fireweapons
Dont worry Johnny, they were not able to balance guns in past 8 months, they are not able to do it in next year.
No, we dont need firearms skill, just...no.
Seriously, what's wrong with it? Just make it so that big guns demand high strength and there's no way around it. When there's no big guns around, big gunners would prefer other burst weapons and shotguns. Energy weapons wouldn't even have to have a class dedicated for them because energy weps would be top tier weapons which everyone would want. This would demand overhaul of profesions and how guns were available, but hell, it would definitely bring cool benefits.I made this kind of modification in fallout tactics and it effing rocked.
Holy shit, and melee weapons/unarmed weapons/throwing could all use the same skill to determine to hit chance as well. They could just be registered ingame as using the melee skill, and that gets renamed 'Low Tech'.
I vote for Combat(Firearms+HtH+throwing), Craft(doc+fa+traps+science+repair+outdoorsmen(because of survival)), and Needs-Moar-Work(speech+barter+gambling+sneak+steal+lockpicking) skills then. All 3 could be tagged! \o/
I just don't get it, what's the point of knockback??? Shotguns range is really low, so in your opinion if you knock back the target out of your shotgun range, u will benefit? Or do you imagine switching to a sniper rifle and taking the target out or what? Knockback is not the solution, since this weapon has such a low range, it should have a higher damage output(compared to todays damage)