Other > Suggestions
Useless Combat Skills and Classification of Weapons
Reiniat:
Fallout 2 combat skills were based in the power of the weapons, it was obvious that EW were better than SG or Throwing, the game was intended to use first SG and then use EW or BG.
But this is Fonline and to properly make all combat skills balanced (wich mean that all the combat skills are equal useful in a random battle) i suggest this:
1.-Merge SG and BG into the Van Buren's skill "Fire Guns", a distinction between SG and BG crafters will still due to the lot of weapons, it sounds like a nice deal to me because there is no moving velocity penalty to BGs.
2.-Eliminate the Traps skill; there is no trap in the whole game, and this skill is only to explosives issues
3.-Eliminate Throwing skill, it includes explosive weapons and the throwing knifes, wich are both related to other skills.
4.-Create the new Explosives skill wich will include the next weapons:
-All grenades (including plasma)
-All stuff related to the Traps skill, like the dynamite and the dynacord stick
-The Rocket Launcher
all this guns will be included in the Demolition expert proffession wich could be rename Explosives expert, all the guns will still with the same tier
5.-EW will include the FlameThrower, its a minor change but is logic since the FlameThrower throws flames not bullets, this gun will be one tier craftable for EW profession, the Repair skill needed to craft it will be removed. This skill really needs more guns, nerfed of course, tough it stills a good skill due to the big damage dealed by the Plasma weapons.
6.-Throwing Knifes will be moved to Melee weapons, wich can be a nice improve to ranged attacks in this type of builds. Also some damage increased bonus to throw Spears sounds good, like 25-30, still 8hex range.
Of course a change like this is really big, and we dont know how many new builds or exploits can be achieved this way. But since its easy to implement it could be a nice thing to test in the pre wipe or the pre pre wipe madness, after all this is a beta.
PD: One of the mosty unfair builds in the game is the Rocket Burster, wich uses Avenger minigun and Rocket launcher, giving the player good weapons for all distance combat, with my suggestion Rocket Launchers will be in other skill (and will be "Boomers" and not the ugly designation of "rocketers")
LagMaster:
F1r$t
well, how about we do it like in New Vegas:
we delete traps, trow and BigGuns
Small guns will become Guns and it will include miniguns and Light Machine Guns(LSW,M60)
Energy weapons will include plasma nades, catle broods and flamers
The new Explosives will contain the frag nade, mines, RL, dynamite
trowing knives will go to melle(optional: transform melle to primitive weapons)
power fists and rippers will remain where there are cuz they do normal dmg
naossano:
Except that i would change the purpose of those skills.
Throwing >> The guy is good to throw things.
Unarmed >> The guy is a good fighter
Melee weapon > Same, but with a little tool
Big Gun >> The guy is good to carry heavy weapons
Energy Weapon >> The guy is good, mastering energy weapons (that are not heavy but hot and unstable)
Small gun >> The guy isn't good to carry heavy weapons, but is better with classic weapon
Traps >> The guy doesn't actually fight, but trap others.
These type of weapon don't need the same type of guy.
I don't see why a guy that is good with hammer should be good with throwing stuff.
Or a guy that carry heavy weapon should be efficient with sniper...
It's not because some weapons deliver the same type of damage that they need the same kind of guy.
The only problem, i think, with the actual system, is the energy guy...
And we need perk to distinguish hammer user than combat knives users...
BadBoy.:
I'm up to moving Rocket Launcher from Big Guns to Explosives/EW/new category.
"Guns" skill isn't a good idea, that's why - you could use sniper rifle and minigun effectively at the time. Overpowered. Btw, small gunners gets nothing, big gunners can use pistols when crippled (and they don't have to "waste" skill points for SG).
Flamethrower stays where it is (we could attach it to both Explosives and Big Guns), cuz there are really not many weapons big gunners can exp with on low levels, moving flamer away would force them to take SG skill points (if they don't want it, they do not have to take it - I'm not saying it's a bad idea, though).
All in all, changes are huge. FO doesn't need huge changes.
Chrupek:
I really like, making throwing knifes, melee thing. It creates new possibilities to almost useless melee chars.
But what exatcly means small guns? And big guns? guns are guns, no matter what you call them. If you have enough strength and can use sniper rifle, what problems causes minigun? Its totally unrealistic.
But making only one skill: guns, its bad idea too.
But on the other hand, there should be small bonus to small guns, and energy weapons, when you put points in big guns. Maybe, if you put 5 points to bg, your sg and ew increase by 2 points. When you are expierenced big gunner, its silly that you hav only 40% sg. And vice versa.
Other idea...
The thing that really matters are guns is one-handed or two-handed. Good idea would be making skills: pistols, rifles, and throwing (as it is now).
And still strength is requirement for using such guns. So if you are investing in Rifles and have only 5st, you use Assault, or Plasma Rifle. If you have 8-9 (which is another idea: INCREASE ST REQS FOR BG WEAPONS!!!) you can use minigun, or LSW, or rocket launcher.
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