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Author Topic: Revaluate Melee/Unarmed classes  (Read 35937 times)

Re: Revaluate Melee/Unarmed classes
« Reply #75 on: May 04, 2010, 07:09:44 pm »

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

Listen Ombra ! He have good ideas for meele and unarmed characters !
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Avatar: Equality of rights for ghouls!
Re: Revaluate Melee/Unarmed classes
« Reply #76 on: May 05, 2010, 08:11:15 am »

I will reassert what I said about "Melee works fine as it is, even without your 'ooo i wanna run and attack' "

http://www.imagebam.com/gallery/29803a6dca9042d2f3e090285421ad7e/
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Re: Revaluate Melee/Unarmed classes
« Reply #77 on: May 05, 2010, 08:30:02 am »

Arround 40x "Ahbobsaget was hit for no damage"

 ;D Gang  8)
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Avatar: Equality of rights for ghouls!
Re: Revaluate Melee/Unarmed classes
« Reply #78 on: May 05, 2010, 02:53:20 pm »

I will reassert what I said about "Melee works fine as it is, even without your 'ooo i wanna run and attack' "

http://www.imagebam.com/gallery/29803a6dca9042d2f3e090285421ad7e/

- You slayed a bunch of noobs in Leather Jacket VS Metal Armor
- Maybe you was drugged with Psycho or they got lame weapons because of all that "No damage"
- You fighted mostly in closed rooms

So, sorry, but those screens prove absolutely NOTHING. Plus there is no special honor for that.
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Sius

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Re: Revaluate Melee/Unarmed classes
« Reply #79 on: May 05, 2010, 03:40:00 pm »

I doubt any of them had 21 or PvP build. Try to bring up fists/knife/hammer into real gunfight and we will see how you will do. Even if you could deliver 125+ dmg per hit (= 2 hits to kill) to anyone no matter his build/gear/drugs you would still fail most of the times just because of range you have to travel. Try to measure how long does it take to sprint 20 hexes long path. Its about 5 seconds. Plenty of time to burst two times or split your head in two with aimed shot. And most of the fights take place at way more than 20 hexes not mentioning the fact, that you can't hit moving target so just 2 guys with BB guns could kill you with decent cooperation.

HtH combat sucks in PvP. Its fact and its shame.
Re: Revaluate Melee/Unarmed classes
« Reply #80 on: May 05, 2010, 06:16:30 pm »

Yeah honestly bob anyone you kill dies because they are noobs and don't know they can just slowly walk away from you and you'll never be able to touch them.
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gordulan

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Re: Revaluate Melee/Unarmed classes
« Reply #81 on: May 05, 2010, 06:35:26 pm »

they can also run, that way the can regen some ap after every run period.
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Re: Revaluate Melee/Unarmed classes
« Reply #82 on: May 06, 2010, 02:10:45 am »

Well, this whole shit took about 10, maybe 15 minutes....its not like i cornered them one by one and smashed them apart, While they stood there. I had to run my ass off, and made them use all their bullets.

So, without going off topic
-Ha, I deny all your suggestions about improving melee , and i will continue to disprove all these godamn haters that think they wont get dominated by the hammer...

An old saying, Its not the tool, its the person that uses it.

 :'(
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Re: Revaluate Melee/Unarmed classes
« Reply #83 on: May 06, 2010, 02:47:57 am »

Well, this whole shit took about 10, maybe 15 minutes....its not like i cornered them one by one and smashed them apart, While they stood there. I had to run my ass off, and made them use all their bullets.

So, without going off topic
-Ha, I deny all your suggestions about improving melee , and i will continue to disprove all these godamn haters that think they wont get dominated by the hammer...

An old saying, Its not the tool, its the person that uses it.

 :'(

"It's not the game, it's the tool who plays it." :P
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Re: Revaluate Melee/Unarmed classes
« Reply #84 on: May 06, 2010, 04:07:02 am »

Well, this whole shit took about 10, maybe 15 minutes....its not like i cornered them one by one and smashed them apart, While they stood there. I had to run my ass off, and made them use all their bullets.

So, without going off topic
-Ha, I deny all your suggestions about improving melee , and i will continue to disprove all these godamn haters that think they wont get dominated by the hammer...

An old saying, Its not the tool, its the person that uses it.

 :'(

I take note of you "deny" and also take note of all dozen peoples who posted in this thread and asked for improvement, instead. Have a good day.
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Lordus

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Re: Revaluate Melee/Unarmed classes
« Reply #85 on: May 06, 2010, 05:14:24 pm »

Ombra, i agree that melee, HtH should be the part of the game. Find the role for it, but try to implement it into global one project, like is all PvP balance.

 As i said, in real time fight, if we dont want to make Diablo, there is better to find special role for hth or melee, not to make it strong like firearms..
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Re: Revaluate Melee/Unarmed classes
« Reply #86 on: May 06, 2010, 06:24:21 pm »

If you look at all the suggestions in the main post, there is not one about increase damage, but all for damage resistance, chance of knockdown/knocback, cripple arms, improve AC and so on...

I don't want to make melee weapons strong as firearms, but I want to make HtH fighter competetive against firearms.
As I already said you can totally ignore those classes, but that's not Fallout anymore.

You need roles again?

  • Unarmed: can be a martial artist, with great AC and AP boost or a boxer with increased HP and damage.
  • Melee: can be a juggernaut, with great damage resistance and enhanced chance to cripple or a ninja, with great Sneak and higher chance to crit.
« Last Edit: May 06, 2010, 06:25:57 pm by Ombra »
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Re: Revaluate Melee/Unarmed classes
« Reply #87 on: May 07, 2010, 11:36:09 am »

Or simply change work of AC.
When a target is in range of 5 hexes or closer, it's AC will substract current attacker's % to hit, if he uses two-handed weapon, because it's really hard to shoot at mobile target at close room from a rifle, but you can do it with pistol or SMG.
So, if you holding two-handed firearm, and your target within 1-5 hexes from you, you have (current CtH%)-(target's AC)% CtH. If you holding any one-handed firearm, you ignore this.
So now SG bursters will have some advantage of BG, and HtH characters now will be more happy if they reach thier target.

It's obvious. AC = means you're mobile. Maxed AC means you're from Matrix, it doesn't affect you much at long distance, but at close combat you become really fast target for attacker.
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kraskish

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Re: Revaluate Melee/Unarmed classes
« Reply #88 on: May 07, 2010, 12:49:53 pm »

To everyone,

I guess HtH combat is undervalued but if you change the damage like by 200% it would spawn a lot of melees. THen youll like to buff unarmed. THe other side of that would be to revaluate HPs of every criter again, balance weapons against creatures because youd be able to kill everything with a hammer with one shot (not centaurs or aliens lol) and someone with a pistol not :D
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Re: Revaluate Melee/Unarmed classes
« Reply #89 on: May 07, 2010, 05:21:46 pm »

To everyone,

I guess HtH combat is undervalued but if you change the damage like by 200% it would spawn a lot of melees. THen youll like to buff unarmed. THe other side of that would be to revaluate HPs of every criter again, balance weapons against creatures because youd be able to kill everything with a hammer with one shot (not centaurs or aliens lol) and someone with a pistol not :D

I'm getting tired of this, you people against HtH should read before post the same sentence over and over again:

I don't want to make melee weapons strong as firearms, but I want to make HtH fighter competetive against firearms.
As I already said you can totally ignore those classes, but that's not Fallout anymore.


Edit: I found another thing who need a simply update. You need 80% Unarmed for Silent Death perk...
The fuck?!? Even the image got a dude with a knife, that's completely senseless. Make SD perk available for 80% Unarmed or 80% Melee.
« Last Edit: May 09, 2010, 12:59:17 pm by Ombra »
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