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Topic: HtH changes  (Read 7998 times)

Xeen

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Re: HtH changes
« Reply #15 on: August 25, 2013, 06:12:51 pm »
It seems like the only good special hth attack is haymaker. The rest either consumes too many ap or is just not worth of using (for extra damage, armour piercing..).

Strike

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Melee Damage, Bruiser and Melee weapons suggestion
« Reply #16 on: August 29, 2013, 08:07:45 pm »
Melee Damage
Each point of ST give +1 to melee damage.
It's not big bonus in the end.

1ST = 1 Melee Damage
2ST = 2 Melee Damage
3ST = 3 Melee Damage
4ST = 4 Melee Damage
5ST = 5 Melee Damage
6ST = 6 Melee Damage
7ST = 7 Melee Damage
8ST = 8 Melee Damage
9ST = 9 Melee Damage
10ST = 10 Melee Damage

Bruiser
+4ST, -2AP and doubles Melee Damage.
(Can choose only up to 6ST)

Melee Weapons (+ Unarmed weapons)
Every weapon has change to KD, without Heavy Handed trait and depends on your ST.
If you have Heavy Handed, this would not affect better to your KD changes.

Under than 5ST -> 2% change to KD
5ST = 2-4% change to KD
6ST = 4-6% change to KD
7ST = 6-8% change to KD
8ST = 8-10% change to KD
9ST = 10-12% change to KD
10ST = 12-14% change to KD

Edit: Bruiser maybe work like that already, just wanted to be sure.
« Last Edit: August 29, 2013, 08:32:16 pm by Strike »

Kilgore

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Re: HtH changes
« Reply #17 on: August 29, 2013, 08:36:56 pm »
I merged this with the previous topic to keep all HtH ideas in one place.

Change to Melee Damage will be considered, we need to test it first.

Quote
Bruiser
+4ST, -2AP and doubles Melee Damage.
(Can choose only up to 6ST)
This is not needed as Bruiser would increase Strength anyway.

KD change - I don't think so, Heavy Handed is for this.

drot

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Re: HtH changes
« Reply #18 on: August 30, 2013, 03:23:26 pm »
Quote from: Fonline 2
-Close combat skill rising run speed when no ranged weapons in main hand (start working after 103 skill) 0.5% per 4 skill

Looks like they beat you to it.
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Kilgore

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Re: HtH changes
« Reply #19 on: August 30, 2013, 03:26:06 pm »
It's a bad change imo, but they are free to do whatever they want with their game.

Strike

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Re: HtH changes
« Reply #20 on: August 30, 2013, 03:29:30 pm »
Running speed boost, meh I don't care about it :P
HtH is all about strength, how many times you can hit and criticals/knockdowns.
« Last Edit: August 31, 2013, 08:31:24 am by Strike »

Strike

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Re: HtH changes
« Reply #21 on: September 21, 2013, 09:45:39 am »
Reminder

Melee Damage
Each point of ST give +1 to melee damage.
It's not big bonus in the end.

1ST = 1 Melee Damage
2ST = 2 Melee Damage
3ST = 3 Melee Damage
4ST = 4 Melee Damage
5ST = 5 Melee Damage
6ST = 6 Melee Damage
7ST = 7 Melee Damage
8ST = 8 Melee Damage
9ST = 9 Melee Damage
10ST = 10 Melee Damage

Kilgore

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Re: HtH changes
« Reply #22 on: September 21, 2013, 09:46:37 am »
HtH looks ok now, no need to boost it's dmg anymore.

Hodor

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Re: HtH changes
« Reply #23 on: September 21, 2013, 04:40:58 pm »
Its hard to make HtH Balanced, my favorite HtH weapon is the Gatling Laser.

IMHO the best way to balance the HtH class is to modify the weapons and maybe special armor and drugs, having bluesuits killing people in town is not what most people would want.

Examples:
-A special drug that reduces your PE to 1
-A craftable stealth suit that combines a powerfist/supercattleprod, a combat armor, and a stealthboy
« Last Edit: September 21, 2013, 04:57:04 pm by Hodor »

Rando

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Re: HtH changes
« Reply #24 on: September 22, 2013, 10:22:44 am »
Melee needs some kind of movespeed buff to be viable for any real pvp situation. People can just run to the exit grid since everyone runs at the same speed.

Strike

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Re: HtH changes
« Reply #25 on: September 22, 2013, 10:28:49 am »
Melee needs some kind of movespeed buff to be viable for any real pvp situation. People can just run to the exit grid since everyone runs at the same speed.
Close Combat isn't made for PvP. Why people can't understand it...

Rando

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Re: HtH changes
« Reply #26 on: September 22, 2013, 10:35:41 am »
Melee needs some kind of movespeed buff to be viable for any real pvp situation. People can just run to the exit grid since everyone runs at the same speed.
Close Combat isn't made for PvP. Why people can't understand it...

That's your opinion. Every type of character should have some place in a PvP envrionment, and melee would too if it were given a chance.

Strike

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Re: HtH changes
« Reply #27 on: September 22, 2013, 10:38:30 am »
Yeah, that's only my option.

I just tell what I feel, PvP is for guns and other stuff. I don't even like PvP, if you try it with melee or unarmed you are pretty sure you are dead.
« Last Edit: July 21, 2014, 01:09:43 pm by Strike »

baskila

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Re: HtH changes
« Reply #28 on: September 22, 2013, 01:52:46 pm »
The problem with melee is about running speed - that all chars run at the same speed. If it was possible to run faster without a gun and slower with a gun in your hand (bigger the gun the slower you run) then it could work.
Of course the way it works now is by the game design itself and that can't be changed without changing the engine.

Rando

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Re: HtH changes
« Reply #29 on: September 23, 2013, 08:01:20 am »
Since we're on the topic - Can we give the Super Sledge some kind of use? As it stands it's pretty much a worthless item except for mining.

Cons:
-Lower damage than Ripper/Mega Power Fist
-1 AP more to swing over Ripper/Mega Power Fist
-Requires two hands to use, can be crippled and not be able to use your weapon
-Can't gain stats from crafting

Pros:
-Looks manly
-Can be used to mine some rare ores if you're into that kind of thing
-Can hit from 2 hexes away
« Last Edit: September 23, 2013, 08:06:52 am by The Sultan of Shrek »