Moving Target
Mildly Dipped
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Since Todd Howard's playing it, and it's well-known that he's really awful at FP combat, it probably is a nerfed version for the demo.
Moving Target said:Since Todd Howard's playing it, and it's well-known that he's really awful at FP combat, it probably is a nerfed version for the demo.
well if I recall correctly melee attacks never missed in oblivion it was just a question of how much damage they did. there is a mod that fixes this and actually gives enemies pretty damn good ninja dodging skills but I wouldn't put out any hope that BS has learned anything from their modding community.sarfa said:However, I am concerned that Bethesda are saying here they can't make melee work properly. After all, isn't first person melee combat (i.e Elder Scrolls fights) what they "do best"- and have been doing for years?
Ar.Pi said:So how is he always hitting the target even on low percentage?
Is this for preview purpose only?
I always thought that such knowledge was represented by the PC's energy weapons skill just as it was with small guns and big guns. Just because it's highly advanced technology doesn't mean that it's complicated to use or assemble the premade parts so I really don't see any reason for an energy weapon to be any harder to use and maintain (apart from finding replacement parts) than any other gun. I'm all for a power armor perk since it's complex technology and there really isn't any other place that skill/knowledge of it was represented. Fallout 3 may not need the perk since they nerfed power armor so requiring a perk could quite easily make it not worth using.Brother None said:I always felt it illogical for Fallout for you to be able to use energy weapons without much knowledge of them. Then again, the chance of them blowing up was bigger. Still, this was one of those elements sequels could have expanded upon.
MrBumble said:[boring cliché] Also, who wants to bet that the final boss is actually your dad ? [/boring cliché]
Phil the Nuka-Cola Dude said:Would you kindly leave the vault?
We tried many ways of doing melee with VATS, and having messed a lot with "missing" in melee, it just felt really bad. So once we changed VATS melee to "always hit", assuming you are in range, the body part selection became a bit unbalancing, so now it's a "whole body attack", but you still do end up hitting a specific body part when you swing, but it's based on what you actually contact with, as opposed to what you aim at. This avoids the "always punch in the head" problem, whereas with guns, we can balance out certain body parts with hit percentages, like the head.