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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Roachor on April 26, 2010, 11:19:10 pm
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120% to put into a skill that has 0 use is a waste, since all the weapons you can make with it are throwing and most professions that create weapons have that weapon skill in the requirements.
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Why terrorist bomber should know how to throw rocks, knives and grenades, when all he need is big crowd of people and shout crazy senseless words before explosion? To make dynamite you must have alot science skill.
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better replace science not traps :>
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Wow you guys are brilliant, science is obviously important for making explosives and dynamite isn't a trap. Also dynamite is like a bonus item, grenades are the reason for the profession. Not everyone makes explosives chars just to bomb NCR.
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by knowing how to throw items you wont learn how to make explosives if you say that you need science.
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by knowing how to throw items you wont learn how to make explosives if you say that you need science.
By knowing how to spot/ set/ disarm a trap you won't learn how to make a grenade.
My personal taste would be analogy to Armorer - very high Science and nothing else. So you can decide to pick Throw or Traps.
Btw. if I had a demo expert with Traps skill high enough, I would try my best to use the skill (bomb NCR?) or just use it as a craft alt and make another with Throwing.
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Why not get 100 Throwing as well as Demo requirement?
It's not that many extra points to spend, especially with high int and maybe skilled and/or tag.
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The point is having a lot of points in a useless skill just encourages alts because you can't have a grenadier that makes his own ammo without gimping him horribly. BG chars can make guns, sm gun chars can too, energy wep users can make their own weps.
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The point is having a lot of points in a useless skill just encourages alts because you can't have a grenadier that makes his own ammo without gimping him horribly. BG chars can make guns, sm gun chars can too, energy wep users can make their own weps.
I have a grenadier that makes his own ammo, and he can do plenty.
He's just not PvP optimized.
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I have a grenadier that makes his own ammo, and he can do plenty.
He's just not PvP optimized.
Why should grenadiers have to invest 140 points into a useless skill when every other weapon type doesn't?
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Why should grenadiers have to invest 140 points into a useless skill when every other weapon type doesn't?
Yes its a good point. But doesnt having a higher trap skill add damage to things like dynamite and nades?
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Yes its a good point. But doesnt having a higher trap skill add damage to things like dynamite and nades?
No traps does nothing.
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no it actually lowers the chance of a critical failure when activating the explosives, like mines and dynamite.
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no it actually lowers the chance of a critical failure when activating the explosives, like mines and dynamite.
Lol, it affects damage, try to explode crowd people with your main character, even poor noobish 1st lvl bluesuiters will survive this, you'll deal 10-20 damage. And then try to explode dynamite with your suicidal character with 168% traps which will deal 200+ damage, there's a difference.
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oh, so it's the only combat skill that regulates damage..
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Lol, it affects damage, try to explode crowd people with your main character, even poor noobish 1st lvl bluesuiters will survive this, you'll deal 10-20 damage. And then try to explode dynamite with your suicidal character with 168% traps which will deal 200+ damage, there's a difference.
I'm 99% sure you a wrong.