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Poll

Do you think we should enhance the melee chars with these weapon perks?

Totally agree, melee chars too weak in Fonline
- 30 (75%)
No, range weapons rule, I dont wanna change that
- 6 (15%)
Maybe not, it will be hard to do, and may followed by bugs
- 4 (10%)

Total Members Voted: 40


Pages: 1 [2] 3

Author Topic: Knockdown and knockback for Melee and Unarmed  (Read 18011 times)

Re: Knockdown and knockback for Melee and Unarmed
« Reply #15 on: January 27, 2010, 05:22:22 am »

Hmmm, but the knockback and knockdown is rare if not aimed, isnt it?
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avv

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Re: Knockdown and knockback for Melee and Unarmed
« Reply #16 on: January 27, 2010, 11:28:26 am »

May I ask why would anyone want knockback? Knockdown is alright but knockback? Melee chars want to be next to their enemies.
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #17 on: January 27, 2010, 12:51:06 pm »

You shouldn't forget about one major adventage of melee chars. They don't use or need ammo. Sledge is really easy to make in 3 minutes or so. When you are unarmed you are at half combat ability just after respawn. Ammo production is shitty and takes so much time. If HtH combat was fixed [it's broken, not underwhelmed, broken] and bonus move would be made better (+3 ap's to move) I would probably never play range combat guy because I just hate the waiting game.

Knockback is soo fun if you have imagination :)
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #18 on: January 27, 2010, 01:41:36 pm »

Quote
You shouldn't forget about one major adventage of melee chars. They don't use or need ammo. Sledge is really easy to make in 3 minutes or so. When you are unarmed you are at half combat ability just after respawn. Ammo production is shitty and takes so much time. If HtH combat was fixed [it's broken, not underwhelmed, broken] and bonus move would be made better (+3 ap's to move) I would probably never play range combat guy because I just hate the waiting game
It's not much about equipment, with gang's help, equipment is not a problem.
Super Sledge not that easy, 5 alloys, 5 Metal parts, 5 Electronic Parts, which means soloer cannot craft it easily.
Bonus move have no use in real time combat.
When Bonus HTH attack perk is fixed, it also the time for Bonus rate of Fire fixed, so no change much.
Range fighter have their advantage, long range, far scout, you can fire someone when he even doesnt know about your presence. You can just snipe and run, but melee cant, you can fire 2-3 shot before someone get close, which melee cant.

Yeah, knockback is very good, especially for fun  ::).
Beside, when a Bigguner or Thrower or other melee want to get close to your gang's Sniper, knockback is good.
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #19 on: January 27, 2010, 01:59:41 pm »

Please make better unarmed/melee characters/perks. They suck so much. :(
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Handyman

  • Zostałem Południowcem !
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #20 on: January 28, 2010, 06:56:19 pm »

Please give run option for real time fights for HTH characters Attack + run in one click

OR

Perk that gives run as attack option, requiers hm... 150% melle/Unarmed
« Last Edit: January 28, 2010, 07:43:18 pm by Handyman »
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kraskish

  • Chars: Perforator & Penetrator =D
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #21 on: May 01, 2010, 12:42:58 pm »

Please give run option for real time fights for HTH characters Attack + run in one click

OR

Perk that gives run as attack option, requiers hm... 150% melle/Unarmed

Seconded.
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Chars: Perforator, Penetrator Leaderator

virus341

  • +5 AC perk. Fck yeah!
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #22 on: May 01, 2010, 01:12:21 pm »

As have been said many many times - it's engine feature, and can't be changed by 2238 devs.

LagMaster

  • No. 1 Topic Starter
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #23 on: May 11, 2010, 04:56:24 pm »

well,here right,i man
Snipers:hi range,medium dmg,efects
R lowncer mav:medium-hi range:medium efects hi dmg
plasma rifle man
9that is me):medium range,low evects high dmg
trowers:low range hi dmg and efects
melle:v low range,vlow-medium dmg,allmoast no efect?????

so moral:please increas the melle dmg!!!!!!!! se here as well,or uncrees melle AP
here describes perfect the unarmed class: http://fodev.net/forum/index.php?topic=329.0
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kraskish

  • Chars: Perforator & Penetrator =D
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #24 on: May 11, 2010, 05:05:55 pm »

Melee should have often knockdown and knockback on humanoids. Just think if you were hit by a (sledgehammer about 5kgs right?) in your Torso thinking of a animation like in Fallout you would definitely fall.
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Chars: Perforator, Penetrator Leaderator
Re: Knockdown and knockback for Melee and Unarmed
« Reply #25 on: May 13, 2010, 02:34:35 am »

Melee should have often knockdown and knockback on humanoids. Just think if you were hit by a (sledgehammer about 5kgs right?) in your Torso thinking of a animation like in Fallout you would definitely fall.

Yea. It does, and it works fine
In fact I made a video because I was bored,  to show how npc's don't react hostile if you hit their friends, but it also shows how knockback does work.
Aimed shots, Unaimed shots  both do alot of KB/KD , supersledge, crowbar, combat knife, spear they all work, if you dont see it....Make a better melee build.

http://www.youtube.com/watch?v=qxxIPFnvWyY
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #26 on: May 13, 2010, 04:45:26 pm »

With Super Sledge always attacking eyes, huh?  :)

Make the same video with Spear and Combat Knife.
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #27 on: May 13, 2010, 07:33:55 pm »

Ok, meele characters are maybe good, with Super Sledge. And Unarmed ?
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FischiPiSti

  • frikkin' SledgeHammer
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Re: Knockdown and knockback for Melee and Unarmed
« Reply #28 on: May 13, 2010, 08:36:40 pm »

Unarmed is a crippler imo. At least, i can -in theory- cripple both legs or arms in one turn, but to be fair, other characters can do that too...

Only problem is, that if youre against a char with high endurance(pvp), theres only a small chance to cripple...
http://falloutmods.wikia.com/wiki/Critical_hit_tables
The parts with "Roll EN or get 'effect'"

Secondary attacks should have an effect that lowers EN of the enemy. Like certain item perks reduce AC, or DR... They cost even more AP then aimed sniper shots, and tbh, i dont see any benefits to use them, because i can just try to cripple twice with haymaker in a turn.
The armor piercing effect is useless, because:
Piercing Kick

    Requirements: Unarmed 125%, Agility 8, Strength 6, Level 15
    Damage: +12, armor piercing
    AP: 9
    Critical Chance: +50%
With the bonus of aimed shot+50%, you will score a guarenteed crit every time afaik, and most critical effects bypass armor anyway, and doesnt need an EN or LK roll to get the effect.
If piercing strikes could have an increased crippling chance(with the help of reduced EN) i would surely use it more often. My 2 cents
« Last Edit: May 13, 2010, 08:42:04 pm by FischiPiSti »
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions
Re: Knockdown and knockback for Melee and Unarmed
« Reply #29 on: May 13, 2010, 11:49:52 pm »

Ok, meele characters are maybe good

No.
I don't give a fuck about what Bob say, Melee need reworks exactly like Unarmed. Only 'cause he can pwn some noobs means nothing.
I see many people complaining about Melee and just him say "Oh no, you are all noobs, HtH are good as they are".
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