Other > Suggestions

Balance AC against Hit Chance

(1/2) > >>

Giftless:
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?

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

Swinglinered:

--- Quote from: Roachor 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

--- End quote ---

Enclave?

Or so it seemed.

Giftless:

--- Quote from: Roachor 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

--- End quote ---

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.

Roachor:

--- Quote from: Giftless on September 27, 2012, 01:39:08 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.

--- End quote ---

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.

Navigation

[0] Message Index

[#] Next page

Go to full version