Other > Suggestions
2 handed gun close-range penalty and special abilities for guns.
Reginmund:
oh boy i sure hope we don't forget about the arguments we had when solar (i think it was solar who so kindly shed some insight to upcoming features) told us of a little perk called "in your face" or something like that i cant be bothered searching for it. In that perk it was a 50% chance to miss bursting when the hth character got into 1 hex from his ranged opponent. Question here is what sort of penalty do you think of applying i.e. what amount of -%to hit or other malus are you thinking?
jonny rust:
--- Quote from: Reginmund on August 03, 2011, 08:37:32 AM ---oh boy i sure hope we don't forget about the arguments we had when solar (i think it was solar who so kindly shed some insight to upcoming features) told us of a little perk called "in your face" or something like that i cant be bothered searching for it. In that perk it was a 50% chance to miss bursting when the hth character got into 1 hex from his ranged opponent. Question here is what sort of penalty do you think of applying i.e. what amount of -%to hit or other malus are you thinking?
--- End quote ---
well I think that since this is supposed to simulate a melee fighter taking control of a ranged fighters weapon (to the extent where it is no longer as accurate) the penalty should reflect the melee/HtH skill of the attacker. I figure this way it will be less exploitable as not just anyone can rush a rifleman to decrease his accuracy.
So for example for every 10% the melee fighter has over 100% on his melee or HtH skill, the gunman gets a 5% reduction to his or her accuracy. If the melee fighter has 200% skill then the rifleman's accuracy drops to 45% once the fighter is within one hex.
to keep it from getting over powered you might need an additional 20% over 200% in order to create further 5% penalties to the rifleman's accuracy.
this is how I was thinking the general mechanic might work and the numbers are completely debatable as I have not given them too much thought.
John Porno:
this would take all the skill out of a burster fight. 1hexing is crucial in places like reno, otherwise it would come down to who took more ammo/more stims.
Melees have to be buffed in a different way.
Besides, a tank build could take up to 6 ranged bursts of an avenger. The problem is not getting to the enemy but actually getting the upperhand once you are at him.
jonny rust:
--- Quote from: John Porno on August 04, 2011, 04:05:44 AM ---this would take all the skill out of a burster fight. 1hexing is crucial in places like reno, otherwise it would come down to who took more ammo/more stims.
--- End quote ---
as stated this penalty would only apply to two-handed weapons so a burster could easily switch to an SMG, if he's not already using one anyway, to take care of a melee fighter at close range.
--- Quote from: John Porno on August 04, 2011, 04:05:44 AM ---Besides, a tank build could take up to 6 ranged bursts of an avenger. The problem is not getting to the enemy but actually getting the upperhand once you are at him.
--- End quote ---
...yea... that's what this is about.
Grommok:
A buster cannot easily switch to SMG, if he uses LSW or Miniguns. The real problem, is to be lucky enough to get 1hex from a LSW or Minigun. This could be resolved also along another problem, the bursts that make more damages then a rocket (atleast in my mind. If i'm wrong, please prove me so). For that a small perk, "Hardened Skin" or something like this, that reduces by 25% for rank 1 and 50% for rank 2 damage from bullets.
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