So what... Now You're all gonna troll me and lean towards Quai-gon / Vali's questionable ideas on this matter?
EDIT:
Oh.. Yeah..
peppering my head with ashes....
EDIT:
Oh.. Yeah..
peppering my head with ashes....
Is it possible to make miniguns use an integer percentage of AP?—basically all of it; whatever the amount it is... or... just have using the minigun end the turn.
This would seem to allow movement then fire, but not fire then movement; should still require the minimum AP to fire though.
The reason being to allow PCs to use the minigun without exorbitant modified AP cost, yet still be able to move or access inventory, but have the minigun burn up all their time once used.
I think that fast shot shouldn't be given a minimum of 2 action points.
My reason being: An average pistol shot should take in RL like 2 seconds? 1.5 seconds?
Well, check this out.
This guy shoots 8 times in 1.06 seconds, and shoots 6 + reload + 6 in 2.99 seconds. So it is possible to shoot 12 shots without reload - 1.06*(12/8) < 2.
It is true that some weapons, lets say minigun, can't possibly fire at the same speed (per action).
Therefore, I think individual weapons should be limited to a minimum AP use through the APcost function (or, another, more efficient way.).
I know that this is an extreme example, but so is that 12 shots situation. It can only happen if u have AG 10, 2 action boys perk, fast shot, bonus rate of fire, and a fast weapon to begin with, which makes it an extreme (and very gamey, since u pretty much have to know in advance that this option is even possible and make all the right choices to achieve this.) example as well.
Oh there is no argument here; I know the traits, but I wouldn't mind if they had allowed it to apply to thrown rocks, knives, grenades, and HtH...though I bet grenades were a factor in not applying it to thrown weapons.It's a trait that only affects weapons. A trait that affects unarmed builds is Bruiser or Heavy Handed. Take that instead if you want to play an effective unarmed build.
A Power Fist is still a weapon though. And so is any other unarmed weapon in the game, with the exception of bare fists and kicks...It's a trait that only affects weapons. A trait that affects unarmed builds is Bruiser or Heavy Handed. Take that instead if you want to play an effective unarmed build.
The image is also the Vault Boy using a pistol. But it still applies to melee and unarmed weapons too.One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.
You have a point there.A Power Fist is still a weapon though. And so is any other unarmed weapon in the game, with the exception of bare fists and kicks...
The Power Fist even consume ammunition.
For example, the One-Handed Trait also mention weapons:
The image is also the Vault Boy using a pistol. But it still applies to melee and unarmed weapons too.
View attachment 16658
*They were saying something about 12 attacks per round?
This guy threw 18 punches in ½ a round.
This is a given.You have a point there.
You can't do a series of quick punches, and expect them to be as strong as a boxer punch.
And yet it could still only be applied by shaolin masters, so it's a unarmed 150% and lvl 15 perk rather than fast shot triat I'd say.
edit besides those 12x 1HP attacks turn into serious damage with 3x Bonus HtH damage, and slayer, which on the other hand does guarateed critical hit (so it's only a matter of geting Slayer req. stats for the moment you get the perk to spam crits like crazy). Still OP I must say.
EDIT:
still the level of 1ap/attack like Mr.Pistorlero should not be considered, since this guy is one on a billion, and has devoted whole his life to the speedfiring training. It would equal to at least 200% Small Guns skill.
still the level of 1ap/attack like Mr.Pistorlero should not be considered, since this guy is one on a billion, and has devoted whole his life to the speedfiring training. It would equal to at least 200% Small Guns skill.