:Vanguard Support R: Throw Distance / Healer / Veteran Guerilla / Heal Amount III Survival L: Stamina Amount / Running Speed / Carry Capacity II / Steady Feet Tech R: Chemist / Lockpicking / Salvage II
Normal game logic would be the opposite, I would think, sir.
I mean, all other games have much harder end game than start…
However: topic is gasmask/flashlight.
Even though 1990’ish ingame time, there were certainly high performance light bulbs that were quite powerful for a very reasonable energy drain.
Sure, we have no energy drain ingame, but technology wise, a very powerful light can be made with a flashlight.
Note: very powerful for that age, naturally.
It’s not quite a 5000 lumen flashlight.
Still, 4 to 5 times current power of the light was not impossible.
Now, note, that is very powerful, 4 to 5 times the current light setting, I would suggest 2x, maybe 2.5x, and a wider cone.
Thoughts?
Gasmask: It’s a bit strange how this (not) work.
I mean, it’s hardly having effect.
Not sure what the intention is here, but I get the feeling it’s more of a wardrobe thingy than a tool…
you become more powerful in any game you play, just as your weapons get better and you can upgrade here & there…that is standard…but when you are talking about the gas mask that is useless in one aspect & works find in another aspect of the same game…then there is an issue. Besides that why would a gas mask only work at 20%…doesn’t make sense for example in Metro your filter has a small life & then runs out, but until it runs out completely it should would completely…not just a little bit…the way this game is set up…the mask works when you are in a building and your health goes slowly…but a machine shooting gas canisters at you…and your health goes from 100 to 3 in a matter of seconds & you don’t have a chance to do anything and that is with a mask on…it’s not viable. A mask is the kind of thing that will work or not work…doesn’t have increments except as to the length of time a filter is good for…but in this case there is no filter…
I see that some still think that gas mask should give you immunity for the gas. While the reality is, that gas masks only reduce the impact on your HP, but they won’t prevent taking damage.
From another topic, dev stated this:
There are different gases in-game. You can not expect the same HP reduction from e.g tear gas (e.g inside the bunkers) as you get from e.g nerve gas (e.g hunter’s gas pods).
It is not useless,… if you spec for it,… your gas tolerance can get tanky especially with the mask. I am usually mid-close range combat and have no issues with gas.
@Catalyst_Light has been able to see how I can literally stand next to tanks spewing gas on skirmish scaling. (have not gone to guerilla yet)
The big question is:
Do we even know if they are true gas chemical agents or vesicant (your mask will only help protect your lungs and eyes) chemical agents?
Excuse me, but not everyone specs for it.
I always was Marksman until something buggered the gold sniper rifle.
Full Marksman for me was the only logical choice, as I was one in real life.
A gas mask should protect those NOT speccing for it as well.
It is an item, not some tool you need to learn about.
But it is not, and as I pointed out,… IF it is a ‘vesicant’ chemical agent, the gas mask would literally only give you about 20% protection anyway which holds true to the game numbers.
Otherwise you’d need a full body suit. (or the skills to resist)
Sir…
NOTHING except a true HEV type suit will save you from a vesicant agent.
As long as literally 1mm skin is uncovered… you’re prone to it.
That is the harsh reality.
And no, sir, skill will not protect you from poison either.
This is what I am trying to say, sir: the mask should give more protection than a skill.
It is not a skill though, it is a capstone,… the other skills added make it 45% and with mask 65%.
W/O Vanguard active you can only have up to 40% w/ mask with the skills.
The gas damage itself is difficulty modifier to make enemies harder and to keep people from thinking they are safe in one spot.
The gas masks work for everyone when exploring but when it come to combat, if you want to survive, you have to build your character accordingly. Marksmen will try to keep their distance and do heavy damage. A support medic / tank like me will be in the middle of multiple tanks spewing gas.
If they wanted to make it total protection then the masks should fog up and make you blind for wearing it too long, then people will complain about taking it on/off all the time.
All I am saying is, gas/chemical damage is only a part of the battle that is meant for you to not stay in an area for too long. If you want to stay in that area, then spec for it.
Sir, I understand this.
Point is, those that do not pick Vanguard, and do not spec in that skill, are prone to much damage.
Medics, hackers, whatever other tree out there, is basically prone to gas death.
Masks were made to provide good protection, sir.
Not as mere a piece of wardrobe, so to speak…
People asked for improved gas masks.
I do not need them, unless in a bunker, as you said, I hold distance.
But i support their request.
But not all “can” do that…