Other > Suggestions

Fix Melee Damage

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Michaelh139:
I don't see why Rascal was being bashed.  He was giving clear and detailed explanation as to what he thought how the perk would affect gameplay...  and he get's trolled without any kind of reason for it?

Solar:
He's saying that a stupid scenario, which should not be possible - and occurs only in turn based encounters - is stopped by a perk which will be taken by a small number of hand to hand specialists means that this perk will ruin combat on a global scale.

None of that makes any sense whatsoever. In any way. Pointing this out is not trolling.

Michaelh139:

--- Quote from: Solar on June 15, 2011, 11:55:17 PM ---He's saying that a stupid scenario, which should not be possible - and occurs only in turn based encounters - is stopped by a perk which will be taken by a small number of hand to hand specialists means that this perk will ruin combat on a global scale.

None of that makes any sense whatsoever. In any way. Pointing this out is not trolling.

--- End quote ---
Okay, but only NOW are explaining this.  If you explained this in the first place it would be fine but instead I see 3 posts and one from surf basically saying "stfu no one cares for your opinion".

Solar:
I said the exact same thing using different words, only clarfiying that it was even more stupid if he was talking about doing this to players and not NPCs.

In any event, the perk makes it so you are not dooming yourself to 3* damage by actually getting close enough to hit a burster when you are a hth guy. Useful to some, not game breaking.

Johnnybravo:
I guess it's hth only (or else hth will hate it far the most) perk, but would be funny to see it countered by spear :P
EDIT: by the way why this and not preventing players getting 1h bursts with that perk (eg. being handled as if they were 2hex far)? It'd be far less random, and at least bursters would know to keep they distance, and not roll a lottery)

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