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Author Topic: Buff up unarmed and melee buids in TB and RT by giving them special perks-update  (Read 5254 times)

Michaelh139

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Melee, shotguns, unarmed are situational weapons/combat style.  Of course they shouldn't be better than or equal to a minigun or a sniper rifle, but they should WORK to some extent if thats all ya got.  You should at least get the chance to utilize it.
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big no to the whole idea! Just think about it unarmed and melee have to be much worst than any distance weapon - its just logical! Technology gives u big advantage and thats how its should remain. Compare guy with minigun and guy with bear hands - who do u think should win ?  - there is no question about it. Keep it real guys.


guys like you with the whole "realism!!" idea seem to make some really bad points

Just think about it, people in the game can take 40 bullets like it's no big deal
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vilaz

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Melee, shotguns, unarmed are situational weapons/combat style.  Of course they shouldn't be better than or equal to a minigun or a sniper rifle, but they should WORK to some extent if thats all ya got.  You should at least get the chance to utilize it.

how situational are those weapon if you never use them? hey here is idea let's remove them. No more hth 'cus its useless, no more melee 'cus it's uneffective etc.
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Michaelh139

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how situational are those weapon if you never use them? hey here is idea let's remove them. No more hth 'cus its useless, no more melee 'cus it's uneffective etc.
No, Two reasons...

1.  cops use shotguns because they often go through corridors and can make quick work of a target who jumps in your way to shoot because he doesn't have to aim, just shoot in that direction.  (Situation that happens ALOT in fonline, we just need to utilize it, like making each hex of distance affect damage output/overall burst accuracy)  Very similar to melee/unarmed, but no cop or swat uses this unless he loses his gun or the enemy is simply too close.

2.  Unarmed and melee are situational because thats when you don't have a gun, in fonline, chances are you got your arm fucked up by a sniper and can't doc it, so you have two choices if you plan on still fighting, if they're available, grab a melee or start beatin his ass if you can get close enough.  (We need more skillpoints btw;  but its not like there can't be builds specialized that wouldn't be effective in these situations, kinda like spec op troops on stand-by behind, but these things need a boosting, such as auto run all the way to hit, damage upgrades, and more ways to defend against damage/aims crits.

And, oh, what do you know, number 2 is being developed right now...  now we just need to work on number 1
« Last Edit: February 03, 2011, 03:52:04 am by Michaelh139 »
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vilaz

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No, Two reasons...

1.  cops use shotguns because they often go through corridors and can make quick work of a target who jumps in your way to shoot because he doesn't have to aim, just shoot in that direction.  (Situation that happens ALOT in fonline, we just need to utilize it, like making each hex of distance affect damage output/overall burst accuracy)  Very similar to melee/unarmed, but no cop or swat uses this unless he loses his gun or the enemy is simply too close.

2.  Unarmed and melee are situational because thats when you don't have a gun, in fonline, chances are you got your arm fucked up by a sniper and can't doc it, so you have two choices if you plan on still fighting, if they're available, grab a melee or start beatin his ass if you can get close enough.  (We need more skillpoints btw;  but its not like there can't be builds specialized that wouldn't be effective in these situations, kinda like spec op troops on stand-by behind, but these things need a boosting, such as auto run all the way to hit, damage upgrades, and more ways to defend against damage/aims crits.

And, oh, what do you know, number 2 is being developed right now...  now we just need to work on number 1

I agree.

...but :>

Number 2 is being developed right now so we gone see how it will work out. From what I heard it was supposed to be balance between crafting and fighting to make every character kind of hybrid. I don't know how would work with two different combat styles. Yeah we will just see and then discuss it over.

Number 1 would be just beautiful. I still can't understand how minigun can be most effective on 1hex. There actually should'nt be any way to use it on 1hex... following this thought yes it is really good suggestion. Fighting should be based on this.
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wezu

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Melee and unarmed would be fine if silent death perk would work.

It would be nice for pvp, even tc if a player could sneak in and kill a lone enemy. But in the open a hth fighter should loose to any gunner.
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avv

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Melee and unarmed would be fine if silent death perk would work.

It would be nice for pvp, even tc if a player could sneak in and kill a lone enemy. But in the open a hth fighter should loose to any gunner.

I agree, the power of unarmed should lie in stealth but with current line of sight it's going to be problematic.
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No, Two reasons...

1.  cops use shotguns because they often go through corridors and can make quick work of a target who jumps in your way to shoot because he doesn't have to aim, just shoot in that direction.  (Situation that happens ALOT in fonline, we just need to utilize it, like making each hex of distance affect damage output/overall burst accuracy)  Very similar to melee/unarmed, but no cop or swat uses this unless he loses his gun or the enemy is simply too close.

2.  Unarmed and melee are situational because thats when you don't have a gun, in fonline, chances are you got your arm fucked up by a sniper and can't doc it, so you have two choices if you plan on still fighting, if they're available, grab a melee or start beatin his ass if you can get close enough.  (We need more skillpoints btw;  but its not like there can't be builds specialized that wouldn't be effective in these situations, kinda like spec op troops on stand-by behind, but these things need a boosting, such as auto run all the way to hit, damage upgrades, and more ways to defend against damage/aims crits.

And, oh, what do you know, number 2 is being developed right now...  now we just need to work on number 1
Melee is used when you have to reload your gun, but your enemy is near, so instead of removing clip from your rifle, getting another clip from your belt and then put it in your rifle and reload, it's easier to get a knife and jump on your enemy, because you can't wear much weapons with you really, but reloading in Fallout and FOnline plays minor role and much faster than shooting, also it's easier to take another gun if it's neccessary than a knife. Having only melee will never be a good idea, even in close quarters there're many firearms that are better than melee, so it should be as 2nd combat skill, but again, it's better to reload because it's fast here, or carry other gun.
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Doctor Eex

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Who those who don't get it - THE WHOLE IDEA has nothing to do so-called "REALIZM"
Because  F universe has nothing to do with it.
You play a bluesuit, who stands and looks epic.

Let us remember Chuck Norris for example. He can kill a mini-gunner.
Unarmed and melee should act as extremely deadly masters of fight like in the movies.

Imagine unarmed with 65% max chance hit running towards to minigunner. Miniguner burst, and unarmed has 35% chance to remain intact. Why? Because he's perfectly mastered to control his body, he makes somersaults and other evasive maneuvres. Yes we don't have such animation, but still can imagine.
« Last Edit: February 03, 2011, 01:01:44 pm by Doctor Eex »
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avv

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Imagine unarmed with 65% max chance hit running towards to minigunner. Miniguner burst, and unarmed has 35% chance to remain intact. Why? Because he's perfectly mastered to control his body, he makes somersaults and other evasive maneuvres. Yes we don't have such animation, but still can imagine.

That would ruin pvp for life. Ninjas doing roundhouse kicks and phazing in and out like in DragonballZ would be awful immersion breaker for wasteland themed game. Why you could dodge bullets in Fallout 2? Because you played as the Chosen One who was pretty badass in every way. In fonline we play as regular wastelanders.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Doctor Eex

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That would ruin pvp for life. Ninjas doing roundhouse kicks and phazing in and out like in DragonballZ would be awful immersion breaker for wasteland themed game. Why you could dodge bullets in Fallout 2? Because you played as the Chosen One who was pretty badass in every way. In fonline we play as regular wastelanders.

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DragonballZ
- wtf is that.

35% is only 30% more than 5%. Once again, I dont see much tragedy if minigunner missed the bluesuit. Next burst can be last anyway, as unarmed will be at point blank.
O'k may be we need to balance the figures here.

Once again, we have 6 battle skills.
1 skill offers 3 char classes - bursters,  snipers, pistol criplers (and exotic one - fastshot TB)
2 skill gives BG bursters and Bazookers.
3 skill gives laser pistol cripplers, laser snipers and plasma assaulters.
4 skill gives backup weapon for BG
5,6 skill ARE USELESS except RP purpose.
Why don't add some versatility in chars?
« Last Edit: February 03, 2011, 01:11:47 pm by Doctor Eex »
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avv

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Why don't add some versatility in chars?

Sure but a guy who relies on his passive defensive attributes and can rush enemies head first doesn't sound very interesting build to play with or against. Doesn't require much strategy. Shooting least requires at least some strategy like using cover when regening aps, but a melee dude just wants to get close.

"I shoot him, he doesn't die and gets near me so I die"

That's the worst way melee build can end up.
 
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Doctor Eex

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Are you blind or something? 65% chance to hit means 2 of 3 burst will reach you. You definitely use some corners and covers.

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That's the worst way melee build can end up.
NOW melee is worst way. Because it useless both in TB and RT. I won close combats vs melee in small brahmin pen. I was with 14 pistol aiming eyes (and it was BEFORE autoaim and even BEFORE Bantz's scope). Poor melee guy could not even touch me!
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avv

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Are you blind or something? 65% chance to hit means 2 of 3 burst will reach you. You definitely use some corners and covers.

All the same, the point was that a build dedicated only in getting close is pretty awful class to play, especially with current mechanics like 360 field of view, unmodified running speed and instant acceleration to max running speed.

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NOW melee is worst way.

Maybe for melee fighters. By worst way to implement I meant that they would cause undeserved troubble for others, like thieves are doing right now.

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Because it useless both in TB and RT. I won close combats vs melee in small brahmin pen. I was with 14 pistol aiming eyes (and it was BEFORE autoaim and even BEFORE Bantz's scope). Poor melee guy could not even touch me!

Like I said, pure melee build would be rather unwastelandish, that's just an opinion. Having pure close range fighters working in par with gunmen would break the immersion of post apocalyptic gunfights.

In fonline fists can only beat gun if they get massive support in form of passive bonuses that have nothing to do with your gaming skill. Want to dodge bullets? Well play good enough and dodge them with your micro. Too bad the game doesn't encourage micromanagement enough. Adding more passive build-related bonuses is not the way to go, rewarding invidual player's options to invest his skill should be the way to go.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Doctor Eex

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In fonline fists can only beat gun if they get massive support in form of passive bonuses that have nothing to do with your gaming skill. Want to dodge bullets? Well play good enough and dodge them with your micro. Too bad the game doesn't encourage micromanagement enough. Adding more passive build-related bonuses is not the way to go, rewarding invidual player's options to invest his skill should be the way to go.

You know zero about what is RPG. The whole Fallout 1,2, Online whatever idea - your success or lose is determined by your stats skills and perks.
Fallout has Dodger perk, remeber? And armor class? And chance to hit.

You need to implement you micromanagement skills - go play Stracraft. If you want to implement your fast clicking skills - Diablo
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