fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 22, 2024, 11:38:37 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog

Poll

What would you prefer?

Weapon Skill percentages and AC numbers resembling those found in the normal gameplay of Fallout 1 & 2.
Current FOnline situation of extreme AC, extreme Weapon Skill, and strange conditions which modify AC.
Better adaptation of the turn-based rules of Fallout 1 & 2 to the real time situations in FOnline.
Other.

Pages: [1]

Author Topic: Balance AC against Hit Chance  (Read 1633 times)

Balance AC against Hit Chance
« on: September 26, 2012, 12:22:05 am »

Let's start with some premises and ask some basic questions here:

In Fallout 2 the AC bonus was 20 from Combat Armor. Natural AC from AG might be 8 to 10, and these added together were considered pretty high by the developers. AC perks were few and having an AC of around 33 would mean that an enemy would miss 1/3 of the time (subtracted from the max 95% chance to hit, I'm thinking). Always on.

Now let's look at FOnline. AC can be what, 160 without HtH perks factored in? Only works half the time because you have to be running? Combat Armor contributes a negative -20 penalty (Why? Armor plates deflect regardless of how fast you can move) and you need an absurd "mission impossible" weapons skill of 300 to hit. Reading this, can you honestly conclude that having a bunch of inflated numbers and badly-thought out penalties is more balanced than the other system?

Here's another observation of mine, in Fallout 2 weapons skill rarely went beyond 180%-200% because it was perfectly effective at those levels. Why not cap weapon skills in FOnline to 225%, mark that as master skill, and decrease AC perks until one has found a happy medium, the reasonable hit chance one would expect by pitting a master marksman against a master dodger--with the latter RECEIVING either A) an armor bonus (it deflects), or B) a HtH kung-fu bonus, and make these mutually exclusive?
Logged
Re: Balance AC against Hit Chance
« Reply #1 on: September 26, 2012, 01:49:33 am »

In fallout 2 nothing you face has stats as unbalanced and overpowered as your own, no npc has 200% weapon skill
Logged
 
Re: Balance AC against Hit Chance
« Reply #2 on: September 26, 2012, 07:53:21 pm »

In fallout 2 nothing you face has stats as unbalanced and overpowered as your own, no npc has 200% weapon skill

Enclave?

Or so it seemed.
Logged
I wish there were bags, backpacks, etc. in Fonline.
Re: Balance AC against Hit Chance
« Reply #3 on: September 27, 2012, 01:39:08 am »

In fallout 2 nothing you face has stats as unbalanced and overpowered as your own, no npc has 200% weapon skill

Yeah, I think the npcs in FOnline would need to be rebalanced according to this too, especially the high HP gangers who attack on sight and get more critical hits than Revolver Ocelot. If players are not allowed to be the "Chosen One" then no NPC should be super strong either, with the possible exception of Enclave and BoS.
Logged
Re: Balance AC against Hit Chance
« Reply #4 on: September 27, 2012, 05:21:15 am »

Yeah, I think the npcs in FOnline would need to be rebalanced according to this too, especially the high HP gangers who attack on sight and get more critical hits than Revolver Ocelot. If players are not allowed to be the "Chosen One" then no NPC should be super strong either, with the possible exception of Enclave and BoS.

This whole "you aren't the chosen one" is bullshit from the forum, pvp alts are way more powerful than the chosen one ever was because playing f2 with 2 int and bg skill sucked. NPCs are weak as hell compared to players, even in PA they get farmed.
Logged
 
Re: Balance AC against Hit Chance
« Reply #5 on: September 27, 2012, 05:31:25 am »

This whole "you aren't the chosen one" is bullshit from the forum, pvp alts are way more powerful than the chosen one ever was because playing f2 with 2 int and bg skill sucked. NPCs are weak as hell compared to players, even in PA they get farmed.

pvp alts are not nearly as strong as the chosen one was/could become considering he didn't have a lvl 24 limit.
Logged
Re: Balance AC against Hit Chance
« Reply #6 on: September 27, 2012, 06:03:01 am »

pvp alts are not nearly as strong as the chosen one was/could become considering he didn't have a lvl 24 limit.


game is usually finished long before then, it's a stupid argument anyways since the perks and weapons damage are different.
Logged
 
Re: Balance AC against Hit Chance
« Reply #7 on: September 27, 2012, 09:05:57 pm »

This whole "you aren't the chosen one" is bullshit from the forum, pvp alts are way more powerful than the chosen one ever was because playing f2 with 2 int and bg skill sucked. NPCs are weak as hell compared to players, even in PA they get farmed.

The key wording is pvp alts here, which are also tweaked in an extreme ways towards a particular purpose. If you take a look at drug builds for example, that kind of exploitation of the game mechanics is a reaction against the removal of the Gifted trait and stat modules of FO2. It seems like the devs are so set on the 300% skill uber-character failing half the time that they've forgotten all the things which lead to more balanced character types and increased enjoyment for everyone playing.

The idea is that you shouldn't have to half-cripple yourself in other areas just to have a fighting chance against the npcs and other players you encounter...
Logged
Pages: [1]
 

Page created in 0.104 seconds with 24 queries.