Other > Suggestions
Melees! Let's flesh this out, shall we
Roachor:
Ok so I've leveled both types of unarmed builds to 24 and neither are really viable. All the people calling for HH nerf make me laugh, -30% on the crit table means even with all perks you're doing like 8-22 dmg a hit with no chance of crippling. Even getting eyeshots on molerats are rare and those things normally go down like midgets doing lunges. So your options are possible stunlock and extremely low damage or slightly more damage with no chance of surviving when getting shot back, even with max hp. You can't even do PVE passed midrange, raiders will chew you up and you can take those out at lvl 12 with a laser pistol. In your face can't possibly be right, i get hit constantly by npcs they miss MAYBE 10% of the time. People bitch that HTH is op because it requires no equipment, but the reason people don't use equipment is its 100% sure to be lost so there's no point. The new perks were a step in the right direction but hth is still largely useless.
Tomowolf:
Can't we just look at other games? As there is big example : Fallout Tactics
In that game unarmed skill and melee skill damages were based on % of skill you got divided by some amount, added to minimum damage of weapon(yes yes), making that usable, that you could power kick for 70 damage with proper perks and 200% unarmed skill for example, that would be deadly then with crits, not just punch for lulz, because unarmed is most deadly weapon in hands of skilled man.
Roachor:
well everyone uses haymaker because its the best damage/crit bonus to ap ratio, how about making piercing kick do +40 dmg with a bonus on the crit table so its a viable alternative. The unlocked attacks need some reworking, personally i always thought the ap requirements were unduly high for the quality of the attacks. While I'm on the subject, why does HTH get a gimped version of better crits?
Johnnybravo:
--- Quote from: Tomowolf on March 24, 2012, 07:53:41 PM ---Can't we just look at other games? As there is big example : Fallout Tactics
In that game unarmed skill and melee skill damages were based on % of skill you got divided by some amount, added to minimum damage of weapon(yes yes), making that usable, that you could power kick for 70 damage with proper perks and 200% unarmed skill for example, that would be deadly then with crits, not just punch for lulz, because unarmed is most deadly weapon in hands of skilled man.
--- End quote ---
But keep in mind that damage there was generally higher for most things (kamikaze trait, or meaningful better ranged damage, not this joke for everyone but miniguners).
Nevertheless using skill to increase damage or to be better at melee/hth is pretty good idea, because it currently just caps on way too low number.
John Porno:
How about The fall - Last days of gaia then, it's a german game and not so well known but is a mix of fallout, fallout tactics and baldurs gate, the whole thing with 3d rt combat.
There are a lot of similarities, for example most burst weapons have a range of 35-40m and the average sniper a range of 50+. The dmg depends only on the ammo, the 2 most used types have a dmg of 3-5 per bullet minus armor, weapons like m60 fire 15 round bursts but accuracy is a big factor.
in short, big weapons like m60 and m249 and especially auto-shotguns wreak havoc on short range and still have long potential range. However, the best melee weapon which can be obtained in mid game, has a set damage of 75-130, armor piercing and with melee bonuses. With an all out melee char that also has above average speed and higher armor (armor reduces hitchance) you can one- or twohit every single enemy and in your squad of 6 people, a melee char is strongly recommended.
Even late game with gauss rifles, railguns and bozar available with up to 82,5m range, melees remain viable.
Now I know that fonline is a different cup of tea but a buffed raw damage is a good way to go.
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