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Mutilator's guide to HTH builds

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pagemaster:
I was looking into doing a HtH build, and had a few questions. Assuming that HtH Evade works someday (it's at least marked high priority), and that it's either + 1/8 or +1/12 Unarmed to AC, will it really make a difference, against any non-sniper player to have the extra AC? From this thread http://fodev.net/forum/index.php?topic=309.0 it seems like it's more than likely that most players would have a gross overabundance that should all but cancel out even incredibly high AC.

For instance, if you attacked a heavy gunner with 6 PE and 100% HW , while you have 300% Unarmed and BoS armor and 10 AG, his chance of hitting you (when you're right next to him, as you should be) is 91% with 1/12 and 55.5 with 1/8, or 71% and 35.5 percent respectively at 5 hexes away. While you would pretty much be invincible if you were 23 and 14 hexes away, an HG isn't going to be shooting at you from that distance anyway.

So my question is, is my assumption right?
Is this perk not at all useful for PvP, even in the most ideal situation (1/8) or am I overestimating how much damage HGs do?
Am I even overestimating how much HGs put into their Heavy Weapons skill?

It just seems like this could have epic potential for fixing unarmed (maybe melee too if they decide to make it work for them as well) in terms of game balance without the devs having to rework the run + attack issue, but that the fraction of AC/Unarmed is just too small to do that right now.

Roachor:
Well it's not working, but even if it did you're looking at a bonus of 25 AC if you invest 300 points into unarmed, which is about double the amount of skill you need to be effective and won't leave you with much else to invest in. Not to mention the high int requirement associated with that many skillpoints. But with 10 agi, dodger and evade that's a -40% chance to hit, wearing CA mk2 for the max ac boost of 25 giving you 65% total reduction, snipers will be able to shoot you normally from med-close range and miniguns I think still have the accurate perk which eats up 20% of the ac so minor help there. Probably help most against hth/ builds with low weapon skills required to be effective like throwing. Be great for pve too, most critters would rarely be able to hit you.

pagemaster:
Why do mini-guns have the accurate perk? That seems super counter-intuitive.

Oh well, I figured it was a long shot, if anything. I did manage to look into a build similar to what you talk about there, and you actually can put enough points into becoming a doctor (lvl 3), but you'll have nothing in science, which I'm guessing would be important for gathering the materials needed to craft.

Roachor:

--- Quote from: pagemaster on May 20, 2010, 10:47:21 pm ---Why do mini-guns have the accurate perk? That seems super counter-intuitive.

Oh well, I figured it was a long shot, if anything. I did manage to look into a build similar to what you talk about there, and you actually can put enough points into becoming a doctor (lvl 3), but you'll have nothing in science, which I'm guessing would be important for gathering the materials needed to craft.

--- End quote ---

with high dodge you could disarm a lone super mutant, take his weapon, beat him down, heal him and repeat for easy xp.

LagMaster:
Dude,Fast shoot affects only ranged and trowing wepons,not unarmed and melle

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