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Author Topic: Revaluate Melee/Unarmed classes  (Read 35921 times)

Re: Revaluate Melee/Unarmed classes
« Reply #60 on: May 01, 2010, 08:14:58 am »

With a well made character, as well as some common sense / strategy, melee is a viable option in pvp.

Yes, the abillity to target enemy, and continue at running speed to their position would be nice, but this has been discussed and it is undetermined whether it can/will be changed.  This in itself does not really appeal to me.... If you are playin a melee character, smartly, you will NOT attempt to cross a vast open area, in direct view of your enemy, and try to hit them. this will fail 9/10 times.

"I hope not all devs share Rusty's idea that "melee is a secondary combat skill" and put this imbalance in the "to do list"...".
this ^ ... I surely hope this is not true as well, but from discussion I have had, there seems to be no interest whatsoever to try and flesh out the melee combat field, by reinstating the missing weapons.

Obviously from the number of replies in this topic, I am not the only person who enjoys to play melee, and not use guns. I must say, there needs to be something done about it for sure.
I dont think there is any need to change the way damage is dealt with melee / unarmed , more important in my eyes is to have some fucking variety in weapons.

Currently missing are:
-Louisville slugger ( this weapon deals less damage, and does less knockback/knockdown than supersledge, why is it not in game as mid level weapon?)
-Little jesus knife
-Wakizashi Blade ( this should be carried by yakuza, it is freakin ridiculous to encounter them using combat knives...really....)
-Boxing gloves (Sure, it might be a novelty type item, but I'm willing to bet there are some unarmed player who would enjoy to use this )

Melee skill as it is, has enough disadvantages already, without dying of boredom.
 Basically restricted to using 3 weapons , super sledge, super prod, or ripper. All others not effective against much stronger enemy than gecko.

Just my two cents, I hope its well received..
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Arry

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Re: Revaluate Melee/Unarmed classes
« Reply #61 on: May 01, 2010, 11:19:31 am »

Ombra, Pvp Hth is weak yes, but do you have 10 AG, 10FO, 10 END ? With those stats one punch, one knock out, viable on enclave or Players, but it's quite hard and you need a lot of buffouts... Of course it's doesnt protect you from insta-kill, but it makes you a little more viable. With some sneak and 2 psycho + thoughness, you can begin to make your enemies look at you and run if you comes near... It let your allies to shoot them, ofc I admit you need more drugs than a BG Pvp :)
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Re: Revaluate Melee/Unarmed classes
« Reply #62 on: May 01, 2010, 08:05:27 pm »

With a well made character, as well as some common sense / strategy, melee is a viable option in pvp.

Yes, the abillity to target enemy, and continue at running speed to their position would be nice, but this has been discussed and it is undetermined whether it can/will be changed.  This in itself does not really appeal to me.... If you are playin a melee character, smartly, you will NOT attempt to cross a vast open area, in direct view of your enemy, and try to hit them. this will fail 9/10 times.

I'm pretty veteran with HtH characters and high level too.
I'm not saying they're completely useless, they make good PvE, use weapon with no deterioration and don't need ammo.


But... don't lie yourself, in a 1vs1 same level-fight, we are pretty fucked. I find horribly frustrating how you can't kill a weaker player because he escape easily or how you can't escape from a gunner.

If the engine don't consent to implement the "run and hit" system, then skip it. I posted a lot of suggestions that can improve our class.


"I hope not all devs share Rusty's idea that "melee is a secondary combat skill" and put this imbalance in the "to do list"...".
this ^ ... I surely hope this is not true as well, but from discussion I have had, there seems to be no interest whatsoever to try and flesh out the melee combat field, by reinstating the missing weapons.

Obviously from the number of replies in this topic, I am not the only person who enjoys to play melee, and not use guns. I must say, there needs to be something done about it for sure.

Too bad I can't post screen atm :)

Rusty said he consider Melee a "secondary skill" and almost laughed saying "An hammer against a gun?".
I would be happy to know who want to spend points in a "secondary skill", since 2 combat skill have no sense at all and you have no chance to waste skill points in this game.

Well, in my opinion FOnline is not ABSOLUTELY RELATED to Fallout without HtH. Because they're a classic part of the game and also add variety.


Ombra, Pvp Hth is weak yes, but do you have 10 AG, 10FO, 10 END ? With those stats one punch, one knock out, viable on enclave or Players, but it's quite hard and you need a lot of buffouts... Of course it's doesnt protect you from insta-kill, but it makes you a little more viable. With some sneak and 2 psycho + thoughness, you can begin to make your enemies look at you and run if you comes near... It let your allies to shoot them, ofc I admit you need more drugs than a BG Pvp :)

No offense dude, but that's a totally failpost. You never played an HtH characters or either you are low level.

With 10 AGI, 10 STR and 10 END... HOW do you exactly manage to get 6 of LCK for Toughness?
Also I tried those stats and reached about lvl 16, but I've remaked my chara to get Toughness.

Knockout don't appear often if you don't aim to head and even if you are lucky enough to do it, you're probably already toasted with some burst or a shot in the eyes.

Oh, and about Psycho... http://fodev.net/forum/index.php?topic=4206.0


Also, this suggestion topic is interesting too: http://fodev.net/forum/index.php?topic=1294.0
« Last Edit: May 01, 2010, 08:09:58 pm by Ombra »
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Arry

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Re: Revaluate Melee/Unarmed classes
« Reply #63 on: May 02, 2010, 12:29:03 am »

This answer was funny :)

I am a big noob yes sorry for that then :(
No seriously, I have made some test, and I have a build with my lvl 21 Hth. I can have 10AG, 10FO, 10EN +6 LK, + Thoughness, Silent Death and Bonus damage, better crits.
While I was fighting, I think you know that but, fight with 10FO and 6FO yoou'll get more knockback and knockout with 10 than 6. And with piercing kick it's very hard to not crits and knockout. I give it to you, it happens. But after your piercing you go with haymaker and spam the guy. And of course you must aim the eyes or the head

Psycho is against BG only, if you face a sniper or something else, you're screwed anyway...

If you want my special I can give it to you, if you want to compare
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Re: Revaluate Melee/Unarmed classes
« Reply #64 on: May 02, 2010, 01:19:45 pm »

Well, first of all you're talking about an Unarmed, which is slighty different (stronger I have to say) than a Melee, and need no weapon.

How you managed to get 10 STR, 10 END, 10 AGI and 6 LCK? Killing your INT? How you hit eyes for criticals with Haymaker with low skillpoints?
You need also 6 PER for Better Criticals: maybe you're not a noob, but either a daydreamer or a liar  :)

Yes, post your SPECIAL, I'm curious now.
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Arry

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Re: Revaluate Melee/Unarmed classes
« Reply #65 on: May 02, 2010, 09:35:42 pm »

Fo 6
Pe 6
En 6
Ch 1
In 6
Ag 10
Lk 6

Traits : Small frame

This special give to you access to all the perks and special kicks. You have enough skill point to be a sneak Hth and 95% in eyes against BA
You take 2xbuffout to have 10 10 10 and you have 6LK, ofc 1 buffout is enough.
I don't say it's the best build ever for Hth, but I didn't found better to be "quite" effective Pvp, he still a try-char after all

So I may be a daydreamer I give it to you, but what I say is not some lies and some noobish build, so don't tell all your prejudices about me thanks
I'm open to review about this build :)
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Re: Revaluate Melee/Unarmed classes
« Reply #66 on: May 02, 2010, 09:38:18 pm »

So 10 STR and END is just because of drugs.
I don't think I can consider "good" a character that should use drugs everytime to be useful...
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I still fight for HtH rights. Join the cause in http://fodev.net/forum/index.php?topic=3723.0

Arry

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Re: Revaluate Melee/Unarmed classes
« Reply #67 on: May 02, 2010, 09:44:03 pm »

I give you that, at the begining I didn't want to play drugged char... But I realized that without buffout, he are very weak, and with it you're too against snipers.
Atm, Hth is not made for Pvp, it's made for the Hub arena :) If Hth don't get improved, you can forget it for Pvping and Pking

How do you want to have 10 10 10 without drugs, it's impossible I will be a liar if I told you it was  ::)
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Re: Revaluate Melee/Unarmed classes
« Reply #68 on: May 02, 2010, 09:56:50 pm »

My instakill sniper has unarmed tagged because even though i have only 5 str i meet the requirements for haymaker which adds 15% to crit, so eyeshots have 45% base + my 24%(at the moment) crit rate means 65% crit chance (usually around 30 dmg) and the instakills as a bonus. You want deadly hth go crit build.
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Re: Revaluate Melee/Unarmed classes
« Reply #69 on: May 03, 2010, 12:50:29 am »

This don't solve anything, and still, is unarmed-exclusive.

Many of said suggestions are the most enjoyable, if the engine allow them.
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Re: Revaluate Melee/Unarmed classes
« Reply #70 on: May 03, 2010, 04:27:45 am »

I have a  hth char, now 21 lv, sometime he pk someone in New Reno, other he dies from burst of big gun or with metal in his eyes, but when he is killed the search of his corpse is a waste of time, when he win some good loot come in the chest of my faction (a sniper rifle, a metal armor, etc..).

He is a good resource bringer too, many ghouls and raiders falls under his firsts and he bring bullets to the base, and he kill without any waste of resources.
You want more power?

I think this would be unrealistic too , try to charge someone armed with a assalt rifle in open spaces, it don't work fine...
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Re: Revaluate Melee/Unarmed classes
« Reply #71 on: May 03, 2010, 01:49:29 pm »

A Super Sledge and an armor is not a "waste of time" to loot when you die (often).
Still the damage is not comparable with others "classes" and the DR is the same as they, only with the downside that we can't reach the running enemy and we can't escape the ranged one.

I don't care if he's a good "resource bringer", I already know that, but you are reinforcing the idea that an HtH is merely PvE. And I'm trying to make them a competetive class, not a bitch for gathering.

And FOnline don't give a shit about realism, you know. I mean, Sneaky Biggunner, come on.
« Last Edit: May 03, 2010, 01:51:07 pm by Ombra »
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Re: Revaluate Melee/Unarmed classes
« Reply #72 on: May 03, 2010, 10:06:09 pm »

Well unfortunately until they can change the engine to enable run attacks hth will remain a pve class.
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Re: Revaluate Melee/Unarmed classes
« Reply #73 on: May 03, 2010, 10:25:09 pm »

Well unfortunately until they can change the engine to enable run attacks hth will remain a pve class.

You are so very wrong, but you can continue thinking that way if you like. Makes me look that much more unsuspecting.
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Re: Revaluate Melee/Unarmed classes
« Reply #74 on: May 04, 2010, 06:06:55 pm »

Well unfortunately until they can change the engine to enable run attacks hth will remain a pve class.

I don't like to repeat myself, so simply read all over again.
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