Other > Closed suggestions

Replace Traps in Demo expert requirement with throwing

<< < (3/4) > >>

Hertz:

--- Quote from: Roachor on April 28, 2010, 08:21:16 pm ---Why should grenadiers have to invest 140 points into a useless skill when every other weapon type doesn't?

--- End quote ---
Yes its a good point. But doesnt having a higher trap skill add damage to things like dynamite and nades?

Roachor:

--- Quote from: Hertz on April 28, 2010, 08:39:08 pm --- Yes its a good point. But doesnt having a higher trap skill add damage to things like dynamite and nades?

--- End quote ---

No traps does nothing.

gordulan:
no it actually lowers the chance of a critical failure when activating the explosives, like mines and dynamite.

RavenousRat:

--- Quote from: gordulan on April 29, 2010, 11:07:52 am ---no it actually lowers the chance of a critical failure when activating the explosives, like mines and dynamite.

--- End quote ---
Lol, it affects damage, try to explode crowd people with your main character, even poor noobish 1st lvl bluesuiters will survive this, you'll deal 10-20 damage. And then try to explode dynamite with your suicidal character with 168% traps which will deal 200+ damage, there's a difference.

gordulan:
oh, so it's the only combat skill that regulates damage..

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version