Other > Closed suggestions
HtH suggestions
Badger:
OH MAN YOU JUST BEEN CALLED OUT.
Roachor:
--- Quote from: Parowooz on March 05, 2010, 01:25:23 am ---Link me to your so called "guide". Ok then I challange you - my 21 lvl eye hitter vs. your fast shoter.
--- End quote ---
http://fodev.net/forum/index.php?topic=1876.0
bring it, meet mutilator in NCR right now we can settle this in the wastes
gordulan:
so, who won?
vedaras:
--- Quote from: gordulan on March 04, 2010, 08:07:18 pm ---not needed, no player has a health higher than the 300 mark, as far as i know.
--- End quote ---
it is needed, give hth character ability to run, he will take psycho himself and ba, and he is in very fair condition to fight, but without running he just sucks :/
DrapiChrust:
Yes, in RT it is so ridiculously easy to avoid getting hit from Mr. Sledgehammer or Mrs. Power Fist. Just jump two hexes and shoot. And then another two hexes and shoot again. Then...
And no matter if you had 10mm pistol on your lvl3 crafter char. As long as the ammo won't run out, you're as safe as a baby in your mother's tummy.
You know, it is kinda funny, because running in combat was implemented because HtH players were pissed that they weren't able to get to their targets... This gives you the idea where good intentions can lead... Now running is implemented, you have to hold that damn shift all the time in every battle, critters look ridiculously with their "faster moves" what makes fighting mobs in RT look idiotic, brahmins in pens act as they were stoned with about a 2 kilo of metaamfetamie each...
AND HtH fighters still CANNOT GET TO HIT THEIR TARGETS!!! (kinda reminds me why I don't use my also-unarmed char to fight with HtH...)
'Sheet', I was against implementing running in combat in the first time... who's gonna hate me if I'll say that it would be the best to just erase the running in combat option and make critters move normally again? Everyone? OK, so I won' say that...
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