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Author Topic: Why? Forgot about melee?  (Read 12320 times)

avv

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Re: Why? Forgot about melee?
« Reply #45 on: September 23, 2010, 06:53:14 pm »

This is RPG, there're alot reflexive games already

Who said anything about reflexes? Best choice for fonline pvp would be tactical real time action.


if you don't want skill affect success/failure, then... why do we need skills at all?

Because they would still determine what perks and profesions you get.
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gordulan

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Re: Why? Forgot about melee?
« Reply #46 on: September 23, 2010, 07:03:35 pm »

actually, I was thinking about a basic skill roll about hiding.

Player 1 has 150% sneak skill.
Player 2 has 6 Perception and no bonus sequence modifiers.
player 2 can spot a 0% sneak character in hiding "through" the "cover" at: (Per+Sequ)/2= 9 hexes
Player 2 can detect 0% skill in hiding from the back at: Per+Sequ=18 hexes
Player 1 has 150% skill, therefore reducing his ability to be seen from the front by: Skl/50=3 hex reduction
Player 1 can reduce his visibility from the front by : Skl/25=6 hex reduction

So, Player 1 can be detected while in hiding by player 2 being near the cover at: (Per+Sequ)/2-Skl/50=6 Hexes
From plain sight in hiding at: Per+Sequ-Skl/25=12 Hexes

Note: These tables are pretty much something I made up in 20 minutes, so they could use some work...
Replacing the current system is necessary because of this shitty hiding in the middle of a concrete road...
« Last Edit: September 23, 2010, 07:10:56 pm by gordulan »
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Re: Why? Forgot about melee?
« Reply #47 on: September 23, 2010, 07:32:30 pm »

You will break my hand and I will kill you with a mauser. Sounds like a plan.

have you never fucking played this game at all past level 5? god damn you noobs are annoying.

THATS EXACTLY HOW THE GAME IS. A bluesuit with a mausser and 10 LK will eventually oneshot the guy with 250 HP and brotherhood armor. melee weapons currently function like close range bullets, which is just stupid.

you want to talk realism, sure. what you gonna do with a pistol when some big ass 7 foot dude in advanced polymer plating with a super sledge gets in your face?

you gonna shoot him? lol. he's going to knock your head off. you have to shoot him before he gets there... otherwise YOU'RE dead.

a melee'er often runs to his death when charging an enemy, and the payoff is not acceptable for the insane risk of running at gun users. its STILL a game. elements of realism are required for immersion but I do believe melee weapons need a serious buff. they should be removing limbs with 75% efficiency. damage comes from bypass crits, you don't need more damage as bob has shown.
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Cocain

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Re: Why? Forgot about melee?
« Reply #48 on: September 23, 2010, 08:12:10 pm »

well at least we all agree melee needs to be buffed

for me the biggest problem is catching your opponent since he will kite u to death.. other than that i have no problems with damage output, at least with unarmed
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Cultist

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Re: Why? Forgot about melee?
« Reply #49 on: September 24, 2010, 07:26:38 am »

The haymaker 15% crit buff is the only reason unarmed characters are ever made, too bad you can't hit anyone(competent) in rt.
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DonGizmo

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Re: Why? Forgot about melee?
« Reply #50 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.
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Re: Why? Forgot about melee?
« Reply #51 on: September 24, 2010, 09:41:06 am »

The super advanced polymer armor has eyeslits right?

So sorry Zato but as the 7 foot guy LUMBERS (not runs, he is a 7 foot huge muscled guy remember?) towards me I have the time to aim and shoot him on the eye... given I have luck 10 (when the human average is 5) I really do expect that the bullet will hit him in the eye, blind him and kill him.

Against Power Armor thats a diffrent story... but anything LESS means that the helmet itself is restricted to just that, a helmet and not a face mask.
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avv

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Re: Why? Forgot about melee?
« Reply #52 on: September 24, 2010, 09:45:52 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.

Because there wouldn't necessarily be a man with knife but a man with gun and a knife. For example in a situation where both fighters happen to run out of ammo at the same time and there's little space between them, the one who decides to stab instead of reloading could win.
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Re: Why? Forgot about melee?
« Reply #53 on: September 24, 2010, 10:47:08 am »

Because there wouldn't necessarily be a man with knife but a man with gun and a knife. For example in a situation where both fighters happen to run out of ammo at the same time and there's little space between them, the one who decides to stab instead of reloading could win.
I'd better take fully loaded SMG in off-hand then ;p
Even if you'll make reload drain all APs, it's the same time to switch between MainHandWeapon to Knife and MainHandWeapon to SMG, and of couse SMG is much more better than knife, eye shots from more than 1 hex and point blank burst at distance of 1 hex is better than poke someone with a knife.
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avv

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Re: Why? Forgot about melee?
« Reply #54 on: September 24, 2010, 02:45:00 pm »

I'd better take fully loaded SMG in off-hand then ;p
Even if you'll make reload drain all APs, it's the same time to switch between MainHandWeapon to Knife and MainHandWeapon to SMG, and of couse SMG is much more better than knife, eye shots from more than 1 hex and point blank burst at distance of 1 hex is better than poke someone with a knife.

That's how it goes now and that's how common sense tells us. But if we want to spare a slot for melee in our game we could just make it so that switching to melee weapon in close-melee range would be one of the best strategic options. Other way is to make melee just effective in current weirdo combat and continue the saga of powerbuilds and alts.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Why? Forgot about melee?
« Reply #55 on: September 24, 2010, 02:49:56 pm »

It's logical that the melee/unarmed fighter will win if he gets close to his gun-using enemy. It's just that it's very hard to get close in the first place. That's totally how it should work. Ranged weapons are doing good ranged, melee/unarmed should do good hand to hand. Not like now, when you kind of melee fight people with a ranged weapon(RavenousRats' beloved point blank burst).
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Re: Why? Forgot about melee?
« Reply #56 on: September 24, 2010, 03:14:07 pm »

Two handed weapons should have huge maulus to *chance to hit* in VERY close quarters. Either based on gunner skill (big/en/small guns)or melee fighter skill (meele/unarmed). This should especially effect sniper/laser/hunting rifles aimed shots, miniguns/LSWs/ARs bursts.

That would partially solve most of LOLbursts from 1 hex and camping behind corner. If you let some get close to you, grab a pistol, shotgun, SMG or flamer.... or RUN FOR IT :).
« Last Edit: September 24, 2010, 03:18:47 pm by mentant »
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Re: Why? Forgot about melee?
« Reply #57 on: September 24, 2010, 05:45:51 pm »

Two handed weapons should have huge maulus to *chance to hit* in VERY close quarters. Either based on gunner skill (big/en/small guns)or melee fighter skill (meele/unarmed). This should especially effect sniper/laser/hunting rifles aimed shots, miniguns/LSWs/ARs bursts.

That would partially solve most of LOLbursts from 1 hex and camping behind corner. If you let some get close to you, grab a pistol, shotgun, SMG or flamer.... or RUN FOR IT :).

agree with this post. currently melee weapons function pretty weak compared to other cqc choices.
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Re: Why? Forgot about melee?
« Reply #58 on: September 24, 2010, 07:35:50 pm »

Two handed weapons should have huge maulus to *chance to hit* in VERY close quarters. Either based on gunner skill (big/en/small guns)or melee fighter skill (meele/unarmed). This should especially effect sniper/laser/hunting rifles aimed shots, miniguns/LSWs/ARs bursts.

In Your Face!

Bam. There is no reason this perk shouldn't be introduced.

Edit: I'd actually say it should be expanded to include bursts with rifles.
« Last Edit: September 24, 2010, 07:37:23 pm by Badger »
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avv

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Re: Why? Forgot about melee?
« Reply #59 on: September 24, 2010, 08:17:37 pm »

In Your Face!

Bam. There is no reason this perk shouldn't be introduced.

Actually it could be a default feature for everyone. It doesn't require perk to grab someone from his wrist or turn his gun away. Complete disarming could be worth a perk though.

But it would be easy to avoid with current settings since everyone can just run away.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
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