fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • May 29, 2024, 01:36:23 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 [2] 3 4 ... 6

Author Topic: Fix Melee Damage  (Read 8281 times)

Michaelh139

  • Goin for 900,000...
  • Offline
Re: Fix Melee Damage
« Reply #15 on: June 15, 2011, 10:15:27 pm »

What is wrong with this perk ?
This perk is clearly a "Must-have"...  For everyone.
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

Perteks

  • It's made of vague and to do lists!
  • Offline
Re: Fix Melee Damage
« Reply #16 on: June 15, 2011, 10:48:39 pm »

This perk will nerf even more bursters  :P And its pretty unrealistic
Logged
Re: Fix Melee Damage
« Reply #17 on: June 15, 2011, 10:54:20 pm »

This perk is clearly a "Must-have"...  For everyone.

I wouldn't call it a 'must have' perk for everyone at all. Bursts still do pretty damn good damage from a couple of hexes away and the only guys that are going to benefit from the perk are HtH guys anyway. Which if you an to get all 'realistic' imagine trying offload a magazine from a sub machine into a guy at point blank range who's got a ripper aimed at your eye.
Logged

Perteks

  • It's made of vague and to do lists!
  • Offline
Re: Fix Melee Damage
« Reply #18 on: June 15, 2011, 10:57:17 pm »

I wouldn't call it a 'must have' perk for everyone at all. Bursts still do pretty damn good damage from a couple of hexes away and the only guys that are going to benefit from the perk are HtH guys anyway. Which if you an to get all 'realistic' imagine trying offload a magazine from a sub machine into a guy at point blank range who's got a ripper aimed at your eye.
Its sounds for me like tratatata *splat on ground because dude do swing with weapon and bursting him*. Yea sure avoid it ...
Logged
Re: Fix Melee Damage
« Reply #19 on: June 15, 2011, 11:02:19 pm »

Its sounds for me like tratatata *splat on ground because dude do swing with weapon and bursting him*. Yea sure avoid it ...

I meant from a realism point of view. A guy isn't going to stand in from of you swiping whilst the other guy is at arms reach shooting.

1 hex away is enough to stab with a knife. In reality if a guy is that close he'd knock your weapon aside/have stabbed you already.

I really like the 50% chance thing it's kind of like a last ditched panicked attempt to get a few rounds off.
Logged

Perteks

  • It's made of vague and to do lists!
  • Offline
Re: Fix Melee Damage
« Reply #20 on: June 15, 2011, 11:15:25 pm »

I meant from a realism point of view. A guy isn't going to stand in from of you swiping whilst the other guy is at arms reach shooting.

1 hex away is enough to stab with a knife. In reality if a guy is that close he'd knock your weapon aside/have stabbed you already.

I really like the 50% chance thing it's kind of like a last ditched panicked attempt to get a few rounds off.
But u know we say about standing not attacking opponent i ts stand from hex vs other guy bursting u.
But if u wanna so fucking nerf it then turn based will be now not who have better tactic to chase for 1 hex and burst him for high dmg... Cant say even about rt and how watergun will be useless :D
Logged

Rascal

  • FOnline2!
  • Offline
Re: Fix Melee Damage
« Reply #21 on: June 15, 2011, 11:17:43 pm »

this perk gona totally spoil Turn base PvP and Hinkley....
its unrealistic like flying pigs, if u gonna add to that: autorum + autoaim (hth) u gonna have that situation that bursters wont gona have proper chances to hit hth char from 1 hex and even then its like 50% of fail buhahaha
another perk that gives randomnes factor which is annooying and spoil the fun.

imagine situation: u play turnbase pvp near san franscico in urban encounter against high skilled enemies, the goals is to put urself into a postion to shot 2 bursts from 1 hex (its only way to get sure kill), u put a lot of tactic, cooperation, effort make specialized char with 18ap and YES! u manage to come to ur oponent to 1 hex and u have 12 ap for 2 bursts... wait a minute... u shoot 2 times and fak! 2 misses! or u hit only 1 time - ur opponent remain alive and is standing from u 1 hex and have 2 burst also: bang he shoots! he miss bang he shoots he score.... its no more a fight.. ( with planning calculation tactic) its just fucking gambling, flipping the coin... its pathetic

and all that to make hth chars equal with BG/SG/EW chars.... the whole idea is wrong hth/melee chars never should have fair chances with top tier DISTANCE dmg dealing char... just use ur comon sense....
Logged
Re: Fix Melee Damage
« Reply #22 on: June 15, 2011, 11:21:59 pm »

I think what people are forgetting you have to be 1 hex away for this perk to work 1/2 the time.

If a guy is running straight at you in the wasteland with a knife then it isn't going to stop you blowing him away (As no perk should).

As regards to people saying it will destroy TB, why not move one step backwards then burst?
Logged

Solar

  • Rotator
  • Offline
Re: Fix Melee Damage
« Reply #23 on: June 15, 2011, 11:24:51 pm »

Heh, lot o' nonsense in here. Bursters will not suddenly be useless if they miss half the time from 1 hex against people with a high level perk.
Logged
Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

Rascal

  • FOnline2!
  • Offline
Re: Fix Melee Damage
« Reply #24 on: June 15, 2011, 11:27:40 pm »

the only nonsense in that topic is the idea of that perk,

Iwrote very precisely what that perk gona make, just read it carefully again and understand.

Quote
As regards to people saying it will destroy TB, why not move one step backwards then burst?
by that statemanet u just show that u dont understand high skilled top tier turnbase PvP, try some near sf. There are well organised high skilled groups of players who base on tactic etc. u asked why just dont take one step away from oponent ? i will tell u why:

becouse only 2 burst from 1hex  gives u kill, when ur playing in close combat in urban encounters, those specialised TB chars got 200-225 hp ba psycho and u have almost 100% percent chance of surviving single 1hex burst (dmg is up to 130 ussually) only second one kills u, and if u gona shoot two times from 2-3 hex (not 1hex) u wont gonna kill full hp enemy FOR SURE burst are up to 80dmg usually so 2 gives u like 160dmg...
« Last Edit: June 15, 2011, 11:36:26 pm by Rascal »
Logged

Surf

  • Moderator
  • это моё.
  • Offline
Re: Fix Melee Damage
« Reply #25 on: June 15, 2011, 11:32:23 pm »

It's always nice to see people "knowing better" or whining endless rivers of pain before a feature is even in the game. You can be glad that Solar gives a bit insight at all into the new feautures - seeing people moaning about it for sure doesn't make him share more stuff with the community.

Solar

  • Rotator
  • Offline
Re: Fix Melee Damage
« Reply #26 on: June 15, 2011, 11:36:17 pm »

the only nonsense in that topic is the idea of that perk,

Wrote very precisely what that perk gona make, just read it carefully again and understand.

Your example is meaningless. Being able to double burst NPCs in encounters will never factor into any perk. In fact stopping something like that (presuming your example wasn't just meaningless key bashing) would be highly worthwhile.
Logged
Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

Rascal

  • FOnline2!
  • Offline
Re: Fix Melee Damage
« Reply #27 on: June 15, 2011, 11:39:55 pm »

OMG solar im not talking about PVE im talking about PvP al the time focus!
Logged

Solar

  • Rotator
  • Offline
Re: Fix Melee Damage
« Reply #28 on: June 15, 2011, 11:42:41 pm »

Then stopping that scenario is even better.
Logged
Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

Rascal

  • FOnline2!
  • Offline
Re: Fix Melee Damage
« Reply #29 on: June 15, 2011, 11:44:48 pm »

i just have no words... im off.....
Logged
Pages: 1 [2] 3 4 ... 6
 

Page created in 0.043 seconds with 16 queries.