A thought on the other
"points" made in this thread:
I've probably put in a couple thousand hours playing melee build of varying types,
i) 15 Melee dmg + aimed shots
ii)15 Melee dmg & fast shot
iii)1 Melee dmg & finesse (35% crit) ,with/without Better critical perk
iv)Finesse & Heavy handed (highly not recommended
)
v)5 Melee Dmg, 11% critical
@OP , after trying all of these, it's been realized that the pure damage build is not great, but decent versus critters. It will be terrible when facing a player character, 9 out of 10 times.
The bottom line when talking about successful use of melee weapons, is having both... criticals, and damage.
Better criticals perk. All anyone needs to know, this is what unleashes the power , and maximum effect of any melee weapon, or gun for that matter.
Well Bob was using almost all possible drugs to pump his character up as much as possible. Psycho, Jets, Buffouts, (Nuka Cola?) to make himself effective against his opponents. Now with changed drugs system it's almost impossible to make such a tank.
Yes, RJ thank you, this is true. After reaching 1,000,000 xp, Ahbobsaget decided to dabble in some drugs. This went on for about the last 3 months of the previous session.
For 3 fabulous months, I ate psycho, and jet. All psycho did is ensure that i didn't get shredded by a single burst from Big gun . As for the jet... well, that shit is just addictive.
Make the character automatically run when he attacks with melee someone who is out of range
This is the most terrible, awful, and LAZY idea I have seen.
The only way this could be a good thing, is if - Hit must be selected, when player is within no less than 3-4 hex of target, for the auto run function to kick in.
This should be an optional feature, not one that somebody is forced to use.
One idea was to give the aftermentioned knockback effect working always with Thrust attack, and never with Swing attack.
- Not in favor of this. Should stay as it is, perhaps with a slightly higher chance to cause knockback by using 'thrust' than there currently is. Effect should not be limited to type of attack.
Tweaking knocking distance might balance this out.
- This is a selling point of melee character, for me. I want to hit somebody halfway across the damn map, as it is now.. If they are able to stand up after, and run away, so be it.
- Nerf knockback ?
I do still think unarmed/melee need some kind of disabling attack, however.
Disabling attack like
crippling? , As i mentioned before, this effect is rarely noticed without a really good critical hit. It is maximized through the use of Better criticals. This is standard for pretty much every weapon/ attack in the game.
Their only real hope if they get in close is to keep their enemy out of action before they get bursted.
Yes, unfortunately this is the truth. In my own and others dream world, there would be some inherent damage resistance.. Some kind of benefits to having melee / unarmed skills tagged , with some check on the items in hands. I mean come on, these players need to get within 2 hex minimum to attack, yet there is nothing in place to
Balance Damage taken. The nerf on psycho was dark day for melee user.
Bob's bottom line : Melee is effective, and by no means should it be turned into some point and click lazy bullshit.
There are things which need to change, but changing too much has a tendency to ruin a good thing, as history has proven.
For what it is, you need to accept that
this is what you will see for most of the time when playing this class :