Other > General Game Discussion
Why? Forgot about melee?
Atom:
--- Quote from: Separatist on September 15, 2010, 06:17:34 PM ---It easy to count damage, if we take a supersledge fighter with 8ag, he will have 3 19-36 strikes (57-108) in a turn. The SG shooter with .223 pistol with 10ag (one of the most powerful weapon for SG) we will have 2 20-30 shoots (40-60) in a turn.
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This is assuming no aimed shots (which make AP count less), and unarmoured target (so that ammo DR modifiers does not count). Very convenient. Top-shelf ranged weapons from Fallouts (and supersledge was top-shelf melee one) easily win.
--- Quote from: Separatist on September 15, 2010, 06:17:34 PM ---Runed F2 5 minutes ago, every melee hit above 10-12 automatically knocks down mob (and throws him from you for several hexes), not to mention 20-30 melee hits.
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This is not a true knockdown, since the critter stands up right after receiving the damage with no AP loss. It simply pushes the critter away damage/10 hexes (damage/5 if weapon has Knockback perk). This is implemented in FOnline but only if true knockdown effect happens (or damage type is explosion).
Badger:
Something that I think will make a big difference to melee is making the second attack of a lot of melee weapons 'Throw'. They did it in an F2 weapons mod, I can't remember which, I'll check it out later.
As in, regular knives will have Thrust and Throw.
Combat knives will have Swing and Throw.
Crowbars will have Swing and Throw.
Wrenches will have Swing and Throw. You get the idea.
Because as it is now Swing and Thrust are exactly the same - because in Fallout they were exactly the same too. I think rather than trying to create two interesting attacks, give melee weapons more interesting functionality. That is, the possibility to heave them at people. Even stuff like the regular knife can potentially be useful.
Atom:
--- Quote from: Badger on September 15, 2010, 06:39:32 PM ---Because as it is now Swing and Thrust are exactly the same - because in Fallout they were exactly the same too.
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One idea was to give the aftermentioned knockback effect working always with Thrust attack, and never with Swing attack. This way you can decide whether you want to push your opponent away (convenient if you're fighting against lot of melee opponents) or keep him close (if he's a ranged fighter).
Badger:
--- Quote from: Atom on September 15, 2010, 06:43:19 PM ---One idea was to give the aftermentioned knockback effect working always with Thrust attack, and never with Swing attack.
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It's an interesting choice, but I think people would just always use Thrust. The ability to constantly knock your opponent down is preferable, as you can just keep doing it and never let him recover. And it's also frustrating as hell to be repeatedly knocked down.
Atom:
--- Quote from: Badger on September 15, 2010, 06:50:16 PM ---It's an interesting choice, but I think people would just always use Thrust. The ability to constantly knock your opponent down is preferable, as you can just keep doing it and never let him recover. And it's also frustrating as hell to be repeatedly knocked down.
--- End quote ---
Still, the opponent will be up on his feet again before you get back to him - unless you wish him to come to you (N/A in case of ranged fighter). Tweaking knocking distance might balance this out.
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