L
Lone_Wolf
Guest
Small suggestions:
Actually, the FO3 combat engine is probably fully developed by now, making these suggestions
impracticable. Still, in the nature of discussion, I do have some ideas for tweaks to
the game in general.
1)Armor Class
By the end of the game, I had the Dodger perk, H2H dodge, Adv. Power Armor, and over 200%
in unarmed combat skill. I averaged around 70 AC, but still the Enclave troopers or even New Reno mobbers has no difficulty hitting me. I feel that either the implementation of Armor Class should be changed, or ranged weapon skills should be both lower in enemies and be more expensive to train.
One way of improving Armor Class is to alter the way that to-hit is calculated. For example, assume that the Enclave Trooper has 160% chance of hitting a character at point-blank range. With an AC of 50, you can first drop the percentage of the to-hit to 110%. The Enclave Trooper still has 95% chance of hitting your character. Then add a /second/ modifier, which reduces the to-hit by 1/2 of your armor class. So the Enclave Trooper has only 70% of hitting your character now.
The importance of this secondary modifier is that even if a Trooper has 200% chance of hitting your character with 70% AC, he will still have his to-hit dropped to 95% by default, and then dropped to 60%(90-35).
Alternatively, we could just address the fact that AC tends to max out around 70(even with a character entirely decided to dodging) while offensive skills tend to reach >150% with ease. If there were more ways to gain AC, or if offensive skills are harder to gain(and even skilled enemies have less of them), then AC will become more useful than a counter at the bottom of the screen.
2)Melee weapons
Right now, I'm fairly successfully proving that its possible to get through Fallout 2 with a character just decided to unarmed combat. The unfortunate thing is that the end result is that you are more powerful with just your fists than a sword. Anybody notice an inconsistancy?
Right now, there's no trait like Quick Shot for close combat fighters, and the perk of HTH dodge is only useful for unarmed fighters(not to mention the uselessness of AC, read above). Admittedly, I'm not certain what are the statistics of a Super Sledge, but I didn't get that until the very end of FO2, at which point melee weapons are quite pointless(You go and stand in front of a pulse rifle. Not me.)
I would like to see one or two more melee specific perks and a few more melee weapons.
Here are my suggestions:
Weaponmaster(Perk) -
Level 18, Melee 120%, Strength 7, Agility 7
Ruining your opponent's day with sharp, pointy objects is everyday business for you.
Your criticals are 25% better, you have 15% more criticals, and one more strike(Free AP only used to attack) when you are using a melee weapon.
Tripper(Trait) -
You are twice as likely to knock someone down and away from you with a melee weapon or unarmed. This may or may not be a good thing.
Back Breaker(Perk) -
Level 12, Unarmed 50%, Strength 8
When unarmed, for every successful strike against a creature with an Endurance less than or equal to half of your strength, roll your Strength against the creature's Endurance. A success means that the creature falls to the ground, stunned, regardless of how much HP he has.
Fists of Fury(Perk) -
Level 9, Unarmed 50%, Agility 8
If you have two unarmed weapons of the same type wielded on both hands, you get one free strike.
Now for the melee weapons:
Agonizer - 15-34 points of damage, range 2, runs on Small Fusion Cells. Carries 30 charges
on it, each strike uses 10 charges.
"An extension of the Ripper technology, the Agonizer was developed by the Khans, presumbly
from kidnapped scientists. It uses the same microsaws, but with a greater reach and velocity. Of course, it is also horribly inefficient, but the Khan never cared."
Plasmic Blade - 10-40 points of damage, range 2, runs on Micro Fusion Cells. Carries 35 charges, each strike uses 5 charges. Ignores armor and two-handed. Unique weapon.
"An experiment in using force field technology that was never seriously considered as a weapon, a small force field gleams against the surface of the titanium blade. The energy of the field easily slices through even the thickest armor."
Burning Fist - 15-25 points of damage, range 1, runs on Small Fusion Cells. Carries 28 charges, each strike uses 7 charges. Does heat damage.
"A strange weapon used by the Viper raiders, activating the power cells of this fist causes a small conflagation to rise from it, though the hands are protected by heavy insulation within. Besides making great barbeque, the heat is as intense as any flamethrowers."
Actually, the FO3 combat engine is probably fully developed by now, making these suggestions
impracticable. Still, in the nature of discussion, I do have some ideas for tweaks to
the game in general.
1)Armor Class
By the end of the game, I had the Dodger perk, H2H dodge, Adv. Power Armor, and over 200%
in unarmed combat skill. I averaged around 70 AC, but still the Enclave troopers or even New Reno mobbers has no difficulty hitting me. I feel that either the implementation of Armor Class should be changed, or ranged weapon skills should be both lower in enemies and be more expensive to train.
One way of improving Armor Class is to alter the way that to-hit is calculated. For example, assume that the Enclave Trooper has 160% chance of hitting a character at point-blank range. With an AC of 50, you can first drop the percentage of the to-hit to 110%. The Enclave Trooper still has 95% chance of hitting your character. Then add a /second/ modifier, which reduces the to-hit by 1/2 of your armor class. So the Enclave Trooper has only 70% of hitting your character now.
The importance of this secondary modifier is that even if a Trooper has 200% chance of hitting your character with 70% AC, he will still have his to-hit dropped to 95% by default, and then dropped to 60%(90-35).
Alternatively, we could just address the fact that AC tends to max out around 70(even with a character entirely decided to dodging) while offensive skills tend to reach >150% with ease. If there were more ways to gain AC, or if offensive skills are harder to gain(and even skilled enemies have less of them), then AC will become more useful than a counter at the bottom of the screen.
2)Melee weapons
Right now, I'm fairly successfully proving that its possible to get through Fallout 2 with a character just decided to unarmed combat. The unfortunate thing is that the end result is that you are more powerful with just your fists than a sword. Anybody notice an inconsistancy?
Right now, there's no trait like Quick Shot for close combat fighters, and the perk of HTH dodge is only useful for unarmed fighters(not to mention the uselessness of AC, read above). Admittedly, I'm not certain what are the statistics of a Super Sledge, but I didn't get that until the very end of FO2, at which point melee weapons are quite pointless(You go and stand in front of a pulse rifle. Not me.)
I would like to see one or two more melee specific perks and a few more melee weapons.
Here are my suggestions:
Weaponmaster(Perk) -
Level 18, Melee 120%, Strength 7, Agility 7
Ruining your opponent's day with sharp, pointy objects is everyday business for you.
Your criticals are 25% better, you have 15% more criticals, and one more strike(Free AP only used to attack) when you are using a melee weapon.
Tripper(Trait) -
You are twice as likely to knock someone down and away from you with a melee weapon or unarmed. This may or may not be a good thing.
Back Breaker(Perk) -
Level 12, Unarmed 50%, Strength 8
When unarmed, for every successful strike against a creature with an Endurance less than or equal to half of your strength, roll your Strength against the creature's Endurance. A success means that the creature falls to the ground, stunned, regardless of how much HP he has.
Fists of Fury(Perk) -
Level 9, Unarmed 50%, Agility 8
If you have two unarmed weapons of the same type wielded on both hands, you get one free strike.
Now for the melee weapons:
Agonizer - 15-34 points of damage, range 2, runs on Small Fusion Cells. Carries 30 charges
on it, each strike uses 10 charges.
"An extension of the Ripper technology, the Agonizer was developed by the Khans, presumbly
from kidnapped scientists. It uses the same microsaws, but with a greater reach and velocity. Of course, it is also horribly inefficient, but the Khan never cared."
Plasmic Blade - 10-40 points of damage, range 2, runs on Micro Fusion Cells. Carries 35 charges, each strike uses 5 charges. Ignores armor and two-handed. Unique weapon.
"An experiment in using force field technology that was never seriously considered as a weapon, a small force field gleams against the surface of the titanium blade. The energy of the field easily slices through even the thickest armor."
Burning Fist - 15-25 points of damage, range 1, runs on Small Fusion Cells. Carries 28 charges, each strike uses 7 charges. Does heat damage.
"A strange weapon used by the Viper raiders, activating the power cells of this fist causes a small conflagation to rise from it, though the hands are protected by heavy insulation within. Besides making great barbeque, the heat is as intense as any flamethrowers."