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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: RavenWolf on April 19, 2011, 06:16:14 pm
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I just read the possible stats for the new Traits, and i want to tell my opinion (i know those are old and may be some are changed)
Bloody Mess Same
Bruiser Gives +4 Strength, -2 AP, Doubles Melee Damage from Str
Chem Reliant All drugs are permanent addictions, time of effect is doubled.
Chem Resistant Suffer no addiction effects, Stims do half effect
Fast Metabolism Doubles En affect on Healing Rate, Drug effects work for half normal time
Fast Shot Gives -1 AP for 1H, -2 AP for 2H, +5 Damage, Can't aim shots
Finesse Same
Good Natured
Heavy Handed All Unarmed attacks cause a knockdown, +5 Final Damage, -20 on the crit table
Jinxed Same
Kamikaze Gives +20 AC, - 5% DR
Night Person -
One Hander Gives +20% to hit 1H, -40% to hit 2H, +5 Final Damage when using 1H
Sex Appeal -
Skilled Same, doesn't affect support perks
Small Frame Same
Bonehead Gives -1 Int, shots effecting you suffer -10 on the critical roll for Head and Eyes
Pig Eyes Gives -1 Pe, +40 AC when your eyes are targetted
One of the problems i see with some traits (news and originals) is the special bonus. In a game in wich you can modify stats it doesn't make much sence.
If a trait increase a specific Special this will turn in a generic bonus, because you can simply remove the bonus and add to another stat. (same for stats reductions)
So i suggest a rework in those trait:
-Small Frame: +20 AC, -5% DR. I think the kamikaze trait fits better here, youre smaller so harder to hit, but less resistant.
-Pig Eyes: +40 AC when your eyes are targetted, -2 to PE for determining range.
-Bruiser: -10 on the critical roll in legs, arms, torso, groin. +15 on the critical roll in head and eyes. (Think David and Goliath)
For stats bonus i can only think in re-add Gifted, with reduced bonus (+3/4 generic Specials) and same old drawback.
Other drawback option can be reducing the support perks rate by 5 or 6.
Other traits:
-Kamikaze: Doubles melee damage from ST, total AC is halved (this include armor bonus, and any other bonus).
-Nigth Person: I think this trait should stay, but of course with diferent bonus.
Can moddify PE(+1/-1), AP(+1/-1), and may be travel speed(+15%/-15%)
-Good Natured: +1 max follower, +1AP cost for every attack
-Finesse: 30% damage reduction instead of increased target DR http://fodev.net/forum/index.php?topic=14502.0 (http://fodev.net/forum/index.php?topic=14502.0)
Bonehead can be added as a perk (whithout the -1 In)
thoughts?
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I think both one handed and fast shot could do with ignoring a % of the target's DR/DT as well. Maybe 15% each. To compensate for this, one hander would give you an 80% penalty with two handed weapons - so you really are forced to just use pistols/smgs.
And fast shot just needs a direct buff.
I think that's the only way you can make one pistoleros viable without just making them more erratic crit builds.
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One Hander is a 1st level perk for 14mm/.223 pistol users. They won't care if it's -40% for 2H weapon or -80% or -300% or -999999999%, noone cares, because they won't use it anyway, because thier ST and PE and skill and perks made for one kind of weapon, if they're planning to use 14mm, they will use 14mm, PE and ST for that weapon, skill for that ammo, if they want to use .223 pistol, then will use .223 pistol with requires ST, PE and skill with ammo.
Small Frame, I hope it's really outdate information, or else most used imba trait will stay again most used imba trait. ^_^
Fast Shot still the same problem in RT, I downloaded SDK just for fun, removed all AP costs, made full AP regeneration in 1 milisecond, and started to shoot people in Den, it was really fun, especially with 2 smgs in both hands, by doing 3 bursts in a row, then changing hand and doing other 3 bursts, it was Quake in 2D. Then when walked from Den to VC I encountered caravan vs raiders, caravan guy started to non-stop shooting raiders, but... because of animation he made only 2 shots and then raiders reached him and poked him to death with spears. Fast Shots = TB perk, will be used for PvE and TB traps.
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Bloody Mess Same
Bruiser Gives +4 Strength, -2 AP, Doubles Melee Damage from Str
Chem Reliant All drugs are permanent addictions, time of effect is doubled.
Chem Resistant Suffer no addiction effects, Stims do half effect
Fast Metabolism Doubles En affect on Healing Rate, Drug effects work for half normal time
Fast Shot - Slightly different damage boost
Finesse - Extra element added
Good Natured - New effects
Heavy Handed All Unarmed attacks cause a knockdown, +2 Final Damage, -20 on the crit table
Jinxed - Same
Kamikaze Gives +20 AC, - 5% DR
Night Person - Now a perk
One Hander Gives +20% to hit 1H, -40% to hit 2H, +5 Final Damage when using 1H
Sex Appeal - Now a perk
Skilled - Same
Small Frame - Same
Bonehead Gives -1 Int, shots effecting you suffer -10 on the critical roll for Head and Eyes
Pig Eyes doesn't exist
A more accurate list
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Heavy handed is a benediction for many unarmed fighter, chem perks are very interesting for loners if they take both, bruiser is now viable trait, fast metabolism worst than useless as long as the basic healing rate is so low (and slow), kamikaze seem a bit OP, one hander clearly fast shot oriented and will probably replace the nerfed living anatomy (though it become now a perk more than a trait: as fast shot for unaimed attacks, if you plan to use only pistols, no malus, though the fast shot builds are far from OP ATM), bonehead is interesting, though maybe the 10% is a bit low (really depend on the crits table).
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Oh, now I got it, so you need to choose 2 1st level
perks, I means traits, for your character build, because those:
Small Frame
One Hander
Bonehead
Chem Reliant
have no "penalties" (useless penalties, or avoided penalties (-10 to crit table as 1st level perk is awesome, especially when Small Frame will cover it)), but you can't take them all, so you have to choose only 2 from 4 (3, if you're not one-hander)
+if you're PvE/TB build you may also have Fast Shot ...trait for 2 AP plasma rifle to do 6 plasma shots per turn and then be able to walk 4 hexes behind wall with x2 Bonus Move perks.
+if you're melee/unarmed - Bruiser
+if you're sadistic TB PvE melee/unarmed - Heavy Handed (every punch = -3 AP to enemy, he'll lie on ground forever muahahaha) or may be even it's possible in RT, because punch costs 2 AP (with bonus HtH attacks perk) and knockdown = -3 AP, of couse players will have different quick recoveries or stonewalls, but I said about PvE, bunch of Heavy Handed bluesuiters will kill Enclave patrol, because they will lie on ground all the time, the only problem is deal damage = living anatomy... or powerfist.
Useless traits:
Fast Metabolism, Skilled (right now Skilled trait = crafter of ~3-6 lvl for prof3, player will take Skilled to lvlup his crafter alt less, with new after-wipe perks that adding +x% to repair/science Skilled will be useless), Chem Resistant.
Unknown: Good Natured and Finesse because of lack of information.
Kamikaze is very little trait, 5% = nothing, 20 AC = something sometimes, so it's a trait for x2 Dodger perks to get 10 AG +20+20+20=70 AC + armor = 90 AC max as I know.
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What about only two Tag skills for the Skilled trait? It's drastic, but I think that might make it more popular.
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What about only two Tag skills for the Skilled trait? It's drastic, but I think that might make it more popular.
Then if you/your friends have alot SS, you only need your combat skill and doc, without FA. So it'll be faction trait ;p
More SP because you have SS! But still it's better than crafter-trait which will be useless because of perks that will give more than that trait.
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Then if you/your friends have alot SS, you only need your combat skill and doc, without FA. So it'll be faction trait ;p
More SP because you have SS! But still it's better than crafter-trait which will be useless because of perks that will give more than that trait.
Yeah, that's how I feel about it. I don't like only giving characters two tags, but I can't think of a better solution.
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Yeah, that's how I feel about it. I don't like only giving characters two tags, but I can't think of a better solution.
Half skill requirements for profs but you can take only 1/2 of max prof lvls ^_^
But still it's not a trait, because if you picked it, it means you're going to focus only in one specialization and you don't need other 2 prof lvls, so it'll be "perk" for powerbuilds who won't have enough FA+Doc for prof2 doc, to be able to supply themselves with drugs and SS, but it'll take 1 trait slot, so it's already bad.
So this trait will be used again by crafter alts who will be focused only on 1 prof, while normal crafter could be focused on 2, because of new crafting system where you'll have only 2 lvls max, if it still will stay 4 total prof lvls max.
So it'll be a choice to make universal crafter alts like Weapon+Armor and Drugs+Armor or make separate crafting alts with each prof, but much less time to lvl up to reach skill requirements.
So.. again useless.
Edit:
reverse Skilled into... Gifted! (not original Gifted)
You're getting perk every 2nd level! So total 10 perks instead of 7.
But you're getting only 1/2 of your skill points per level!
This way you'll make a character who will be able only to shoot, and have imba perks! Or he'll be able to doc himself, but will shoot really bad and prolly will be BG/SG burster to shoot only in point blank!
Gifted will be must-have "trait" for melee/unarmed, because they don't need high combat skills and they will have another 3 anti-crit perks to live a bit longer before someone with minigun burst them on 500 damage!
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fast metabolism worst than useless as long as the basic healing rate is so low (and slow)
It will be different. Much faster ;)
Kamikaze is very little trait, 5% = nothing, 20 AC = something sometimes, so it's a trait for x2 Dodger perks to get 10 AG +20+20+20=70 AC + armor = 90 AC max as I know.
Dodging will work slightly differently, possible to get more than 90 AC.
with new after-wipe perks that adding +x% to repair/science Skilled will be useless
These don't exist
of couse players will have different quick recoveries or stonewalls, but I said about PvE, bunch of Heavy Handed bluesuiters will kill Enclave
Its safe to assume Enclave will be pretty well perked up too ;)
So it'll be a choice to make universal crafter alts like Weapon+Armor and Drugs+Armor or make separate crafting alts with each prof
Hopefully its worthwhile putting more points around different skills, so having more skill points will be worth it (more skills are effective at lower levels)
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possible to get more than 90 AC.
Bonehead Gives -1 Int, shots effecting you suffer -10 on the critical roll for Head and Eyes
I dont know what to think
Snipers will greatly need to reduce his distance against very high AC, even 300% wont be enough
300%. 10P at 40 hexes means 204% to hiy the body, hit at the eyes 144%. if its posible to have more than 90AC snipers will not be snipers anymore
144-90=54% :)
(tough no one sniper will use 10P, and there arent to shots at 40Hex also there is the armor AC )
PKsnipers will be highly fucked off by other builts, and EW Criplers will be impossible (one part of me thinks, why not to remove EW?, why not eat my heart?)
And with all of those new Critical builts
Anti Crit
Quick Recovery 3 AG 6 Effects of Knockout/down/lost turn are reduced to 1/3rd 1
Stonewall 6 ST 6 En Roll to ignore knockout, En-5 roll to ignore knockdown 1
Iron Grip 9 ST 6 En Roll to ignore Arm Cripple, En-5 roll to ignore Weapon Drop 1
Man of Steel 12 En 6 + Str 6 Gives -10 on the critical table to hits targetting you 1
Sniper
More Critical 3 LK 4 +5% to Critical Chance 1
Even More Critical 6 LK 6 Gives +10% to Critical Chance 1
Sharpshooter 9 PE 6, IN 6 +2 to PE for determining range 1
Better Criticals 12 PE 6, LK 6 +20% on critical hit table 1
(tough they probably are really up to date)
any normal critical built will works with only 4Luck, and without any penalization (they shot to the body not to the eyes)
Also non combative builts will have advantages,
Thiefs with a really high AC will never be shoted down
Same with Suicide Bombers
IT STILL LOOKING HARSH
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I agree with one hander has no real penalty, is the same as the old fast shoot. May be increase the reload weapon cost by 1-2 AP.
Not very significative drawback but at least a real drawback (unless you play with not energy unarmed or melee weapons)
Buiser has no penalties if you make a melee char with 8 starting AP. cause you can put those 4 St points in AG.
For the reversed skilled into Gifted, i dont know. i think max lvl will be changed to 24, so this trait will give 12 perks against 7.
To make it balanced can give a extra perk every 8 lvls (only 3 extra perks)
Also, no other trait is the inversed version of an existing trait
If nigth person and sex appeal are perks now, and pig eyes doesn't exist. it will be only 15 Traits?
I think Traits Should have unique bonus and unique drawbacks, another reason to hate those +/- Special bonus.
possible to get more than 90 AC.
Bonehead Gives -1 Int, shots effecting you suffer -10 on the critical roll for Head and Eyes
Pig Eyes Gives -1 Pe, +40 AC when your eyes are targetted
I dont know what to think
Pig Eyes doesn't exist
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I missed that Kamikaze will actually be both double its positive and negative = +40AC -10% DR
Snipers will greatly need to reduce his distance against very high AC, even 300% wont be enough
300%. 10P at 40 hexes means 204% to hiy the body, hit at the eyes 144%. if its posible to have more than 90AC snipers will not be snipers anymore
144-90=54%
40 hexes, 10 Pe, 90 AC needs about 260% skill to hit in the eyes. I really wouldn't expect to be regularly hitting dodgers from max range into the eyes though :P
Buiser has no penalties if you make a melee char with 8 starting AP. cause you can put those 4 St points in AG.
Sure, it equals out. Then again by doing that you've gained a small benefit (doubling only the extra melee you get from Str (likely to be +5) and you are forced into having a max 8AP normal char.
If nigth person and sex appeal are perks now, and pig eyes doesn't exist. it will be only 15 Traits?
No, there's another.
I think Traits Should have unique bonus and unique drawbacks, another reason to hate those +/- Special bonus.
They all do. For example a fast shotter may never aim, compared to a normal character this is a disadvantage and it defines the character and how it will play (a trait).
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They all do. For example a fast shotter may never aim, compared to a normal character this is a disadvantage and it defines the character and how it will play (a trait).
you are very wrong in here man. Those who have 1 luck for example, those never aim. So for those it is not an disadvantage, and you took it personal for big gunners only, who has 6 luck mostly. :<
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If this decends into a moan about old fast shot I will simply lock it and not bother talking about traits until after the wipe.
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If this decends into a moan about old fast shot I will simply lock it and not bother talking about traits until after the wipe.
No, you missed the point, I was just pointing out than One Hander had very big advantages against almost no disadvantage for fast shot pistol builds.
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I was referring to Vedaras ;)
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I think traits are better for encouraging a different and unique way of playing rather than having a beneficial tradeoff that is agreeable to your character build. That's why I find the chem traits inherently more interesting than Small Frame (snooze).
Let's say PURELY HYPOTHETICALLY that Good Natured would have no First Aid timeout and -70% to-hit penalty. Not stuff as wild as that, but something to encourage a different style of play to usual.
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In my opinion, Heavy Handed would be overpowered. Once an unarmed character reaches its target, it would own.
I know the problem is reaching the target. This trait would greatly enrich unarmed versus ranged fights, but when there is unarmed vs unarmed:
1. Critical unarmed builds would have no chance, because once knocked down, it will be constantly knocked down by non-aimed fast attacks.
2. When it comes to fighting knockdowners vs knockdowners, the thing that will decide is who first hits.
Combine these knockdowns with a mega power fist(!). Harsh.
If it was a knockback, it would be less harsh but still - if attacking fast, the victim would have no chance to stand up.
About these snipers' changes:
Today the biggest advantage of snipers' is range. In a close field, big gunner almost always wins. But I guess big gunners won't have much AC, the same as now?
I really look forward to these dodger classes. That shall be interesting :)
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I really look forward to these dodger classes. That shall be interesting :)
I would say even more interesting if they're encouraged to wear light armour.
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Let's say PURELY HYPOTHETICALLY that Good Natured would have no First Aid timeout and -70% to-hit penalty. Not stuff as wild as that, but something to encourage a different style of play to usual.
If something like that happens, no cooldown at all would be totally overpowered because then a person could level up their character in one encounter by being attacked by unarmed critters and continuously FAing themselves. But, say, half the cooldown, then it might be handy, with some more balancing.... or maybe only have it apply when you are using First Aid on someone else.
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I would say even more interesting if they're encouraged to wear light armour.
;)
Dodging will be interesting, but then hopefully there will be several new archetypes to try out.
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;)
Dodging will be interesting, but then hopefully there will be several new archetypes to try out.
I forget to ask so I'll here :P.
AC for armor is fixed right? Leather jacket gives More AC than a PA?
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In my opinion, Heavy Handed would be overpowered. Once an unarmed character reaches its target, it would own.
I know the problem is reaching the target. This trait would greatly enrich unarmed versus ranged fights, but when there is unarmed vs unarmed:
1. Critical unarmed builds would have no chance, because once knocked down, it will be constantly knocked down by non-aimed fast attacks.
2. When it comes to fighting knockdowners vs knockdowners, the thing that will decide is who first hits.
Combine these knockdowns with a mega power fist(!). Harsh.
If it was a knockback, it would be less harsh but still - if attacking fast, the victim would have no chance to stand up.
10 EN Stonewall = ignore trait. And of couse all patrol members and prolly caravan members will be stonewalled 10 EN bulls. So you may only impress your friend with molerats and radscorpions knockdowns! Or knockdown some thief in NCR 10 times in a row.
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10 EN Stonewall = ignore trait. And of couse all patrol members and prolly caravan members will be stonewalled 10 EN bulls. So you may only impress your friend with molerats and radscorpions knockdowns! Or knockdown some thief in NCR 10 times in a row.
Most patrols and caravans are rank schmucks when compared to a serious fighter type character. I doubt it would be that bad. I tend to think that Enclave and really, really tough npc's will be relatively immune, something like 60-70percent. That seems reasonable. I think "Generic Guard #12" will be 50 percent or less, and mostly depend on having a decent end. Merchants will go squish if you hit them, I think.
Wouldn't surprise me at all if nasty things like Deathclaw and Centaurs and similar mutant ilk will be tough, or impossible to knock down. I just can't see it being easy, or even reasonably possible to just wail back, and knock something the size of a small elephant on it's ass. You might be able to beat it to death, if it doesn't eat you first, but that's not the same thing.
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They all do. For example a fast shotter may never aim, compared to a normal character this is a disadvantage and it defines the character and how it will play (a trait).
well, not all. I was refering to bone head, and small frame. they dont affect much the play stile.
i Agree with Badger in the "encouraging a different and unique way of playing"
for example, Fast Metabolism: if you dont use drugs this dont have a drawback, and if you want to play wiith drugs you wont pick this. I think the drawbacks has to effect the same side that is buffing. So if instead it decrease the healed ammount by First Aid, you will gain a slow free source of healing but giving up a fast way to gain HP in a combat. and you have to use stimpacks for combat healing
One hander now its almost a must have for a gunslinger. I would prefer a trait that allow to make different gunslinger builds, like finesse, wich allow to make a better crippler sacrificing damage.
Lets take the extra AP cost for reload weapons drawback, you will prefer to use pistols with larger clips, and take cover for realoading.
Or other drawback that when you have your rigth hand crippled you get a 60% penalty to hit. So you become more vulnerable to cripplers than other gunslingers.
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I want to just say thanks to the devs, it seems obvious that many things are planned for the wipe although i do hope a VERY detailed changelog will come with it. (Especially about mercs/slaves) Also i like the changes in the traits ;D Also, will one handed stack with living anatomy (assuming so) and does the +2 dmg from bruiser only affect unarmed? (Didn't clarify that when you clarified one hander)
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Will the knockdown from Heavy Handed by like a grenade/rocket knockdown (no Ap lost) or like a critical hit (-3ap)?
I like the Kamikaze, it will be perfect for a jinxed dogger I want to play... But at the same time I hate it. This should give a big damage (or crit table) bonus with a big DR/DT/AC/HP penelty. Think glass canon.
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Bruiser Gives +4 Strength, -2 AP, Doubles Melee Damage from Str
Heavy Handed All Unarmed attacks cause a knockdown, +2 Final Damage, -20 on the crit table
Sex Appeal - Now a perk
Bruiser:
You said melee damage. Some already assume it's for unarmed too. Can you confirm that?
Heavy Handed:
Any info on the effect of the knockdown, like -AP and to what extend armor influences it?
Sex Appeal:
Will this actually do something in next era?
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AC for armor is fixed right? Leather jacket gives More AC than a PA?
Or takes away less, but the principle is the same. More clunky armour will mean you dodge less well.
i Agree with Badger in the "encouraging a different and unique way of playing"
for example, Fast Metabolism: if you dont use drugs this dont have a drawback, and if you want to play wiith drugs you wont pick this
So then it has encouraged you not to use drugs, even if you are happy with that arrangement it has none the less helped to define the character.
well, not all. I was refering to bone head, and small frame. they dont affect much the play stile.
Its cost you a SPECIAL point and made it so the max Pe you can have is 9. There is still a trade off.
Also, will one handed stack with living anatomy (assuming so) and does the +2 dmg from bruiser only affect unarmed? (Didn't clarify that when you clarified one hander)
Yes and yes, though LA effect is reduced (and another effect is added to it).
Will the knockdown from Heavy Handed by like a grenade/rocket knockdown (no Ap lost) or like a critical hit (-3ap)?
I expect it will be no AP effect. Don’t think armour will affect it, but perks should save against it.
Bruiser:
You said melee damage. Some already assume it's for unarmed too. Can you confirm that?
Heavy Handed:
Any info on the effect of the knockdown, like -AP and to what extend armor influences it?
Sex Appeal:
Will this actually do something in next era?
Yes, Melee is both Melee and Unarmed. Sex Appeal will be a rep effect – rep should affect more things too.
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Thank you very much for clarifying, now I'll just wait for detailed merc/slave changes to get posted eventually.
P.S.
None of that was sarcastic, I am extremely grateful for detailed info and I am checking the forum every couple of hours hoping for merc news. ;D
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Nice changes, only one small thing bother me :
I missed that Kamikaze will actually be both double its positive and negative = +40AC -10% DR
Isn't a Kamikaze some kind of Berserker ? Berserkers don't care about being hit but they are a lot tougher/stronger. Well that's how it is in most RPG (inspired by scandinavian mythology). So shoudn't it be bonus to DR and penalty to AC ?
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Fusei: no, Berserkers were those, that didn't defend so mutch and fought more or less naked and drunked.
That would mean no AC, no DR, but better DMG and some str boost.
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I like the Kamikaze, it will be perfect for a jinxed dogger I want to play... But at the same time I hate it. This should give a big damage (or crit table) bonus with a big DR/DT/AC/HP penelty. Think glass canon.
Isn't a Kamikaze some kind of Berserker ? Berserkers don't care about being hit but they are a lot tougher/stronger. Well that's how it is in most RPG (inspired by scandinavian mythology). So shoudn't it be bonus to DR and penalty to AC ?
Yeah i have the same though. thats is why i suggest change the actual kamikaze into small frame and kamikaze into some like: Doubles melee damage from ST,and reduce the Total AC, may be 1/3 instead of 1/2, couse the bonus isnt very big, and requires an investment in ST.
Its cost you a SPECIAL point and made it so the max Pe you can have is 9. There is still a trade off.
Yes, it cost you 1 special. Also, is In not Pe and most chars dont need 10 In. But it doesn matters. I just say that the drawback (and the bonus) has to affect the char in a unique way like most of the other traits.
May be keeping the same concept it can modify your stats by: -3IN, +2EN. So you cant have more than 7 int (and still loosing a special).
I was thinking a bit more about One Hander, and in my opinion it should be reworked as a perk. It will be a good perk for pure dmg gunners/trhowers/melee. and also can be used by one hander snipers/cripplers to save some skill points (just like now).
And for a replacement i think in a Trait that can allow some interesting throwing builds. Lets say it double you ST for trowing range and the max range. but trhowing weapons consume 1 AP more.
It can also increase dmg for non-grenades weapons.
Can be an interesting trait to sneak trhowers, or support grenadiers.
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the usage of Armor Class for the game will be extreamly benefical
belive me or not, whenever i played games that have something like AC, i allways used it like a spell, or potion, or evect, somtehing that will make all the enemyes miss me
evading will have it's down side and up side, we can make untucheble looters to take the loot of the fight, we can make untucheble snipers, we can make kamicazy units with dinamite...
and about Bruiser, i think it has more pozitive andno negative, how?
move the str gained to Ag and you gain:
better weapon skills at start(base is 5%+Ag*2 for SG, 2xAg for EW and BG...)
higher Sneak(same with the AG)
higher AC(if it will have some use)
better melle DMG
Better unarmed and melle skill
last 2 skills will make Bruise the favorite traint for HtH and Melle builds, and with HtH evade and other bonuses we can make the ultimate karate warior
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we can make untucheble looters to take the loot of the fight, we can make untucheble snipers, we can make kamicazy units with dinamite...
I doesn't sounds so good anymore since you said that ;p
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Perhaps some traits/perks could be used to changes the players model?
With the new 3D stuff it could be done... right?
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Perhaps some traits/perks could be used to changes the players model?
With the new 3D stuff it could be done... right?
3D won't be for this wipe.
And I don't see the point. Our chars will be customizable anyway, and not through perks/traits. Nobody would waste slots for character looking.
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I doesn't sounds so good anymore since you said that ;p
Its ok, out of those things only dodging suiciders could be an issue - and they will be getting close, meaning they're easier to hit anyway. As I say, dodge is different.
Bonehead - yeah In, replace Pe with In and the point remains the same.
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Bonehead - yeah In, replace Pe with In and the point remains the same.
You mean max 9 PE total, or only on character creating? Because cigs will solve that "problem" anyway, it'll only make Pscyho-snipers a bit worse, but I don't think if they're going to be max FoVed, they will use Psycho, so it won't affect anything, it's 9 PE for every sniper already, 10 PE if only you're too lazy to use cigs (or Pscyho-user, but I said about it already.)
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I mean Bonehead will allow a max of 9 In and a loss of 1 SPECIAL overall.
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So people with 9 pe will not be able to take gain perception with it? (Make sure of that although it would NOT be worth a perk slot ;D )
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They could take an extra perk as normal ... I doubt many people will :P
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up
Bloody Mess - fine
Bruiser - knockback on crits unarmed/meele, +2 str -2 ap
Chem Reliant - +25% addiction chance, +25% drug effect time
Chem Resistant - ok, but will make jet addiction not permament
Fast Metabolism - a lot faster renegeration with crippled limbs, stimpacks, first aid, other heals +25% effect on you
Fast Shot - fine
Finesse - crit +5%, dr +15
Good Natured - fine
Heavy Handed - +5 unarmed/meele dmg, -20% crit table
Jinxed - Fine
Kamikaze - negates AC from agi, +1/2 AP in TB for movement, +5 seq
Night Person - shitty description, but instead of -1/+1 agi, pe, could add +20% steal, lockpick, snake inside building, and -20% outside
One Hander - fine
Small Frame - fine