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Author Topic: Revaluate Melee/Unarmed classes  (Read 35882 times)

Re: Revaluate Melee/Unarmed classes
« Reply #120 on: May 18, 2010, 07:26:51 pm »

Nice comeback! I don't understand where did the fire come from D: Is that projectiled loaded with anything?

I could not understand most of what Ombra said. Could you please clarify and expand?

Basically the round goes so fast the friction with the air ignites the oxygen and leaves a huge trail of fire behind the pellet.
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FischiPiSti

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Re: Revaluate Melee/Unarmed classes
« Reply #121 on: May 18, 2010, 07:44:41 pm »

Lol you better remove that comment quickly...XD
Oxygen cannot ignite.

What you saw there isnt flame, but plasma, but not the the fallouty type obviously.

This is offtopic :P
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HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions
Re: Revaluate Melee/Unarmed classes
« Reply #122 on: May 18, 2010, 08:55:57 pm »

Lol you better remove that comment quickly...XD
Oxygen cannot ignite.

What you saw there isnt flame, but plasma, but not the the fallouty type obviously.

This is offtopic :P

Whatever you get my point, the plasma is created by the friction with the air. At 7 times the speed of sound I assume it would be very loud.
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Archaeon_dude

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Re: Revaluate Melee/Unarmed classes
« Reply #123 on: May 19, 2010, 11:56:18 pm »

Then are we sayin' the speed of a Gauss is lower than the speed of sound? D: We're getting geeky, yes. But, within thyselves, y'all know, THAT IS GODDAMN SEXY. If we can work a slutty solution to a fictional gun, we we'll be AWESOME. I'm not suggesting anything, but a topic on it would be nice *hint-hint, wink-wink, nudge-nudge*.

BACK TO THEM MELEE DUDES.
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Re: Revaluate Melee/Unarmed classes
« Reply #124 on: May 20, 2010, 12:01:08 am »

Then are we sayin' the speed of a Gauss is lower than the speed of sound? D: We're getting geeky, yes. But, within thyselves, y'all know, THAT IS GODDAMN SEXY. If we can work a slutty solution to a fictional gun, we we'll be AWESOME. I'm not suggesting anything, but a topic on it would be nice *hint-hint, wink-wink, nudge-nudge*.

BACK TO THEM MELEE DUDES.

Well it would be loud but you'd be dead before you ever heard it
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Archaeon_dude

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Re: Revaluate Melee/Unarmed classes
« Reply #125 on: May 20, 2010, 12:20:25 am »

Then my favourite rifle would be taken out from them stealthy weapons! Damn! Guess you can't haveth all.
:3 I put my hope on my previous idea of a silencer crafting upgrade. For subsonic guns only, ofc.
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Re: Revaluate Melee/Unarmed classes
« Reply #126 on: May 20, 2010, 02:38:05 am »

Be pretty hard to remain stealthy after the huge explosion with the trail of fire leading back to you. Did you read the article along the vid? 1 shot every 10 sconds with a bigger blast than a tomahawk using just a metal bullet.
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Archaeon_dude

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Re: Revaluate Melee/Unarmed classes
« Reply #127 on: May 20, 2010, 05:52:15 am »

 Would they change the predominant concept for the weapon in the series? I didn't like Fo3, but even there, a Gauss rifle is portrayed as a top of the tops stealthy sniper weapon.
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Re: Revaluate Melee/Unarmed classes
« Reply #128 on: May 20, 2010, 03:49:22 pm »

I like how my thread on Fonlone HtH is now a thread on RL new weapons technology.


I could not understand most of what Ombra said. Could you please clarify and expand?

Dunno what you don't understand but let's try again:

Silent Death is poor use. Why?

Because enemies automatically spot you 3 hexes away from them. Also you should be on the back of the enemy.
That means just one thing: you must run damn fast towards them (1 or 2 hexes away) and be damn fast to hit them (that means it's impossible to do a targeted shot if enemy isn't sleeping or afk) and also stay on his BACK. All of this approx. in 2 secs. And they have to be stationary and don't spot you before the 3 hexes limit or it's even worse.

Even if you are able to hit him and store a good critical, you have to hope to knockdown him or cripple his legs or he will simply escape from you and you can't do a shit while he's running.

Fair enough, huh?
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Re: Revaluate Melee/Unarmed classes
« Reply #129 on: May 20, 2010, 07:28:52 pm »

That and my char usually crits for about 30-full hp, and the 30% i lose from not hitting eyes seems to be worse than the extra 10 dmg i seem to get from silent death.
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FischiPiSti

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Re: Revaluate Melee/Unarmed classes
« Reply #130 on: May 20, 2010, 10:54:50 pm »

If there is no combat, its easy to surprise an unsuspecting opponent, you can tag him on the way to him(first shift+click the hex behind him, then on the way open up the aimed shot window)
Assuming ofc you have silent running but...nvm.
IF you knock him out or at least down, or knock the weapon out of his hands, then you have a decent chance of survival, but theres that big IF :/ Crits are easy with secondary attacks, but if you dont knock him down/out with that hit that just effectively nullified your entire ap pool, your pretty much dead. This is exactly why i rerolled my character, to get better criticals..
This is why i suggested the -EN thing with secondary attacks, to give that little edge over normal snipers so unarmed could be a disarm/crippler. I mean thats the way to go right? Instant kills with unarmed is just harsh... Keeping the opponent on the ground stunning him, breaking all legs and arms putting him out of battle untill a mate helps him, i think that should be the role of unarmed sneakers.

Assuming attacking from behind(because of silent death) on head with secondary attack:
http://falloutmods.wikia.com/wiki/Critical_hit_tables
21-45    Damage x 2.0
Ignores armor
Roll EN, or get knocked out
46-70    Damage x 2.5
Ignores armor
Roll EN with -3 penalty, or get knocked out
71-90    Damage x 2.5
Ignores armor
knockdown
Roll EN with -3 penalty, or get knocked out

This is the main problem imo.
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions
Re: Revaluate Melee/Unarmed classes
« Reply #131 on: May 20, 2010, 11:40:55 pm »

The problem is they just run away, so you'd need to crit the eyes and insta kill quick or try crippling the legs and hope they don't have a weapon which is pretty stupid to try. You can cripple their arms and make them drop the weapon but most likely they just run away at that point.
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Re: Revaluate Melee/Unarmed classes
« Reply #132 on: May 21, 2010, 06:23:35 pm »

I see you people know how a HtH's life is.

I hope someone will notice this huge thread in suggestion, even if I have few hope.
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Ganado

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Re: Revaluate Melee/Unarmed classes
« Reply #133 on: May 21, 2010, 10:59:25 pm »

I admit, I have not read all the nine pages concerning how good/bad Unarmed is right now. But I have seen some very good Unarmed builds, and they can be awesome in PvE, and even in PvP in close-combat on rare occasion.

What I think is the most important thing is to let people run to targets. If you can get 1 hex away from a running person and then quickly be able to click their eyes before they get even 2 hexes away from you, good for you, and good for the aim-bots (not that I am accusing anyone), but the majority of people don't have "skill", if you can even call it that. I mean, sure, reaction is important to a game, but it shouldn't be the thing that determines if an HtH build can work in real-time.

I think the best thing to do right now is to wait until some day, hopefully, when the mechanics can be changed so that Unarmed builds can run up to players. Then, we can decide if it needs to be more powerful or even less powerful.
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Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!
Re: Revaluate Melee/Unarmed classes
« Reply #134 on: May 21, 2010, 11:01:09 pm »

The ai can run up to you and do an aimed shot the very second they are adjacent to you, it'd bs that you can't.
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