Other > Closed suggestions
AC - Armor Class
Attero:
--- Quote from: Sius on April 04, 2010, 04:43:39 pm ---The way I imagine Armor Class is more or less like armors "permeability". Better AC = stronger and more resistant armor that can take larger impact. Honestly how could kevlar suit help me not to get shot? It reduces damage from projectile impact but it does not affect if enemy hits me or not. So imho AC should more or less affect final dmg taken rather than chance to hit.
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atm AC reduces hit chances . The idea is that armor ould be given something like chances to fully deflect incoming damage (lets say some parts of armor are reinforced . this easily can be made the way i said it. Ofc we could just add a passive chance to avoid damage as totaly new stat...
eitherway the thing is most considrer AC is lackluster stat and im just wondering if it could be improved.
avv:
--- Quote from: Sius on April 04, 2010, 04:43:39 pm ---The way I imagine Armor Class is more or less like armors "permeability". Better AC = stronger and more resistant armor that can take larger impact. Honestly how could kevlar suit help me not to get shot? It reduces damage from projectile impact but it does not affect if enemy hits me or not. So imho AC should more or less affect final dmg taken rather than chance to hit.
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DT and DR already reduce the damage. If you're wearing a power armor, it wouldn't seem unlikely that some weaker bullets could just bounce off from it.
Ac could also mean that you're exceptionally good at using cover, so you aren't even hit. In close combat it would mean that you dodge and parry the strikes of your enemy.
Nice_Boat:
--- Quote from: Sius on April 04, 2010, 04:43:39 pm ---The way I imagine Armor Class is more or less like armors "permeability". Better AC = stronger and more resistant armor that can take larger impact. Honestly how could kevlar suit help me not to get shot? It reduces damage from projectile impact but it does not affect if enemy hits me or not. So imho AC should more or less affect final dmg taken rather than chance to hit.
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I'd say it's an abstract stat encompassing camouflage (harder to spot = lower chance to hit for the attacker), maneuvrability (easier to move in, allows for rapid bursts of movement = harder to hit = lower chance to hit for the attacker) and ability to deflect glancing hits (has to be hit in a proper part to inflict damage = lower chance to hit for the attacker). Metal Armor = low AC, cumbersome, reflects sunlight etc. Jackets - low AC, but comfy. Leather Armors - mid AC, comfy, could have some basic camo pattern or just be properly coloured. CA - military grade camouflage, ability to stop some glancing hits. Power Armor - yeah, it's big, but it deflects most hits. The system as it is makes perfect sense. Capping chance to hit at some abstract level for each armor probably wouldn't (and if it would, I don't really see a rationale). If you want to have a "most shots don't hit" system, cap the max chance to hit at 45% for everything... but I doubt people would enjoy playing that.
RavenousRat:
--- Quote from: Nice_Boat on April 04, 2010, 06:01:41 pm ---If you want to have a "most shots don't hit" system, cap the max chance to hit at 45% for everything... but I doubt people would enjoy playing that.
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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.
Roachor:
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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