GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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Update 13-Feb-2009 - tweaks

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+ new background on memorial
+ slightly increased experience bonuses for large and long battles
+ Cash Shop: low level player can't buy items that require way more higher level
+ if game is aborted due to someone's quit all other players will be notified who quit
+ Rocket Launcher skill now has no influence on grenade launcher attachments' damage but still influences it's accuracy and minimum range
+ tweaked armor and damage resistance calculation formula. Now its exactly the same as written. If it says 10% that means exactly 10% of neglected damage. Before the update 10% meant 5-10% floating resistance. We decided to completely remove floating and fuzzy formulas in armor calculations. Perk now gives 1% instad of 2% and Turtle/Shelter changed to 2/3%, however in reality armor with damage resistance perks now neglects same amount of damage like before the update and without perks it became even better. When we finalize damage resistance/armor tweaking we will drop all damage resistance and related (Turtle Shelter) perks.
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You said you are tweaking these things still. May I suggest that you do tell when the adjustments are done, and allow some time (hours or a day) of testing time before removing the perks from players?
In past we have seen "we changed how the perk works and removed it from all" -kinds of announcements. I mean how are people supposed to know if its still worth it? 😁
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Yes bers sorry about my post, i did not read further and see that it was announced that perks will be reset, so sorry again.
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Question about damage reduction for low level individuals
I'm just wondering how a 1% damage reduction helps low level players who are getting shot with TMP's or Aksu's. It seems to me that this damage reduction is useless for low level players.
For example if I was hit with an Aksu for 30 damage.
with 1 damage resist perk I would have a damage reduction of 0.3hp
with 2 damage resist I would have a damage reduction of 0.6hp
with 3 damage resist ...... 0.9hp
with 4 damage resist....... 1.2hp
and so on
Maybe for higher levels the damage resist is a bit better but now for a low level play who plays others of his own level it seems kind of silly to even have this perk.
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At low levels they do almost no effect even before the updated, unless you will take Turtle perk.
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Before it had value for low levels even without turtle
Before the perk maybe the defense perk wasn t so good a choice but it still had the potential to be double from where it is now.
1 perk = reduction of .3hp-.6hp
2 perk = reduction of .6hp-1.2hp
3 perk = reduction of .9hp-1.8hp
4 perk = reduction of 1.2hp-2.4hp
Potentially a lot more useful. To say it was almost useless before seems a little weak.
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Before update actual damage resistance wasn't 2%, it was more like 1.5% average in reality.
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What if
What if everything about the new tweak stayed as it is now, but with one exception.
What if:
1-5 levels in defense perk added 1% reduction
Turtle stayed the same
levels 6-10 in defense perk now added a 2% reduction
Shelter stayed the same

Then a person with 10 perks in defense would receive a total of 15% damage reduction instead of the 10% max that it is now.
It would make this perk a little stronger than it is now and a tad more practical.
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from what i understand, people complain about the entire dmg res line, also the entire dmg res line is being reset, perhaps some builds are going to be destroyed, i know people above lvl20 wont restart their accounts, thinking about it though 22%(improved swat, lvl22) + 10%(base) +18%(6 shelter) = 50%... is this not good enough for people? are you people only using dmg res line because it was super powered before? (yes i am agreeing with astor)
i just dont see how it has been so bad for you 20+ players... your taking half dmg per turn, tanks are supposed to have much life and def so if say you would take only just enough dmg in 1 turn to die, now you would take half dmg? your opponent is left open to massive counter attack (assuming your units are close enough) and if they had dmg res it would not benefit them.
CHANGE your play styles people, find a better playstyle to cope with these "drastic changes", its been done before with the melee nurf no?
BTW bers, you've permanent changed prices again in cash shop, are you going to do same as last time, give all people who ever spent cash get 5000EC back for apologies? ☺
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What last time are you talking about? Last time we have cash is when server was down for over a week.
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CHANGE your play styles people, find a better playstyle to cope with these "drastic changes"

This is the point here. Imagine you had a unit build for double sniping, and then they change smg -line perks so that they them give only one ap extra total, and 10 to the smg skill instead of 20. Now you would have to start the whole unit, maybe even your whole team again to get it working. People oppose to change because it will cost to them, especially the cost of _finding_ another build they like.
edit: I just tested shelter today and it (and my build) still remains useless. I'm just a free kill now.
Edited 49 minutes later by .
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But reality is, we haven't changed SMG line so your point is pure speculation. Of course even smallest change shifts whole ballance somewhere, but claiming build became useless is slyness.
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Yeah you havent changed smgs yet, but I just tried to translate the situation so that others might understand it. You have basicly removed one perkline from the game, making the game have less variation and less interesting for all. Shelter _was_ the anti-camping perk, but now in airfields such as memorial your only option is to stay in cover, peek out every turn and wait. The one who gets tired to camping first, loses.
And I dont get how I'm "sly" now, since I paid Enkord to get this build together and now its not working anymore. I dont feel like paying Enkord 60 euros more just to change my build to another one because the warranty was voided from the game I played before. So who are the sly ones making people pay more to continue playing a game they already paid for? I dont oppose paying for the game but this is just an unfair move.
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You just upset that we removed a loophole in game ballance that allowed you to have unfair advantage over other players and that's it. Bringing over-the-head arguments won't help you. I can understand why you are so upset - you are too used to this cheating shelter but we are making this game not only for you to play but for other players with other build-ups as well. Don't be selfish, there are people that spend way more on this game, but they don't cry when we tweak the game, cause we doing tweaks not to squeeze few dimes from you, but to make the game more balanced and attractive to everyone. And I've heard enough of your arguments so don't flood in this thread. If you have any further concerns about this matter you can PM me.
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from what i understand, people complain about the entire dmg res line, also the entire dmg res line is being reset, perhaps some builds are going to be destroyed, i know people above lvl20 wont restart their accounts, thinking about it though 22%(improved swat, lvl22) + 10%(base) +18%(6 shelter) = 50%... is this not good enough for people? are you people only using dmg res line because it was super powered before? (yes i am agreeing with astor)
i just dont see how it has been so bad for you 20+ players... your taking half dmg per turn, tanks are supposed to have much life and def so if say you would take only just enough dmg in 1 turn to die, now you would take half dmg? your opponent is left open to massive counter attack (assuming your units are close enough) and if they had dmg res it would not benefit them.


Lol the problem with us being higher levels, and you not being one, is its a different game to us, and thats something you dont understand.
First of all, a person with shelter, or a "tank", doesnt have alot of health. thats the whole point, you can either go for loads of health OR you can go for shelter.
Secondly, us "higher levels" play in mega games, IE 5x5 games. its not the basic 1x1 games that you do at level 12. it means that if I go into the open, with 230health, and take 50% of the damage, heres what happens-
first enemy spots me. second enemy double vintorezes me. 3rd enemy mg4s me and rpgs me. 4th enemy AT4s and snipes me with a berretta. 5th unit? doesnt do a thing, because im allready dead.
as for the opponant we spot being open for massive attacks.. again, you show that you dont understand this game at all. If we get close enough to an opponant, and still have AP for good shelter, that means the opponant is right near us. every decent player, and even the noob players, can spot that place even if we dont stay there, and that person would still be open for mass attacks. guess that person had it coming for playing like a complete dud..
the point in shelter as late said was a tool, like getting out of cover once in a while, and soaking damage while our teammates moved locations etc.. there is no point in not attacking, and still taking alot of damage (yes, 50 and even 40% is very high damage in megas, when you have no health its death usually), is completely useless.
The reason Astor thinks shelter is overpowered, is because astor is level 39, plays alot of 1x3, 1x4, 1x5 games, in which he has sheltered units with lots of health for him to soak damage, while his other units kill the low levels in an instant. You dont agree with astor, because you dont even understand shelter.
fact is, there is only 1 astor, and the rest of us arent level 40 with loads of health and shelters on, fighting lower levels. for us its not overpowered, its not "cheating" as bers puts it. it means we dont get to attack. it means we still take damage, and it means its a way of not camping in cover all of the time. it means low health, a need for a strategy otherwise we die, and it means that making it useless and then giving us back 12perks, is making our builds pretty darn lame, to a point where we are good players with a noobish build, and we have to make do.
Shelter might have been overpowered in 1x1s (no it wasnt, but nevermind lol), but almost no one plays 1x1 at these high levels.
and UnitX, I really love how people post about things they dont understand, because it makes it so easy to prove my point after that. so thanks. im not saying this to offend in any way, it was just a silly post and i had to respond.
Bers, I thought the whole point of this thread is to discuss the update. we are not flooding, though we are posting alot because we feel that this new update is unjustified.
In any case, can you tell us when the new update in which we can reset those perks will be? because until then we are having a hard time playing, because we are afraid to lose our items when we lose.
16 years ago Quote
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HAHAHAhahaha.... 😁
Yeah turn back dmg res formula to previous one but implement faster posion bullets 😎
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HAHAHAhahaha.... 😁
Yeah turn back dmg res formula to previous one but implement faster posion bullets 😎

Lol I like the idea 😁 bers, we want poison arrows in game!! 😝
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Bers, I thought the whole point of this thread is to discuss the update. we are not flooding, though we are posting alot because we feel that this new update is unjustified.

Discussion means deiscussion, not repeating same arguments over and over. I already heard your opinion on it so stop repeating, it wont bring you anywhere.
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Hp perk overpowered now relative to defensive perk
Relative to the defensive perk the hp perk is now greatly overpowered.
Why? Here's why.
If I put 10 into my hp perk I will receive an extra 70hp.
If I put 10 into my defensive perk I will receive 10% defensive bonus.
The hp perk is overpowered in this case because I would have to get hit 14 times with a AK47 at it s maximum damage of 50 before my defensive perk saves me the 70 hp that I would get for having the 10 extra hp perks.
What are the chances that I am going to be hit on the same unit 14 times before they are dead. Is it possible, sure. Is it likely, no.
If weapons less powerful than the AK47 are used in this equation you will see that the imbalance created by weakening the defensive perk gets even larger.
I m not complaining about turtle or shelter as for this argument they are irrelevant. Right now though defensive bonus is greatly underpowered relative to the hp perk.
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Right now though defensive bonus is greatly underpowered relative to the hp perk.

So? Who said it must be even?
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Self Explanitory

So? Who said it must be even?

Your comment brings up more questions than answers.
Wasn't the defensive perk weakened because it was too strong and out of balance with other perks?
Your comment makes me think that balance is not so important anymore now that the hp perk is stronger. Is that really the message that you want to be sending.
The whole point in having balance is that generally the perks are more or less equally beneficial and as you would word it "even".
Why did you weaken the defensive perk in the first place if balance isn't important?
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Download Play Now GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him