I would like to point out that supersledge was weaker than most ranged weapons in FO/FO2 too, and that there was no such thing as "knockdown bonus for high melee hit" in original games, contrary to what was in FOnline at some point (changes to critical hits with sledgehammer; reverted and further changes postponed).
If you want to make enemies, try to change something.
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.
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.
Because as it is now Swing and Thrust are exactly the same - because in Fallout they were exactly the same too.
One idea was to give the aftermentioned knockback effect working always with Thrust attack, and never with Swing attack.
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.
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.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).
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.
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.
No reason to count an aimed shots if there is a difference between base damage (or there is a different way to count an amount of crit damage for melee and SG?).
Yeah, but then he has to regenerate all of his AP, doesn't he?
There is a difference, because 1 additional AP increases AP attack cost by 33% in case of 3 AP weapon, and 20% in case of 5 AP weapon. In case of flares, arguably the best ranged weapon in game due to 1 AP base cost - assuming perk - and standard 60% instakill chance on successful eye critical hit (with Better Criticals), this increase is 100%.
Not if we're talking about knockback (which is just falling to the ground).