Other > Closed suggestions

Add More Tactical Choices & Balance

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RavenousRat:

--- Quote from: bipboy on April 25, 2010, 01:21:03 pm ---I would suggest to make explosives and traps more useful. Anything make maps more interactive is good plus you will revive a dead skill.

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And more at fun at NCR! I want to plant lots mines at bank and workbrench! No! At spawn points! People come to NCR and when loading screen disappears they see peices of thier body!

Drakonis:

--- Quote from: RavenousRat on April 25, 2010, 01:23:47 pm ---And more at fun at NCR! I want to plant lots mines at bank and workbrench! No! At spawn points! People come to NCR and when loading screen disappears they see peices of thier body!

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Solution: guards should be good at detectin such activity. They spot you, they kill you, they loot you, and you get HUGE reputation penalty so you can't really enter that town again. Also setting a mine/explosives with no proper traps skill would make u explode/fail so forget about lvl 2 alts planting traps at spawn points. on top of that: make it impossible to plant mines/traps on spawn tiles.

What im saying here is: Yes, traps need a rework. it would be awesome to have more tactical options :D

avv:
I love to have more combat choices providing more tatical thinking. But this can be done in many ways, like improving the combat system iteself. Toning down damages and crits would immediately bring more balance and tactical choices because people didn't die so fast.

Cheezy:
critical are over power, one guy even hit me with 200 damage one shot. Anybody with any weapon can shoot you keep you on the ground for ever. critical so overpower take away from everything whats point being anything else. Its so overpowered breaks the game. I think critical could have role in game. They just need to change how they work.

Maybe there should be critical resistant, maybe have it on armors,perks,special stats.
For exmaple anytime you add critical resistant like 10%. The math could be set up two ways.
-10 to critical hit roll,  or  increase the roll require for critical +10, would make 110.

RavenousRat:

--- Quote from: Cheezy on April 25, 2010, 04:14:21 pm ---critical are over power, one guy even hit me with 200 damage one shot. Anybody with any weapon can shoot you keep you on the ground for ever. critical so overpower take away from everything whats point being anything else. Its so overpowered breaks the game. I think critical could have role in game. They just need to change how they work.

Maybe there should be critical resistant, maybe have it on armors,perks,special stats.
For exmaple anytime you add critical resistant like 10%. The math could be set up two ways.
-10 to critical hit roll,  or  increase the roll require for critical +10, would make 110.



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May be criticals are irritating, but when there was big group fights, BGers rules all fight. All I was doing is dealing 50-60 damage (.223 pistol vs metal mk2) and knock downs, sometimes crippling hands. But one guy with BG+Jet=lots bursts per turn can go through all map and burst you in pointblank using covers or rooms (in urban location).
I suggest to be able to intercept turns, if you have enough AP unspent and depends on sequence. So after each action in your FoV, there will be roll on actor's sequence and your sequence to be able to intercept turn and do action. Because jet-junkies can move too fast to cover and you simply can't do anything.
And of couse I afraid more BGers than snipers. In TB encounters they rule. May be on great distances in TC snipers with 50 distance are better, but falloutish fights in TB on 20-30 distance and buildings/rooms are good for BG users, they rules there, and sniper just have to hope on real life luck, that thier crit will cripple BG's hand or even insta-kill in eyes, if not, then you're dead.

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