Other > Suggestions
New Perks
Michaelh139:
If you aren't too experienced with the game I would say you should play some more, although a good bit of these perks are good ideas some of them don't make sense.
Adamantium skeleton for example, in fallout 1-fonline there is no such thing as health in each limb, it is if yur lucky enough to hit a good place in the limb to cause it to be near useless. (which goes with tough guy)
Hunter is good perk for roleplayers.
Quick Draw, absolutely.
Regular maintenance could be taken once builds are balanced.
i dont care if shotgun surgeon makes sense or not, absolutely.
Super Slam, absolutely for reasons already named.
btw bigger they are would actually be a bad thing for melee to be honest, who wants their opponent to suddenly get 20 hexes away from them in one hit? Seriously? ( I'm only calling out perks i want but this one i just coldn't let go :P)
Day Tripper is good.
Silent Running is good but until sneak is truly balanced, (Which I dont think it is honestly) its gotta wait.
Six Shooter: Absolutely, you never ee revolvers being used dammit! whats wrong with this perk?
Swing over the fence: until running when attackng for melee/unarmed is introduced sure why not.
Drunken master, why not? Alchohol could have some more use :P.
Lead Foot: Sure, its maybe for outdoorsman alts but its good.
Iron Fist = Living anatomy without +20% in doctor, give it +20% unarmed and its worth taking sorta.
That's all for now.
Gnoff:
All of these perks except the one I created (Blind Zen) were in one fallout game or another. I think that these would be good if added, they just need to be tweeked (like I said). As for "If you aren't too experienced with the game I would say you should play some more" makes no sense to me as I've been playing FOnline even before 2238 came out and then when it did I've been playing it off an on since.
And for the Adamantium skeleton perk it wasn't for health for each limb but a decrease in damage to limbs. And yeah Tough guy perk is pretty much the same and sounds better. So scratch this one.
Bigger they are perk wouldn't just knock them away but knock them down too, and I say if someone wants to knock someone down and away why not?
Iron fist perk can be taken 3 times, and adding 20% unarmed for each lvl would make it overpowered.
Shotgun Surgeon perk, when I read this one to me it made it sound like the person knows the kinks in armor so that you would aim at the weakest spots.
Center of Mass perk, never heard of clustering your shots? what happens when you shoot in the same spot multiple times?
El Bandolero perk, I assume would be for big gunners or people who took the small frame trait so that they could carry more.
In Your Face! perk, are you trying to tell me you would be able to aim your gun at someones eye when they're right in front of you with a sledgehammer swinging at you? as for the -10% accuracy to everyone I think it meant to everyone at 1 hex.
Critical Defense perk, would actually make fights last longer which I think is a good thing I personally think fights end too fast, usually in 1 or 2 hits.
Silent Running perk, Now I know this is already in game but I think it should make it so that inventory weight is ignored but not armor weight or armor penalties. I forgot to add that the inv weight would be ignored if you were wearing light armor(anything higher than leather mk II would not ignore the penalty).
Bone Head perk, tell me which perks prevent you from being knocked out? other than this one I see none. And don't say Stonewall that just prevents you from being knocked down not out.
Unbreakable perk, simply tries to prevent people from crippling you by adding another check to see if you did more then half their total hp for the cripple to succeed or not.
As for Blind Zen I'm sure there are people out there that get blinded all the time and wish they had a way to counter it. Currently there is none, especially in combat.
Edit: For future comments don't just say no it won't work, suggest a change to it or comment on it so others can try to come up with a change for it.
LagMaster:
some are good, some are bad and some are useless, like those above
but if you took meltdown perk in NV, you know that is more annoyng in close combat than helpfull (i took the perk, but when fithing in vaults i must change to a melle weapon, like a golf club)
ElSlayer:
--- Quote from: Gnoff on December 05, 2010, 12:29:42 AM ---
Critical Defense: ranks 2, PE 6 AG 6, You've been battered around enough in combat to know when you really need to get out of the way. As a result, when an enemy scores a hit on you, their attack roll is effectively lowered by 10 points for purposes of determining critical hits.
Adamantium Skeleton: ranks 1, level 15. Limbs only receive 50% damage(this might be too high I would probably say 35%)
Tough Guy: ranks 1, level 3. Reduced limb damage by 20%
Gray Matters: ranks 1. Reduces head damage by 25%
Unbreakable: ranks 1, EN 8. Critical hits against your eyes, arms, legs, torso, and groin have to do 50% of your total hit points to achieve a cripple
Blind Zen: ranks 1, IN 7 LK 6. When blinded the player is never truly blind, through training by using his other senses the player can still sense where his opponents are. For every point of PE the player has the penalty for being blind is reduced by 10%. So if the player has say 7 PE then the aiming penalty is reduced by 70% incurring a 30% accuracy penalty but the player can not do aimed shots.
--- End quote ---
About perks quoted above:
Why do you hate snipers that much? You'd better think how to nerf those LSW guys ;) No offense, just kidding.
--- Quote from: Gnoff on December 05, 2010, 12:29:42 AM ---Bone Head: ranks 1,Level 6, ST 7. With this Perk, the chance of getting knocked unconscious is reduced by 50%.
--- End quote ---
Make it "IN less 6" in requirements. I think it would be quite fun and realistic too :)
--- Quote from: Gnoff on December 05, 2010, 12:29:42 AM ---Bigger They Are...: ranks 1, ST 6, Melee 120. Your attacks with melee weapons have a greater chance of knocking an opponent over. And when they are knocked over, they get knocked back farther. Double the knockback chance and distance for any melee attack (not unarmed).
--- End quote ---
Ok. I'm a melee. I use weapons with range 1 (2 for spears). What's the point of knocking enemy back farther away from me? To waste AP on moving close to them again?
Gnoff:
It's not that I have something against snipers its just that I have a problem with the fact that the game revolves around critical hits.
Oh and I forgot a perk when I was adding them.
Hit the Deck!: ranks 1, Level 4, Agility 6(should be modified), You react very quickly to the word "incoming!". Halves the damage from area attacks and splash damage. 50% less damage taken from area attacks and splash damage OR You're considered -3 hexes away from an explosion or spray when considering damage.
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