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Why? Forgot about melee?

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Cocain:

--- Quote from: DonGizmo on September 24, 2010, 07:59:22 AM ---Forget equal balancing of melee (unarmed) and firearms skills. In f1/2 there it works, because it was single player game and there were not any other players. I just dont understand why man with knife or even katana should dominate over man with assault rifle.

 Best is, to add purpose, location or role for this skills. I.e. in every pub you should use this kind of skill without penalty of being killed by guards,...

 Actualy, right now it is cheapest PK or maybe anti PK combat skill for mining places.. If you want to defend yourself but you dont want to loose your stuff.

 And bring another types of this.

--- End quote ---

in f1/2 it works becouse it uses TB only...

plus perks like slayer and Bonus move

all weapon skills should be balanced to offer more variaty... theres no real fun in having SG and BG only

Floodnik:

--- Quote ---But it would be easy to avoid with current settings since everyone can just run away.
--- End quote ---
No no no, the enemy approaching is the hard part but also the fun part. It requires tactics, but if you manage to do it the outcome should be deadly to the enemy.
IMHO the only thing about getting close that should be done is introducing always run, and that's on the todo list already. So the only thing to be made is: Hand to Hand range + Hand to Hand fighter = Death of the Ranged weapon user.
It could be done many ways - increasing damage which is the simplest one but in my opinion not the fun one. Another, debuffing the enemies ability to shot when being at close range like the "In Your Face!" perk(imho that should be default with melee weapons though) - this one seems more interesting than just increasing damage. That shouldn't affect HtH vs HtH fights.

avv:

--- Quote from: Floodnik on September 24, 2010, 10:05:12 PM ---No no no, the enemy approaching is the hard part but also the fun part. It requires tactics, but if you manage to do it the outcome should be deadly to the enemy.
IMHO the only thing about getting close that should be done is introducing always run, and that's on the todo list already. So the only thing to be made is: Hand to Hand range + Hand to Hand fighter = Death of the Ranged weapon user.
It could be done many ways - increasing damage which is the simplest one but in my opinion not the fun one. Another, debuffing the enemies ability to shot when being at close range like the "In Your Face!" perk(imho that should be default with melee weapons though) - this one seems more interesting than just increasing damage. That shouldn't affect HtH vs HtH fights.

--- End quote ---

But players can just keep running no matter what. So ranged weapons player would always either win or get away when facing a melee fighter. Unless he wants to risk it.
Besides, it's completely retarded that big part of the melee fighting is about chasing your opponent. Melee should be about ambushing and hiding, unless you have a power armor and can just shrug off most damage. Melee can never work properly if there is only pure melee classes and pure ranged classes. It will automatically lead to retarded kiting because melee man only wants to get close and ranged dude only wants to keep distance.

Floodnik:
If the ranged guy runs all the time, he won't be able to shot. Even if he shots once, then he must restore his AP which means standing in place for some time. Believe me, sooner or later, you manage to approach the enemy. Had some experiences in this field.
Also it's good to fight in places full of buildings like Broken Hills. It's very nice to run out of a corner and easly pew your enemy.

Solar:
Plus, if you're more than sinlge players, say 3v3, if you've got a Melee guy running at 3 people and they all run, then they have 0 output ... where as Mr Melee's friends can shoot so they have 2.

Melee damage isn't bad, Auto Run would make it easier to pull off and Perks will make it so you weren't so easily shot on the way in. Until those things are done I won't fiddle with anything else (except for the low tech boost that happens on next update).

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