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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: BrunoAnso on March 04, 2010, 04:03:38 am

Title: HtH suggestions
Post by: BrunoAnso on March 04, 2010, 04:03:38 am
would it be possible to add the "superman" punch to HtH combat? closes distance (say 3 hex range) and has good knockdown chance but big AP cost, its a fairly simple technique to learn in real life.  or alternately add some advantage to HtH in close range, say an unarmed fighter against a big gunner, the big gunner is a sitting duck at 1 hex, the unarmed fighter should be able to hit very easily for extra damage unless the armed enemy has a handgun or Sawn-off, go for some kind of realism for Hth, in real life its a viable way to take on an armed enemy if your good and close.
Title: Re: HtH suggestions
Post by: GroeneAppel on March 04, 2010, 08:36:55 am
Big-Gunners wouldn't be to happy with that, or any other gun user. Since well. You aren't using any piece of equipement. And they are using weapon and ammo.
Title: Re: HtH suggestions
Post by: vedaras on March 04, 2010, 11:39:01 am
unarmed fighters dont need fuckin superman punches, all its needed for hth is running to target when set to attack.
Title: Re: HtH suggestions
Post by: BrunoAnso on March 04, 2010, 11:43:23 am
if I was gonna fight a guy with a gun, superman punch would be instinct, close the gap so they can't shoot you, or maybe just give kicks 2 range.
Title: Re: HtH suggestions
Post by: Roachor on March 04, 2010, 07:42:19 pm
if I was gonna fight a guy with a gun, superman punch would be instinct, close the gap so they can't shoot you, or maybe just give kicks 2 range.

Equippable stilts!
Title: Re: HtH suggestions
Post by: gordulan on March 04, 2010, 07:47:41 pm
spaceman uppercut, 50 range, 200-600 damage, +75% cth if eyeshots  ;D
Title: Re: HtH suggestions
Post by: GroeneAppel on March 04, 2010, 08:03:17 pm
spaceman uppercut, 50 range, 200-600 damage, +75% cth if eyeshots  ;D

You forgot the 95% chance for knockdown and knockout.

Anyway, having hth fighters run to their target seems fair. I mean, NPC's can do it. Why not players?
Title: Re: HtH suggestions
Post by: gordulan on March 04, 2010, 08:07:18 pm
not needed, no player has a health higher than the 300 mark, as far as i know.
Title: Re: HtH suggestions
Post by: Badger on March 05, 2010, 01:11:45 am
I was going to make a thread for this, but it makes more sense to post it here.

DISARMING THROUGH UNARMED. It makes sense to me. Unarmed is never going to be (nor should it be) as good a damage dealer as big guns, so I figure it should have something else to make it interesting. I suggest it becomes about incapacitating players.

This is only going to be worthwhile when the 'walk at your opponent' thing is switching to running.

One attack, presumably just called 'Disarm'. It does very little damage, but a successful hit will knock your opponent's weapon on the ground and empty it of ammo. I have no idea where the ammo goes, presumably the unarmed guy will just swallow it to confirm he is really this fucking manly.
Title: Re: HtH suggestions
Post by: Parowooz on March 05, 2010, 01:12:38 am
It's already implented. All you have to do is crit-hit his arm.
Title: Re: HtH suggestions
Post by: Badger on March 05, 2010, 01:17:37 am
It's already implented. All you have to do is crit-hit his arm.

And it's exactly the same as just shooting the guy in the arm. Unarmed should have a better reward for getting in that close. And having a specific attack for it means unarmed characters don't have to waste time targeting specific limbs. They can just do it and run to another guy.
Title: Re: HtH suggestions
Post by: Roachor on March 05, 2010, 01:17:51 am
It's already implented. All you have to do is crit-hit his arm.

The only viable hth build is fast shot based. You do about 120-180 dmg a turn with fast shot and like 50-90 with aimed shots.
Title: Re: HtH suggestions
Post by: Parowooz on March 05, 2010, 01:20:12 am
The only viable hth build is fast shot based. You do about 120-180 dmg a turn with fast shot and like 50-90 with aimed shots.
What? Eye hits are crucial in hth combat since you can knock out enemies easily and do good amount of dmg. This is some serious bullshit, unarmed with fast shot is fail build.
Title: Re: HtH suggestions
Post by: Roachor on March 05, 2010, 01:21:38 am
What? Eye hits are crucial in hth combat since you can knock out enemies easily and do good amount of dmg. This is some serious bullshit, unarmed with fast shot is fail build.

lol you clearly know nothing about hth chars, go read my guide and educate yourself.
Title: Re: HtH suggestions
Post by: Parowooz on March 05, 2010, 01:25:23 am
lol you clearly know nothing about hth chars, go read my guide and educate yourself.
Link me to your so called "guide". Ok then I challange you - my 21 lvl eye hitter vs. your fast shoter.
Title: Re: HtH suggestions
Post by: Badger on March 05, 2010, 01:26:01 am
OH MAN YOU JUST BEEN CALLED OUT.
Title: Re: HtH suggestions
Post by: Roachor on March 05, 2010, 01:26:30 am
Link me to your so called "guide". Ok then I challange you - my 21 lvl eye hitter vs. your fast shoter.

http://fodev.net/forum/index.php?topic=1876.0

bring it, meet mutilator in NCR right now we can settle this in the wastes
Title: Re: HtH suggestions
Post by: gordulan on March 05, 2010, 08:48:00 am
so, who won?
Title: Re: HtH suggestions
Post by: vedaras on March 05, 2010, 09:45:44 am
not needed, no player has a health higher than the 300 mark, as far as i know.

it is needed, give hth character ability to run, he will take psycho himself and ba, and he is in very fair condition to fight, but without running he just sucks :/
Title: Re: HtH suggestions
Post by: DrapiChrust on March 05, 2010, 10:30:02 am
Yes, in RT it is so ridiculously easy to avoid getting hit from  Mr. Sledgehammer or Mrs. Power Fist. Just jump two hexes and shoot. And then another two hexes and shoot again. Then...

And no matter if you had 10mm pistol on your lvl3 crafter char. As long as the ammo won't run out, you're as safe as a baby in your mother's tummy.

You know, it is kinda funny, because running in combat was implemented because HtH players were pissed that they weren't able to get to their targets... This gives you the idea where good intentions can lead... Now running is implemented, you have to hold that damn shift all the time in every battle, critters look ridiculously with their "faster moves" what makes fighting mobs in RT look idiotic, brahmins in pens act as they were stoned with about a 2 kilo of metaamfetamie each...

AND HtH fighters still CANNOT GET TO HIT THEIR TARGETS!!! (kinda reminds me why I don't use my also-unarmed char to fight with HtH...)

'Sheet', I was against implementing running in combat in the first time... who's gonna hate me if I'll say that it would be the best to just erase the running in combat option and make critters move normally again? Everyone? OK, so I won' say that...
Title: Re: HtH suggestions
Post by: Sarakin on March 05, 2010, 10:32:14 am
DISARMING THROUGH UNARMED. It makes sense to me. Unarmed is never going to be (nor should it be) as good a damage dealer as big guns, so I figure it should have something else to make it interesting. I suggest it becomes about incapacitating players.

This is only going to be worthwhile when the 'walk at your opponent' thing is switching to running.

One attack, presumably just called 'Disarm'. It does very little damage, but a successful hit will knock your opponent's weapon on the ground and empty it of ammo. I have no idea where the ammo goes, presumably the unarmed guy will just swallow it to confirm he is really this fucking manly.
Sorry, but this suggestion is really, really bad. Even now, guys in pyjamas tend to attack armed guys { which is plain stupidity } to drop their weapon and disassemble it. Why ? Because they cant lose anything. Implementing this attack just increases PKing all pyjamas on sight.
Title: Re: HtH suggestions
Post by: Roachor on March 05, 2010, 02:10:49 pm
Sorry, but this suggestion is really, really bad. Even now, guys in pyjamas tend to attack armed guys { which is plain stupidity } to drop their weapon and disassemble it. Why ? Because they cant lose anything. Implementing this attack just increases PKing all pyjamas on sight.

Anyone who dies to an unarmed character is shamefully bad at this game and people pk bluesuits on sight anyways so what's your point?
Title: Re: HtH suggestions
Post by: DrapiChrust on March 06, 2010, 10:43:43 am
Some people whack blueshirts because of some cowardly sadistic part of their brain gets overheated. But some other people whack blueshirts because they're afraid the blueshirt will whack them (using one of dozens of cheating tricks this game offers). You think adding another cheating trick (run to sb, take his gun and run away) will help? Oh, I don't think so.
Title: Re: HtH suggestions
Post by: Gorlak on March 06, 2010, 10:47:05 am
so, who won?

I did
Title: Re: HtH suggestions
Post by: vedaras on March 06, 2010, 10:55:31 am
run and take his gun wtf? you need to kill someone to take his gun and if bluesuit could kill you just because he could run then its your problem not his.
Title: Re: HtH suggestions
Post by: DrapiChrust on March 06, 2010, 11:28:29 am
DISARMING THROUGH UNARMED.
(...)
This is only going to be worthwhile when the 'walk at your opponent' thing is switching to running.
One attack, presumably just called 'Disarm'. It does very little damage, but a successful hit will knock your opponent's weapon on the ground and empty it of ammo.
(...)

Vedaras, damn, read the topic before you start arguments with people ;]
Title: Re: HtH suggestions
Post by: UbiValkin on March 06, 2010, 05:45:00 pm
Don't want to create other topic, 'cause it'll have same name.

1) About "Disarm". You could just kill all ammo in weapon by this, not drop it. So victim need to reload it. Also people say "fast shot handtohander > aimed handtohander", so "Disarm" will be aimed attack at left/right hand, so make fast shot handtohanders a bit weaker.
But really, I don't understand why fast shot affects unarmed/melee weapon...

2) At San Francisco or New Reno apply/reborn boxing/martial arts thing. You'll be allowed there only with very high unarmed and special STR/END/AGI. And, when you win some fights (in special created area for only that player, looks like ring) you'll get bonus to DR. But as i said, you'll need really big unarmed skill, and high STR END AGI. Also, may be, min. level. So any other character type, that focusing on other skills, like crafting, small, big, energy weapon won't get access to this.
I know, alot people was talking about New Reno boxing ring, or Junktown arena (or what was that?), and some moderator/developer said No. But this is other suggestion.
Title: Re: HtH suggestions
Post by: vedaras on March 06, 2010, 06:47:29 pm
i do not agree with that disarm thing, still unarmed is unarmed, it should be weaker and much weaker than weapons that cost a lot, all unarmed lacks now is running when attacking, and it will be  a fine skill.
Title: Re: HtH suggestions
Post by: Roachor on March 06, 2010, 08:22:06 pm
i do not agree with that disarm thing, still unarmed is unarmed, it should be weaker and much weaker than weapons that cost a lot, all unarmed lacks now is running when attacking, and it will be  a fine skill.

exactly, you can't expect to be as effective as someone with a ranged weapon but then again you aren't risking anything. If the running thing gets fixed things should be fine.
Title: Re: HtH suggestions
Post by: Dr Strangelove on March 07, 2010, 12:24:14 pm
unarmed fighters dont need fuckin superman punches, all its needed for hth is running to target when set to attack.

What he said.
Title: Re: HtH suggestions
Post by: DrapiChrust on March 07, 2010, 12:45:34 pm
Up
Agreed, agreed, agreed. So, implementable or not?
Title: Re: HtH suggestions
Post by: Badger on March 07, 2010, 12:48:11 pm
Agreed, agreed, agreed. So, implementable or not?

While we're at it, can we make it so brass and spiked always do more damage than your base unarmed?
Title: Re: HtH suggestions
Post by: UbiValkin on March 07, 2010, 12:49:08 pm
While we're at it, can we make it so brass and spiked always do more damage than your base unarmed?

Nope, martial art master dealing more damage with his fingers and palms, than iron thing.
Title: Re: HtH suggestions
Post by: DrapiChrust on March 07, 2010, 01:04:35 pm
While we're at it, can we make it so brass and spiked always do more damage than your base unarmed?

Reasonable, but it wouldn't change much. The problem with unarmed attacks is that special attacks (like haymaker, jab etc.) have an increased critical chance, while the 'armed unarmed' (knuckles, power fist etc.) have not. The real change would be if:

1.wearing knuckles, spiked knuckles or power fist would give a bonus to unarmed damage instead of having it's own damage. Now 'unarmed weapon' damage it is based on melee damage only, so i.e. strong punch is more powerful than punch with knuckles and hammer punch is more powerful than a punch with spiked knuckles.
AND/OR
2. Certain special unarmed attacks should be available with the use of an 'unarmed weapon'. i.e. jab or piercing strike (af far as I understand) are some kind of martial arts palm attacks and shouldn't be available with knuckles/power fist, BUT a strong punch or hammer punch should. If you can hit sb really hard with your fist, you should be able to attack sb really hard with your fist wearing knuckles, right?
Evantually also:
3. Player should be able to perform kicks while having an unarmed weapon in his active slot.

Generally I would see it that way:
You are wearing knuckles. You have it in your active slot. As you know a bit about the unarmed fight you have a hammer punch as first attack. If you r-click your hammer punch will turn to jab, but then the knuckles will not be visible (or be red/transparent) on the ingame hud slot (only in inventory) to indicate that you're not using THEM to attack. The same with kicks.

That would be reasonable. The question is wouldn't it (especially with the combination of run-to-hit thing) overpower the unarmed chars a bit? I think that no, but I can be mistaken  ;D
Title: Re: HtH suggestions
Post by: Roachor on March 07, 2010, 07:12:39 pm
It doesn't make sense that a barehanded haymaker does almost twice as much damage as with spiked knuckles, I don't care who you are your fist isn't less dangerous with metal spikes.. It should ad like 2 damage to your total or something not detract 7 and your crit bonus. You'd be a lot more likely to cripple someones eyes with spikes.
Title: Re: HtH suggestions
Post by: FischiPiSti on March 07, 2010, 08:15:56 pm
Gawd again with the realism. Its a game people, play anarchy online(sci-FI mmorpg) and theres your unarmed class build just as strong as a soldier.

Arguments like: "I should be able to kill everybody with my minigun because my crafter alt invested many hours of gamaplay to be able to build it, while my main character that uses it did absuletely nothing." ....Is not valid. I hope i dont have to explain why, but get this: The unarmed character invested just as many hours to grind up to lvl 20-ish as well.

*cough* Anyways back to topic:
I agree with Badger, but my opinion on the matter is, that unarmed needs a boost to sneak and ac, because of a slimmer body and only the opener hits should be more lethal(Silent Death), not the average hits.
Melee needs better stamina, to be able to survive and do something. The question is how this can be achieved. IMO new perks would do the trick, because perks like toughness, and dodger, well anybody can get those, and it doesnt make much of a difference :/
Everybody that has a high skill in something should be able to specialize his character somehow, to make them more powerfull, not just a higher chance of hitting, or higher chance of a succesfull use of doctor or whatever. This ofc applies to ranged characters too.

The skill requirement for HtH evade for example should be upped, so only unarmed specialisied characters could get it, and the AC boost should be much more significant that would actually mean a difference.
Sneak should be made valuable, but still have ways to counter it. The FAV penalties and the 3 hex radius thing kills the skill.
Silent Death should do a guarenteed crit, not do double damage, so the opening hit from sneaking would give a higher chance to cripple someone.

Melee characters cant use sneak, they need to rely on endurance, but they cant, because a big gunner can get the same perks as he can. Toughness and lifegiver should be tied(and scaled) to melee skill imho. But the ultimate perk for the tank would be to be able to wear power armor.
And before some ...... duh ....... *cough* sorry.. So before a big gunner comes yelling overpowered, remember, that while unarmed took perks to become harder to hit, and melee character chose perks to get more DR and HP, the ranged guys took perks to be more effective snipers/damage dealers.
Title: Re: HtH suggestions
Post by: UbiValkin on March 07, 2010, 08:24:45 pm
Melee needs better stamina, to be able to survive and do something. The question is how this can be achieved.
At San Francisco or New Reno apply/reborn boxing/martial arts thing. You'll be allowed there only with very high unarmed and special STR/END/AGI. And, when you win some fights (in special created area for only that player, looks like ring) you'll get bonus to DR. But as i said, you'll need really big unarmed skill, and high STR END AGI. Also, may be, min. level. So any other character type, that focusing on other skills, like crafting, small, big, energy weapon won't get access to this.
I know, alot people was talking about New Reno boxing ring, or Junktown arena (or what was that?), and some moderator/developer said No. But this is other suggestion.