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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Ombra on June 14, 2011, 04:46:14 am

Title: Fix Melee Damage
Post by: Ombra on June 14, 2011, 04:46:14 am
Once in a time I did a lot of suggestions for HtH fighter (mostly ignored).
This time I want to repeat something easy and simple: fix the derived statistics "Melee Damage" and make it like Fallout 1/2.

Like description say "The amount of bonus damage your character does in hand-to-hand combat.".
For some reasons we don't know and never explained (bug?), in FOnline this statistics is only added to Maximum HtH damage, instead of both Min and Max (same effect for Bonus HtH Damage perk, as explained here: http://www.fo2238.fodev.net/wiki/Bonus_HtH_Damage )

So, please, fix it and make it "standard", like the other Fallouts: http://fallout.wikia.com/wiki/Melee_Damage


Thank you
Title: Re: Fix Melee Damage
Post by: RavenWolf on June 14, 2011, 05:38:25 am
I remember that old post about improve melee, and AFAIK there will be a lot of changes to improve melee class in the upcoming wipe.
Bonus HtH Damage 3 AG 6, ST 6 Gives +3 to HtH Damage 1
Bonus HtH Damage+ 6 AG 6, ST 6 Gives +5 to HtH Damage 1
Bonus HtH Damage++ 9 AG 6, ST 6 Gives +7 to HtH Damage 1
HtH Criticals 12 Str 8 Gives +25 on the crit roll when using unarmed or Melee Weapons
HtH Evade 3 Unarmed/Melee 75% Gives 20% AC if only Unarmed or Melee weapons are in either hand 1
HtH Evade+ 6 Unarmed/Melee 150% Gives 40% AC if only Unarmed or Melee weapons are in either hand 1
Silent Death 12 AG 8, Sneak 125% Auto crit with +20 on roll for HtH, Throwing or Pistol attacks from behind in Sneak mode 1

Those perks are outdated, so may be someones dont exist anymore or may have different stats

Increasing max and min damage for melee stat would be good for improve melee class (and make it more predecible for damage calculations). Increase the damage bonus for perks/traits could also works.
I would prefer the way you suggest, so taking those perks as reference Bonus HtH Damage perks could give +2 |+3 |+3 in max and min damage.

Anyway, lets wait to see what happen to melee builds.
Title: Re: Fix Melee Damage
Post by: Johnnybravo on June 14, 2011, 03:33:45 pm
It should be more clear whether or not it applies on combat with melee weapons (eg. knives, big hammers or spears).
Title: Re: Fix Melee Damage
Post by: Trias on June 14, 2011, 06:40:08 pm
It should be more clear whether or not it applies on combat with melee weapons (eg. knives, big hammers or spears).

Got to agree with that. Although it sounds simple melee/unarmed but sometimes in the perk description is tough to tell which on it actually effects.
Title: Re: Fix Melee Damage
Post by: Solar on June 14, 2011, 07:32:49 pm
I think it always worked as it does for us.
Title: Re: Fix Melee Damage
Post by: Ombra on June 15, 2011, 03:19:22 am
I remember that old post about improve melee, and AFAIK there will be a lot of changes to improve melee class in the upcoming wipe. [cut]

I'm happy you remember my topic ( http://fodev.net/forum/index.php?topic=3723.0 ) :)

It would be cool if HtH will be finally take in consideration. Where did you read about this? Is there a topic around here or something?


Got to agree with that. Although it sounds simple melee/unarmed but sometimes in the perk description is tough to tell which on it actually effects.

Normally, as in Fallout 1/2, the bonus is applied for hand-to-hand weapons, aka melee and unarmed ones.


I think it always worked as it does for us.

What do you mean, Solar?
Title: Re: Fix Melee Damage
Post by: Slaver Snipe on June 15, 2011, 03:21:52 am
Eh i think we'll see it buffed decently if you do a dodger/melee or hth build after the wipe. It sounds like making something that relies on not being hit instead of just having 10 en is going to be a viable way to go.
Title: Re: Fix Melee Damage
Post by: Solar on June 15, 2011, 01:07:22 pm
Quote
What do you mean, Solar?

I mean Melee damage was always just added to the top, rather than working like BRD.

Post wipe *should* be a lot easier to do a low range char type.

Dodging is better, Sneak won't require all your skill points to use, hth perks are more devastating, its easier to build a tank (And one who is more resistant to crits aswell as bursts).

I like the perk "In Your Face!", it provides a save against bursters :D
Title: Re: Fix Melee Damage
Post by: Crazy on June 15, 2011, 01:34:45 pm
I like the perk "In Your Face!", it provides a save against bursters :D

What is this perk?
Title: Re: Fix Melee Damage
Post by: Solar on June 15, 2011, 01:39:40 pm
A 50% chance for enemies in adjacent hexes to miss.
Title: Re: Fix Melee Damage
Post by: spears on June 15, 2011, 02:05:10 pm
Use it with jinxtank for hilarious results.
Title: Re: Fix Melee Damage
Post by: RavenWolf on June 15, 2011, 04:31:19 pm
It would be cool if HtH will be finally take in consideration. Where did you read about this? Is there a topic around here or something?
There will be some changed in melee related traits also.

An outdated list of perks and traits http://fodev.net/forum/index.php?topic=15568.msg128541#msg128541 (http://fodev.net/forum/index.php?topic=15568.msg128541#msg128541)

More acurate list of traits http://fodev.net/forum/index.php?topic=15590.msg128675#msg128675 (http://fodev.net/forum/index.php?topic=15590.msg128675#msg128675)

Some lvl 3 perks. Here, first BHtHD perk gives +7 mele damage :o http://fodev.net/forum/index.php?topic=16415.msg137144#msg137144 (http://fodev.net/forum/index.php?topic=16415.msg137144#msg137144)
Title: Re: Fix Melee Damage
Post by: Rascal on June 15, 2011, 09:11:28 pm
Solar are u serious about "in ur face" perk ? please tell me ur joking, its just absolutely insane and ridiculos!
Title: Re: Fix Melee Damage
Post by: runboy93 on June 15, 2011, 09:15:18 pm
A 50% chance for enemies in adjacent hexes to miss.
Good use for against NCR bursters ;)
Thanks for this.
Title: Re: Fix Melee Damage
Post by: Sarakin on June 15, 2011, 09:33:03 pm
Solar are u serious about "in ur face" perk ? please tell me ur joking, its just absolutely insane and ridiculos!
What is wrong with this perk ?
Title: Re: Fix Melee Damage
Post by: Michaelh139 on June 15, 2011, 10:15:27 pm
What is wrong with this perk ?
This perk is clearly a "Must-have"...  For everyone.
Title: Re: Fix Melee Damage
Post by: Perteks on June 15, 2011, 10:48:39 pm
This perk will nerf even more bursters  :P And its pretty unrealistic
Title: Re: Fix Melee Damage
Post by: Trias on June 15, 2011, 10:54:20 pm
This perk is clearly a "Must-have"...  For everyone.

I wouldn't call it a 'must have' perk for everyone at all. Bursts still do pretty damn good damage from a couple of hexes away and the only guys that are going to benefit from the perk are HtH guys anyway. Which if you an to get all 'realistic' imagine trying offload a magazine from a sub machine into a guy at point blank range who's got a ripper aimed at your eye.
Title: Re: Fix Melee Damage
Post by: Perteks on June 15, 2011, 10:57:17 pm
I wouldn't call it a 'must have' perk for everyone at all. Bursts still do pretty damn good damage from a couple of hexes away and the only guys that are going to benefit from the perk are HtH guys anyway. Which if you an to get all 'realistic' imagine trying offload a magazine from a sub machine into a guy at point blank range who's got a ripper aimed at your eye.
Its sounds for me like tratatata *splat on ground because dude do swing with weapon and bursting him*. Yea sure avoid it ...
Title: Re: Fix Melee Damage
Post by: Trias on June 15, 2011, 11:02:19 pm
Its sounds for me like tratatata *splat on ground because dude do swing with weapon and bursting him*. Yea sure avoid it ...

I meant from a realism point of view. A guy isn't going to stand in from of you swiping whilst the other guy is at arms reach shooting.

1 hex away is enough to stab with a knife. In reality if a guy is that close he'd knock your weapon aside/have stabbed you already.

I really like the 50% chance thing it's kind of like a last ditched panicked attempt to get a few rounds off.
Title: Re: Fix Melee Damage
Post by: Perteks on June 15, 2011, 11:15:25 pm
I meant from a realism point of view. A guy isn't going to stand in from of you swiping whilst the other guy is at arms reach shooting.

1 hex away is enough to stab with a knife. In reality if a guy is that close he'd knock your weapon aside/have stabbed you already.

I really like the 50% chance thing it's kind of like a last ditched panicked attempt to get a few rounds off.
But u know we say about standing not attacking opponent i ts stand from hex vs other guy bursting u.
But if u wanna so fucking nerf it then turn based will be now not who have better tactic to chase for 1 hex and burst him for high dmg... Cant say even about rt and how watergun will be useless :D
Title: Re: Fix Melee Damage
Post by: Rascal on June 15, 2011, 11:17:43 pm
this perk gona totally spoil Turn base PvP and Hinkley....
its unrealistic like flying pigs, if u gonna add to that: autorum + autoaim (hth) u gonna have that situation that bursters wont gona have proper chances to hit hth char from 1 hex and even then its like 50% of fail buhahaha
another perk that gives randomnes factor which is annooying and spoil the fun.

imagine situation: u play turnbase pvp near san franscico in urban encounter against high skilled enemies, the goals is to put urself into a postion to shot 2 bursts from 1 hex (its only way to get sure kill), u put a lot of tactic, cooperation, effort make specialized char with 18ap and YES! u manage to come to ur oponent to 1 hex and u have 12 ap for 2 bursts... wait a minute... u shoot 2 times and fak! 2 misses! or u hit only 1 time - ur opponent remain alive and is standing from u 1 hex and have 2 burst also: bang he shoots! he miss bang he shoots he score.... its no more a fight.. ( with planning calculation tactic) its just fucking gambling, flipping the coin... its pathetic

and all that to make hth chars equal with BG/SG/EW chars.... the whole idea is wrong hth/melee chars never should have fair chances with top tier DISTANCE dmg dealing char... just use ur comon sense....
Title: Re: Fix Melee Damage
Post by: Trias on June 15, 2011, 11:21:59 pm
I think what people are forgetting you have to be 1 hex away for this perk to work 1/2 the time.

If a guy is running straight at you in the wasteland with a knife then it isn't going to stop you blowing him away (As no perk should).

As regards to people saying it will destroy TB, why not move one step backwards then burst?
Title: Re: Fix Melee Damage
Post by: Solar on June 15, 2011, 11:24:51 pm
Heh, lot o' nonsense in here. Bursters will not suddenly be useless if they miss half the time from 1 hex against people with a high level perk.
Title: Re: Fix Melee Damage
Post by: Rascal on June 15, 2011, 11:27:40 pm
the only nonsense in that topic is the idea of that perk,

Iwrote very precisely what that perk gona make, just read it carefully again and understand.

Quote
As regards to people saying it will destroy TB, why not move one step backwards then burst?
by that statemanet u just show that u dont understand high skilled top tier turnbase PvP, try some near sf. There are well organised high skilled groups of players who base on tactic etc. u asked why just dont take one step away from oponent ? i will tell u why:

becouse only 2 burst from 1hex  gives u kill, when ur playing in close combat in urban encounters, those specialised TB chars got 200-225 hp ba psycho and u have almost 100% percent chance of surviving single 1hex burst (dmg is up to 130 ussually) only second one kills u, and if u gona shoot two times from 2-3 hex (not 1hex) u wont gonna kill full hp enemy FOR SURE burst are up to 80dmg usually so 2 gives u like 160dmg...
Title: Re: Fix Melee Damage
Post by: Surf on June 15, 2011, 11:32:23 pm
It's always nice to see people "knowing better" or whining endless rivers of pain before a feature is even in the game. You can be glad that Solar gives a bit insight at all into the new feautures - seeing people moaning about it for sure doesn't make him share more stuff with the community.
Title: Re: Fix Melee Damage
Post by: Solar on June 15, 2011, 11:36:17 pm
the only nonsense in that topic is the idea of that perk,

Wrote very precisely what that perk gona make, just read it carefully again and understand.

Your example is meaningless. Being able to double burst NPCs in encounters will never factor into any perk. In fact stopping something like that (presuming your example wasn't just meaningless key bashing) would be highly worthwhile.
Title: Re: Fix Melee Damage
Post by: Rascal on June 15, 2011, 11:39:55 pm
OMG solar im not talking about PVE im talking about PvP al the time focus!
Title: Re: Fix Melee Damage
Post by: Solar on June 15, 2011, 11:42:41 pm
Then stopping that scenario is even better.
Title: Re: Fix Melee Damage
Post by: Rascal on June 15, 2011, 11:44:48 pm
i just have no words... im off.....
Title: Re: Fix Melee Damage
Post by: Michaelh139 on June 15, 2011, 11:50:04 pm
I don't see why Rascal was being bashed.  He was giving clear and detailed explanation as to what he thought how the perk would affect gameplay...  and he get's trolled without any kind of reason for it?
Title: Re: Fix Melee Damage
Post by: Solar on June 15, 2011, 11:55:17 pm
He's saying that a stupid scenario, which should not be possible - and occurs only in turn based encounters - is stopped by a perk which will be taken by a small number of hand to hand specialists means that this perk will ruin combat on a global scale.

None of that makes any sense whatsoever. In any way. Pointing this out is not trolling.
Title: Re: Fix Melee Damage
Post by: Michaelh139 on June 16, 2011, 12:06:27 am
He's saying that a stupid scenario, which should not be possible - and occurs only in turn based encounters - is stopped by a perk which will be taken by a small number of hand to hand specialists means that this perk will ruin combat on a global scale.

None of that makes any sense whatsoever. In any way. Pointing this out is not trolling.
Okay, but only NOW are explaining this.  If you explained this in the first place it would be fine but instead I see 3 posts and one from surf basically saying "stfu no one cares for your opinion".
Title: Re: Fix Melee Damage
Post by: Solar on June 16, 2011, 12:14:53 am
I said the exact same thing using different words, only clarfiying that it was even more stupid if he was talking about doing this to players and not NPCs.

In any event, the perk makes it so you are not dooming yourself to 3* damage by actually getting close enough to hit a burster when you are a hth guy. Useful to some, not game breaking.
Title: Re: Fix Melee Damage
Post by: Johnnybravo on June 16, 2011, 12:21:32 am
I guess it's hth only (or else hth will hate it far the most) perk, but would be funny to see it countered by spear :P
EDIT: by the way why this and not preventing players getting 1h bursts with that perk (eg. being handled as if they were 2hex far)? It'd be far less random, and at least bursters would know to keep they distance, and not roll a lottery)
Title: Re: Fix Melee Damage
Post by: T-888 on June 16, 2011, 12:23:52 am
Okay, but only NOW are explaining this.  If you explained this in the first place it would be fine but instead I see 3 posts and one from surf basically saying "stfu no one cares for your opinion".

Oh and you couldn't understand that first time , someone needs to explain to you :)

Funny perk can't judge anything before I know requirements for the perk , anyway the perk should have a chance if it will be too " unbalanced "  that i strongly doubt it will , then just a minor update and everyone is happy again.

But still Rascal has a point hth/unarmed chars shouldn't be equal with other ranged builds , wouldn't make any sense i don't mind if they have a good chance to win ranged characters under certain circumstances and specialized perks but i don't want to see hth chars equal to ranged.

Just saying....
Title: Re: Fix Melee Damage
Post by: Rascal on June 16, 2011, 12:34:02 am
and as i can clearly see u still dont get it

its gona be a must have perk in turn base builds
its gona spoil whole buety of TB PvP couse now the danger/ the risk of 2x 1hex burst prevent player from acting like rambo, players are using walls, corners, trying to not get 2x 1hex bursted, and in the other way they are trying to catch  enemy in that state if its possible, thats why the whole gamplay of it is great couse its like chess when u have carefully plann every single Ap u spend. After implementation of that perk, all seroius TB builds gona have it ( i know my oppoents and most of them I respect and like and im know for sure they gonna take it couse even now every build fighting near sf is very similiar) and the fight is gonna be gutted out of whole tactic factor, now there is gona be just brute force, and who gets more chars into encounter wins....  the whole gameplay ruined no more skill-based gampeplay...

the only hope is that the perk gona have some funny requirments that would make it really impossible to take for TB oriented high ap BG tanks..
Title: Re: Fix Melee Damage
Post by: Solar on June 16, 2011, 12:37:28 am
A guy in the best armour and armed with the best hth weapons should have just as reasonable a chance as a big gunner.

Quote
EDIT: by the way why this and not preventing players getting 1h bursts with that perk (eg. being handled as if they were 2hex far)? It'd be far less random, and at least bursters would know to keep they distance, and not roll a lottery)

Because it works against other weapons too.

Those Van Buren fans amoungst you may remember the old one:

http://fallout.wikia.com/wiki/In_Your_Face!

Quote
TB oriented

There will be no such thing. Perks work in both forms, or don't exist.
Title: Re: Fix Melee Damage
Post by: Rascal on June 16, 2011, 12:43:55 am
Quote
the only hope is that the perk gona have some funny requirments that would make it really impossible to take for TB oriented high ap BG tanks..

please read that sentence again...

that mean requierments to taking that perk, so much inconvinient for [TB oriented highap builds] that in practic they just wont take it,
for example requierment of having 150% skill in HTH or melee
Title: Re: Fix Melee Damage
Post by: Perteks on June 16, 2011, 01:03:12 am
please read that sentence again...

that mean requierments to taking that perk, so much inconvinient for [TB oriented highap builds] that in practic they just wont take it,
for example requierment of having 150% skill in HTH or melee
Rascal dont be funny 150% its still to less :P 6 int 200 bg and still have enough points to get 150 skill. 2 burst and change to second slot for no weapon if work only with hth weaps. Funny ? Ridiculus.
Title: Re: Fix Melee Damage
Post by: Rascal on June 16, 2011, 01:25:28 am
yep it was just a hot thought, indeed it would be still doable with such reqirment...  maybe critical chance as the requiremnt, hth melee builds base on critichal chance (taking more criticals, 10 luck etc) so maybe 20% crit chance as a req ?
Title: Re: Fix Melee Damage
Post by: Slaver Snipe on June 16, 2011, 01:39:13 am
TBH i want to see how that perk would play it, if it's found to make melee/hth too "powerful" (lol) Then perhaps it could simply be adjusted to 50% per bullet to miss.
Title: Re: Fix Melee Damage
Post by: Ombra on June 16, 2011, 03:43:24 am
I mean Melee damage was always just added to the top, rather than working like BRD.

Post wipe *should* be a lot easier to do a low range char type.

Melee damage was always just added to top IN FONLINE, not Fallout 1 and 2, where that's a real "bonus", not just an add to max value. As I explained in the thread linked in signature, a real bonus damage should be added to both max and min dmg, as in F1/F2.

This is clearly showed even in FOnline Wiki on Bonus HtH Damage perk ( http://www.fo2238.fodev.net/wiki/Bonus_HtH_Damage ):
"Note: This perk actually increases character's parameter "melee damage" by 2 points, which is added to Maximum damage value only (not to overall melee damage as it written)."

Over that, I'm happy you guys are doing something for HtH warriors  :D


It's always nice to see people "knowing better" or whining endless rivers of pain before a feature is even in the game. You can be glad that Solar gives a bit insight at all into the new feautures - seeing people moaning about it for sure doesn't make him share more stuff with the community.

That's exactly what I thought. HtHrs are the WORST fighters in PvP atm and people already start to complain about improvement to make us competitive ("decents") in players fight. Ridiculous.


I guess it's hth only (or else hth will hate it far the most) perk, but would be funny to see it countered by spear :P

I didn't get this at all  ???
Spear = melee, HtH = melee/unarmed; obviously the perk would work for both.
Title: Re: Fix Melee Damage
Post by: Slaver Snipe on June 16, 2011, 03:53:31 am
Spear has 2 range.
Title: Re: Fix Melee Damage
Post by: spears on June 16, 2011, 03:53:45 pm
I dont see how you can call it a must have without seeing the other new perks anyway. If it was a current lvl 12+ perk i still think a lot of people would be taking lifgiver brof and action boy over it anyway.
Title: Re: Fix Melee Damage
Post by: DocAN. on June 16, 2011, 04:18:11 pm
To stop all misunderstanding SOLAR should post PERKs table.
Title: Re: Fix Melee Damage
Post by: Sarakin on June 16, 2011, 04:25:12 pm
... high skilled top tier turnbase PvP...
So many contradictions in this sentence. What TB PvP near SF are you talking about ? Making TB traps for poor bs ?

This perk sounds just fine, helps you a bit in rare scenarios
Title: Re: Fix Melee Damage
Post by: Rascal on June 16, 2011, 04:51:38 pm
Sarakin u just have no idea what are u talking about, so if u dont play such kind of game then be gentle and stfu please.

as i said before (but ofcooz u dont posses art of reading i guess) there are few well ogranised GROUPS of players hungarians are like 9 players in 1 group, one russian team is also like 9 players, and there are few like 4 -5 people grups who fight each oter full armed ba/lsw etc...
Title: Re: Fix Melee Damage
Post by: Sarakin on June 16, 2011, 05:57:57 pm
So you ALL 20+ players take this perk and problem is solved, right ?

Take this perk if you think it is pretty overpowered, I would rather take BROF than that
Title: Re: Fix Melee Damage
Post by: Rascal on June 16, 2011, 06:11:26 pm
omg just stop talking u cannot into thinking....
Title: Re: Fix Melee Damage
Post by: Solar on June 16, 2011, 06:17:12 pm
Quote
If it was a current lvl 12+ perk i still think a lot of people would be taking lifgiver brof and action boy over it anyway.

Its at least that, or higher (dont have the list here).

All in all the complaints are just not based upon reality.
Title: Re: Fix Melee Damage
Post by: Johnnybravo on June 16, 2011, 07:57:49 pm
Oh by the way, not that the discussion was not already hijacked and derailed...
However, it bugs me a little: how exactly is the 50% miss going to work?
I guess it'd be still chance per bullet for burst and applied from final value after skill modifiers.
Title: Re: Fix Melee Damage
Post by: Solar on June 16, 2011, 09:15:36 pm
I imagined it would be a 50% chance of totally missing (the guy is charging at you, you've fired wildly in the air as you panic). Not sure how its been implemented yet though.
Title: Re: Fix Melee Damage
Post by: Perteks on June 16, 2011, 09:27:22 pm
I imagined it would be a 50% chance of totally missing (the guy is charging at you, you've fired wildly in the air as you panic). Not sure how its been implemented yet though.
Omg yea panic when guys with bare fists or knife run to you and you have minigun in hands ...
Title: Re: Fix Melee Damage
Post by: Solar on June 16, 2011, 09:32:53 pm
http://en.wikipedia.org/wiki/Battle_of_Isandlwana
Title: Re: Fix Melee Damage
Post by: Perteks on June 16, 2011, 10:18:54 pm
Oh yea swarm, swarm never changes
Title: Re: Fix Melee Damage
Post by: Rascal on June 16, 2011, 10:22:15 pm
Quote
the guy is charging at you, you've fired wildly in the air as you panic

sorry Solar but i loled hard xD dont blame me :P
Title: Re: Fix Melee Damage
Post by: Crazy on June 16, 2011, 10:32:28 pm
Well, 1 hex is HtH range, so I guess you can imagine the guy grab your arm/weapon to prevent you to shot him.
Title: Re: Fix Melee Damage
Post by: Perteks on June 16, 2011, 10:33:55 pm
Well, 1 hex is HtH range, so I guess you can imagine the guy grab your arm/weapon to prevent you to shot him.
And your minigun barrels start to roll brekaing his hand ?
Title: Re: Fix Melee Damage
Post by: Crazy on June 16, 2011, 10:37:38 pm
And your minigun barrels start to roll brekaing his hand ?

It's why it's only 50% (though I guess a kick well aimed just before you shoot can work too).
Title: Re: Fix Melee Damage
Post by: Trias on June 16, 2011, 11:05:52 pm
I imagined it would be a 50% chance of totally missing (the guy is charging at you, you've fired wildly in the air as you panic). Not sure how its been implemented yet though.

That's what I've been saying all along.

Oh and you wouldn't panic if you had a minigun? Do you have any idea how cumbersome those weapons are? Shooting at point blank range at someone intent on ripping you a new hole is nigh on impossible.
Title: Re: Fix Melee Damage
Post by: Solar on June 16, 2011, 11:10:00 pm
Or he is holding the barrel preventing him aiming, etc etc etc.

Cry all you want for some odd 18 ap turn based past, the perk is coming and 18 ap will simply not be possible.
Title: Re: Fix Melee Damage
Post by: Perteks on June 16, 2011, 11:31:22 pm
Or he is holding the barrel preventing him aiming, etc etc etc.
Damn Solar dont read posts :D Break his fingers for it xD Do you think holding minigun barrels is good idea? Or fucking hell hot barrel (you know shooting make it hot ? ) LSW or other weapon ?

Nerfest hell yea...
Title: Re: Fix Melee Damage
Post by: Solar on June 16, 2011, 11:36:30 pm
I'm sure you're capable of the iota of imagination it takes to think up a scenario where by you can stop someone aiming a gun at you if you are near enough to them to punch them in the face.

Anyway, this is pointless. Its happening, get used to it.
Title: Re: Fix Melee Damage
Post by: Trias on June 16, 2011, 11:40:59 pm
Damn Solar dont read posts :D Break his fingers for it xD Do you think holding minigun barrels is good idea? Or fucking hell hot barrel (you know shooting make it hot ? ) LSW or other weapon ?

Nerfest hell yea...

When me and Solar posted examples about why it would be hard to aim at point blank range neither of us claimed would be the reason every time. You wouldn't grab a flamethrower or a rocket launcher. You'd use your body weight to knock them off target or I don;t know... Simply move to one side.

There are hundreds of self defence videos on youtube that show you how to disarm or subdue someone when you're getting mugged at gun point.
Title: Re: Fix Melee Damage
Post by: Perteks on June 16, 2011, 11:46:06 pm
I'm sure you're capable of the iota of imagination it takes to think up a scenario where by you can stop someone aiming a gun at you if you are near enough to them to punch them in the face.

Anyway, this is pointless. Its happening, get used to it.
Same to push him back with weight of gun. I see real scenario for 95% chance hit but not for 50% uh


Yea how good to know Devs give shit about players opinion :D
Title: Re: Fix Melee Damage
Post by: Rascal on June 17, 2011, 12:06:37 am
Quote
Cry all you want for some odd 18 ap turn based past, the perk is coming and 18 ap will simply not be possible.

18ap is max whats system gives , all power builds are about specialisation and optimalisation so see nothing wrong about 18ap... u know how much u have to sacrifie to achivie it ? this build is useless in any other case than TB and moreover its specialized into urban encounters into open space like near hub/ncr other builds are more effective, u told lately that u wanna give player ability to create lot of different builds (it was in lifegiver disscusion when u told that there will be possibility to create a true tank with 300hp) and again whats wrong with 18 ap ? why its odd for u ? its 10agility, 2x action boy, jet addiction and 2x bonus move so its a lot of sacrifice...  300hp tanks, hand to hand ninjas who kill ba/lsw powerbuilds are cool for u but TB specialised character is odd, be consequent in ur acts
Title: Re: Fix Melee Damage
Post by: Surf on June 17, 2011, 12:09:30 am
It has been already said that builds specalised for only one combat system aren't wanted.
Title: Re: Fix Melee Damage
Post by: Solar on June 17, 2011, 12:17:53 am
It has been already said that builds specalised for only one combat system aren't wanted.

And further to that, what you described was an alt.

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u know how much u have to sacrifie to achivie it ? this build is useless in any other case than TB and moreover its specialized into urban encounters into open space like near hub/ncr other builds are more effective

Every part of that sentence is a reason it will not exist.

The revised char system is about being able to do all these different things without having to create an alt. 18 AP chars only exist because perks were not revised. You can see the trend of curbing really high ap values over many months and it will continue.

It is not about providing the tools to build an otherwise useless char that can totally out perform normal chars in any aspect - this is expressly what is being phased out.
Title: Re: Fix Melee Damage
Post by: Rascal on June 17, 2011, 12:38:06 am
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It has been already said that builds specalised for only one combat system aren't wanted.

RT town control chars gonna always sux in TB,
and TB PK oriented chars gonna always sux in RT fight.
You just cant change that, take the whole sequence system in the first place....  and even 1 single bonus move perk change totally whole fighting potential of tb oriented char couse it allows to step up from cover shoot 2 burst and hide again, rt char can burst only 1 time in this scenario, moreover there is a very small ammount of RT builds who have FULL 2 burst its usually like 11 ap build (12ap needed).
The whole buety of this game is variety... u wanna flatten it to some stupid rpg where u have 3 classes ? warrior,rouge,wizard ?
Title: Re: Fix Melee Damage
Post by: Solar on June 17, 2011, 12:41:31 am
You make a good arguement for halving the only only level of bonus move to 1 ap only. See, there's your first suggestion implemented ;)

Hopefully there will be many different char types. None of which will need to be an alt.
Title: Re: Fix Melee Damage
Post by: Rascal on June 17, 2011, 12:45:28 am
all i can say is "no comment" with such attitude u gona just loose players like its happening already,,, see ur grat server statistic 116 average players for this month (-13% than in month before)...

good luck with that fonline2077 incoming :)
Title: Re: Fix Melee Damage
Post by: Solar on June 17, 2011, 12:48:06 am
You moan when I don't listen to your insane ramblings, you moan when I do ... just can't win :'(
Title: Re: Fix Melee Damage
Post by: Perteks on June 17, 2011, 01:19:38 am
You moan when I don't listen to your insane ramblings, you moan when I do ... just can't win :'(
He cant wint because administration do what they wanna and dotn care about players they make only for their cravings.

2077 here i come
Title: Re: Fix Melee Damage
Post by: Solar on June 17, 2011, 01:23:12 am
Pft, I remember when people whining about stuff they hadn't even tried out had staying power.

For shame.
Title: Re: Fix Melee Damage
Post by: Slaver Snipe on June 17, 2011, 02:47:58 am
Solars attitude (which i have no problem with and don't see anything wrong with considering how many ungrateful whiny bitches there are constantly complaining) has nothing to do with server stats dropping, why don't you look at previous numbers they ALWAYS drop off after a few months, this has been a longer than usual wait so you can easily infer that the players will continue to drop, a wipe will happen and it will be good as new as with every other wipe. Also to you Perteks, the chance are it's going to be a melee or hth build that chooses that perk, lets see someone who fights up close and personal isn't going to be able to fuck over someone who has very limited up close fighting and hth skills? Of course they will be able to when the fighting is up close and personal. You have a fucking minigun, the person can't run closer to the wielder than the barrel is? You have a pistol, the person cant grab your arm so you can't aim at him? You have a rocket launcher, well in that case you deserve to die with the hth.
Title: Re: Fix Melee Damage
Post by: Johnnybravo on June 17, 2011, 03:06:50 am
There is little wrong with hth, though in realtime people using ranged weapons loose their advantage just by not having time to use it. Not that easy to fix, because sentry mode used in tactics would be considerable as a cheat in 2238. Nevertheless this is more of an engine issue which never made targeting more RT friendly.
EDIT: by making that kind of perk melee guys will not suffer that much from having to move at the range where bursts do very high amount of damage they nor anyone else can achieve.
Title: Re: Fix Melee Damage
Post by: Ombra on June 17, 2011, 03:19:55 am
Excuse me, but you all guys are a bit offtopic  :-\
My thread isn't about "In your face!" perk -_-

Anyway, Solar can you read my last reply?
Title: Re: Fix Melee Damage
Post by: Y0ssarian on June 17, 2011, 03:57:04 am
unrealistic

Fallout 1/2.

realism point of view.

Gameplay>realism, no? Also I think fallout canon is fiction but I've been wrong before...
Title: Re: Fix Melee Damage
Post by: Sarakin on June 17, 2011, 04:04:32 am
I like these upcoming changes, so devs care at least about one player - me. Personally, I dont care much about melee (including hth), as long as we dont change some mechanics involved in melee fighting (huge sneak bonuses, large variety of melee weapons and armors, perks), melee chars shouldnt be a challenge for ranged chars.
Moreover, more perks = more variety, time will show which perks are superior than other. 50% miss chance for pretty rare scenario, wasting high level perk does not sound OP to me.
Title: Re: Fix Melee Damage
Post by: aForcefulThrust on June 17, 2011, 05:17:16 am
Agreed, I really like most of the changes I read about. More perks to choose from = good thing! "In your face!" perk does not sound like a game stopper and will probably have requirements limiting it to hth builds. Considering BG only really needs 1-2 bursts to kill at 1 hex, not a big deal at all. Each combat skill should have an advantage, and weakness compared to other combat skills.

However, considering how cheap spiked knuckles are, hth would be the perfect troll build, taking minimal losses on death. So I hope hth is not made too powerful.

The Devs are clearly involved with the FOnline community, and listening to player input. I think this is pretty rare in the world of gaming.  ;D

Title: Re: Fix Melee Damage
Post by: Solar on June 17, 2011, 09:31:45 am
Excuse me, but you all guys are a bit offtopic  :-\
My thread isn't about "In your face!" perk -_-

Anyway, Solar can you read my last reply?

Your last replay? What about it?

The main idea behind the hand to hand stuff is that it becomes easier to avoid damage on your way in. This is done either via dodging perks (HTH Evade, Dodge, In Your Face!) or by taking anti cripple/tank perks. There will be the ability to hit slightly harder than now too, but thats almost an incidental bonus.
Title: Re: Fix Melee Damage
Post by: Ombra on June 20, 2011, 05:09:50 pm
Personally, I dont care much about melee (including hth)

considering how cheap spiked knuckles are, hth would be the perfect troll build, taking minimal losses on death. So I hope hth is not made too powerful.

I see you people are a bit confused: Hand-to-Hand (HtH) include any non-ranged weapons (both Unarmed and Melee). When we say "HtH" it is intended as a "class" where Melee and Unarmed are "sub-classes".
HtH isn't just Unarmed.

In fact, "Bonus HtH damage" boost Melee Damage, which applies both to Unarmed and Melee (the HtHs, exactly).
Title: Re: Fix Melee Damage
Post by: Ombra on June 20, 2011, 05:12:24 pm
Your last replay? What about it?

The main idea behind the hand to hand stuff is that it becomes easier to avoid damage on your way in. This is done either via dodging perks (HTH Evade, Dodge, In Your Face!) or by taking anti cripple/tank perks. There will be the ability to hit slightly harder than now too, but thats almost an incidental bonus.

Here it is:

Melee damage was always just added to top IN FONLINE, not Fallout 1 and 2, where that's a real "bonus", not just an add to max value. As I explained in the thread linked in signature, a real bonus damage should be added to both max and min dmg, as in F1/F2.

This is clearly showed even in FOnline Wiki on Bonus HtH Damage perk ( http://www.fo2238.fodev.net/wiki/Bonus_HtH_Damage ):
"Note: This perk actually increases character's parameter "melee damage" by 2 points, which is added to Maximum damage value only (not to overall melee damage as it written)."

Over that, I'm happy you guys are doing something for HtH warriors  :D
Title: Re: Fix Melee Damage
Post by: Solar on June 20, 2011, 06:49:55 pm
Yes, what about it? I can't be bothered checking on the originals, but its added to the top here at least.

It just means they'll be twice the size they would be if they were added to the top and bottom.
Title: Re: Fix Melee Damage
Post by: Haterade on June 20, 2011, 07:11:41 pm
i just hope "in your face" will require alot of unarmed/melee skill, endurance and/or strength, because it would be dumb that every single combat char is gonna take it, and laugh when TC is gonna look like some show, bullets will fly like a rain, but missing the chars... :o
Title: Re: Fix Melee Damage
Post by: Solar on June 20, 2011, 07:17:05 pm
If TC is only about bursting from 1 hex then something is already a little odd :/
Title: Re: Fix Melee Damage
Post by: Perteks on June 20, 2011, 08:04:47 pm
Nah it will just be more rocket launchers guys than bursters
Title: Re: Fix Melee Damage
Post by: Ombra on June 21, 2011, 02:26:19 am
Yes, what about it? I can't be bothered checking on the originals, but its added to the top here at least.

It just means they'll be twice the size they would be if they were added to the top and bottom.

I have some trouble in translate that.... let me understand: are you going to double the effect of "Bonus HtH Damage" but only for the maximum value? Isn't more balanced if you change to a real "bonus" like the original games? (that's only a suggestion, I'm not whining about it).

Also, even if a bit off-topic: is there any official thread about the wipe date and upcoming change? Since it's lot of time I don't read the forum, I could have lost something and I'm not able to find them with Search function  :P
Title: Re: Fix Melee Damage
Post by: Haterade on June 21, 2011, 03:38:46 am
oh my bad, i forgot that park affects only bursters ( i find that odd anyway ).

what about flamer? it shoots in Burst mode...