Greetings, fellow coders.
Update 48 brought many good things, but in my opinion the best addition was that of simulacrum improvments.
The handgun simulacrum seems to be the best for special moves (with shiny new pistol textures). Although I will have to spend significant time experimenting with their abilities to see this for sure.
What are your views on the sims?
Also, do you think their should be a larger selection of 'skins' to choose from? For instance, last night I saw a level 1 redpill with a level 1 Submachine gun simulacrum that had the RSI of a bluepill doctor. I personally would love to see other skins such as the security guards from missions, and perhaps some merovingian operative skins (Lupine, Chateau guard etc)
P.S
Decoy should be brought back.
heyas,
I dont wanna sound negative to the changes to the proxys but theres one thing that does seem out of place in my opinion,, there above Mobu writes he sees a lvl 1 coder with a lvl 1 submachinegun sim, I myself dont have much in the coder tree other than crafting abilities but i did have a little mess around creating lots of lovely diferent lvl 4 sims...
to my point..
as an operative you have none of the above mentioned skills until you reach level 10,, anything underneath is governed to you by the basic combat ability or basic hacker ability,, so why are sims diferent? shouldnt they also be respective of this in the sense that they should be of basic combat/hacker abilities until that player is able to create sims equal to or greater than level 10?
The other question that I`m hoping a proxy coder can answer is are these sims using moves specific to there skill be it karate, handguns etc which are greater than there level? to put that in otherwords, can a level 1 akido sim use tomonage on an opponent? if they can then thats a gross miss-imbalance....
I think you should be getting the general concern of my point by now :p
comments plz.
edit* ok just went and checked with the lvl 4 sims and they appear to be using the basic combat which is a good thing, can we have a proxy coder check a lvl 10 isnt using moves above and beyond there level ability
Yeah that'd be pretty sweet.
Although i don't use sims at all, i still recognise it as a great addition.
I'd have to agree that it is quite possibly the best addition in the latest patch.
So lets remove some misunderstandings about Simes here A Sime does not have abilities that go beyond its level (and therefore the player's level) - neither before the update nor now. Even before the update a Sime that was labeled as "Aikido Simulacrum" did not do Aikido before level 10 (in fact Remote Proxy 4.0 was first Sime to do real Aikido - not earlier than LVL 18 ) A level 2 "Handgun Simulacrum" is equipped with a single noob handgun and does not do any special moves at all since there aren't any for handguns at that LVL. Same for Rifle or SMG: Remote proxy 4.0 is first one to use dual Handguns/SMGs (LVL 18 again vs. LVL 17 for players). Furthermore a Sime won't do Abilities that a player could not do at that LVL. Even an Aikido Proxy 5.0 won't do Tomo Nage before LVL 46. Compare: Mission-NPCs DO Abilities that are beyond their LVL - not Simes Now who's sploiting here?
-Block Tactics and 1 damage. Many sims will do a code nuke or tomo nage in interlock, only to do 1 damage because they were on block tactics, any way to remedy this would be awesome. (Yes I'm aware that might mean Tengu might no longer do 1 damage Tomo's ^_^)
-Interlock vs Free fire. Especially now with the variety of Proxies, having the ability to tell your sim "interlock this person" or "stay in free fire" is a crucial tactical decision we currently don't have. Right now the best way, it seems, to get a sim out of interlock is to put him on passive and try to get him to follow you. In the reverse situation, if I want my sim to interlock, I will literally either drag an npc/player near it, or the sim near the opponent and then click on aggressive and attack that person targeted. Neither situation guarantees the desired result.
-Puppet Abilities The next evolution in controlling your sims. Imagine if you will, having a sim and his abilities showing up on your ability list, and thus, put them on your hotbar. Now you have ultimate control of your sims tactics. It's a lot of multi-tasking yes, but man how sweet would it be as a utility master to tell your sim to give out a specific upgrade or a proxy master who could have his rifleman root their prey. An ability to turn off "auto-AI" and give the master true manual control over his simulacra.
-Absorb Sim, Drain Sim, and Detonate Proxy Rework Rather than having to target your sim and cast these moves, simply make it passive cast ability, similar to activating daemon boosts or proxy technician.
-Make Your Own Sim Rather than trial and error, allow coders the ability to choose precisely which class of sim they want it to be.
-/Codestructs In addition to listing the titles of what you can code, list the gender, buffs and descriptions, difficulty and perhaps even the cost and/or bits/frags required. To help narrow down what you'll save in your chatlog (or perhaps have it generate it's own .txt file) add a syntax to the command to narrow down the list. Examples /Codestruct Tools ProgramLaunchers which would list program launchers, their descriptions/buffs, difficulty /Codestruct Consumables 40 which only lists Consumables level 40 and higher difficulty to make, their buffs and difficulty /Codestruct Apparel Pants 53 M which only lists male pants 53+ difficulty