Other > Closed suggestions

AC - Armor Class

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Nice_Boat:

--- Quote from: RavenousRat on April 04, 2010, 06:27:08 pm ---No, just AC will substract from your % to hit. And your % to hit is max. 95% (even if you shooting at point blank and have skill 300%) like now. So, if target has 10 AGI, Combat Armor MKII, and Dodger perk = 10+25+5=40 AC. 95%-40%=45%, but don't forget about:
1) May be someone start use CA MK2, not BoS.
2) Don't forget that .223 has -20 to AC, so it'll be 65% (only if target is at max. AC-build and armor); 7.62 -5 AC, Rocket AP -15 AC, 12ga -10 AC. +if this will be implemented, then ammo AC can be rebalanced.

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That doesn't really make sense, both gameplay-wise and "realism"-wise. Why would a perfect shot have any more trouble hitting a guy in a power armor than, say, leather jacket? The act of shooting lies on the side of the assailant, the probability of success can't be determined by the stuff the attacked person wears - it just defies common sense. As far as gameplay goes - increasing the luck factor decreases the skill factor and makes combat less involving. If I wanted to see units duking it out by themselves based on well-tuned % values, I'd play Combat Mission. Oh, and do keep in mind that good players are extremely adept at disengaging and evasion (that's what keeps them alive in a firefight - using cover and giving you very few opportunities to fire), so if you don't hit with that 65% shot, you won't get another chance - therefore the impact on lethality would be much larger than one might initially think and most engagements would turn out to be indecisive, with lots of ammo wasted and virtually no casualties.


--- Quote from: Roachor on April 04, 2010, 06:31:33 pm ---Well since the fallout combat system was made for PVE and most critters have like 60-100 sm gun skill untill you start running into guys in CA having high AC meant most shots would miss, it just doesn't work since players have over double that many points.

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It worked perfectly fine in Fallout Tactics. Oh, and Fallout combat system was based on GURPS, and GURPS was sort of universal.


I don't know people. This combat system worked in a tactical game dedicated to pvp fighting, and you want to change basic game mechanic based on "this attribute isn't as important as I'd like it to be"? And you're not even right, cause AC has a lot of impact on long range fighting (think sniper rifles and lasrifles) and basically determines the ammount of skill points you have to put into your chosen fighting skill to consistently score hits, therefore being one of the most important factors as far as combat character builds are concerned.

blahblah:

--- Quote from: Roachor on April 04, 2010, 06:31:33 pm ---Well since the fallout combat system was made for PVE and most critters have like 60-100 sm gun skill untill you start running into guys in CA having high AC meant most shots would miss, it just doesn't work since players have over double that many points.

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Cap skills at 200%? Naw. That'd be bad.

Roachor:

--- Quote from: blahblah on April 04, 2010, 06:58:21 pm ---Cap skills at 200%? Naw. That'd be bad.

--- End quote ---

I never said anything about capping skills, but a 200% cap wouldn't be worth doing because anyone who wants to waste their points is free to do so. Very few skills are worth going over 200 for.

Sius:

--- Quote from: Roachor on April 04, 2010, 07:10:02 pm ---I never said anything about capping skills, but a 200% cap wouldn't be worth doing because anyone who wants to waste their points is free to do so. Very few skills are worth going over 200 for.

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Mostly only "bad" skills aka SG, BG, EG, sneak, steal, traps worth going over 200. Maybe also barter and outdoorsman. But in common PvE skills are capped at 120% to 170% but average PvP skills require 190+ to get proper bonuses from it.

Roachor:

--- Quote from: Sius on April 04, 2010, 07:14:39 pm ---Mostly only "bad" skills aka SG, BG, EG, sneak, steal, traps worth going over 200. Maybe also barter and outdoorsman. But in common PvE skills are capped at 120% to 170% but average PvP skills require 190+ to get proper bonuses from it.


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Over 200 only helps weapon skills if you are fighting at really long distance such as sniper, barter at 200+ means that char probably won't do much other than trade and outdoorsman past 140 sucks imo because encounters become really rare.

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