FOnline: Ashes of Phoenix

Game improvements => Suggestions => Topic started by: SnowCrash on October 23, 2014, 02:24:50 PM

Title: Cap melee skill at 200?
Post by: SnowCrash on October 23, 2014, 02:24:50 PM
Melee weapons offer less options than the other primary classes, raising it at 250 is a waste of skill points just to unlock perks (most of those are bonus damage), no other bonus is given by this skill (except the bleed over).
Sneak is maxed at 200 and unlock great perks for 2 of the best melee weapons

I think that melee should be capped at 200 or perhaps become a secondary skill
Title: Re: Cap melee skill at 200?
Post by: PorkchopExpress on October 23, 2014, 02:29:56 PM
Or simply add better 225% and 250% perks?
Title: Re: Cap melee skill at 200?
Post by: 3.14 on October 23, 2014, 03:03:58 PM
Melee ain't bad. You can deal ~400dmg per AP pool to anything short of a PA, you have instant auto knockout or knockdown as an option... but then again 300 skill points for 10% damage is a bit weak (10%=+20dmg). 

But if I was to choose other perks from the now available  - I'd stick with hit the gaps and bonus damage :|
Title: Re: Cap melee skill at 200?
Post by: mAdman on October 23, 2014, 03:40:03 PM
I always thought linking the sneak skill to the "sneak weapon" perks was a bit much, I figured the sneak weapons would just allow you to make sneak attacks with them and have different traits and maybe some different perks to normal weapons, the sneak skill already does so much without unlocking weapon perks, and like you said it kind of dwarfs the usefulness of going melee only. To be honest I thought at first that sneak unlocked perks on the stealthboy itself, but there are just the 3 traits.

Though going both means you will deal even more damage than with only boosting stealth, and there are still non stealth melee weapons that are plenty worthwhile.
Title: Re: Cap melee skill at 200?
Post by: mAdman on October 23, 2014, 03:51:54 PM
then again 300 skill points for 10% damage is a bit weak (10%=+20dmg). 

But then theres also the damage bonus for increasing the skill between 150 and 250 right? If I remember right, there is +30% damage metered out in those last 100 skill points, on top of the damage from the bonus damage perk.
Title: Re: Cap melee skill at 200?
Post by: SnowCrash on October 23, 2014, 09:29:37 PM
Melee ain't bad. You can deal ~400dmg per AP pool to anything short of a PA, you have instant auto knockout or knockdown as an option... but then again 300 skill points for 10% damage is a bit weak (10%=+20dmg). 
Yes, im not saying that melee its bad, but its rather situaltional (how many melee players have you seen in ZC?), with other classes you have weapon options from large to close range. reducing the amount of point invested in melee can let you raise your secondary skills (like trhowing or traps) to allow for more combat options.

But then theres also the damage bonus for increasing the skill between 150 and 250 right? If I remember right, there is +30% damage metered out in those last 100 skill points, on top of the damage from the bonus damage perk.
Humm... where did you get that? if that its correct then i guess that there its an actual reason to raise melee skill. But i hardly doubt that the bonus you descrived its implemented
Title: Re: Cap melee skill at a?
Post by: nailbrain on November 03, 2014, 05:28:32 AM
even if melee is capped at 200 or better perks are given wont change shit
primary dmg is NORMAL ,only one  weapon with penetration the ripper BUT it is unaimable
wakizashi badly outperform any of the melee weapons it is cheaper than ripper cant be broken no ammo less SP for better perks aimable
sledge thou funny is very dumb weapon 10str plus heavy handed build deals on enemy mguners 5 - 15 dmg and because all respectable bursters are cha tanks cant even disrupt or knock em down
truth is melee weapons suck bad big ap costs nonexistant dmg
s
ps for fuck sake warhammers were developed to counter knights plate armor
but for some reason devs think dat pruning electric chainsaw is better antiarmor weapon
and what about MEGA POWER FIST u turned the most emblematic brawler weapon into stupid joke return its electrical dmg aim and normal ammo consumption 
 
Title: Re: Cap melee skill at 200?
Post by: paragon on November 03, 2014, 06:39:13 AM
> cant even disrupt or knock em down

You want to say that Super Knockback and Super Knockdown traits are not working? I think you're wrong.
Title: Re: Cap melee skill at 200?
Post by: nailbrain on November 03, 2014, 06:46:42 AM
am not mistaken quite often non PA dudes resist both knockback and knockdown and this coupled with 15 dmg
so am curious what melee weapon deals 400 dmg per ap pool ?
Title: Re: Cap melee skill at 200?
Post by: paragon on November 03, 2014, 06:47:39 AM
Then it's bug probably
Title: Re: Cap melee skill at 200?
Post by: nailbrain on November 03, 2014, 06:49:40 AM
well prolly, my idea was to build sledge tank to disrupt deployed gunners and i was soooo badly suprised
Title: Re: Cap melee skill at 200?
Post by: Myakot on November 03, 2014, 07:04:26 AM
well prolly, my idea was to build sledge tank to disrupt deployed gunners and i was soooo badly suprised
On almost every FO server you will be badly surprised when it comes down to melee.
Did you test that thing even? That some characters were able to resist super knocks\downs? Like on characters with stone walls and 10ch and additional perks and such?
Title: Re: Cap melee skill at 200?
Post by: nailbrain on November 03, 2014, 07:17:17 AM
yes it is tested and yes they resist
and for surprises melee was presented as equal to other builds but infact it is worst than other servers it is nerfed beyond belief
50 percent of the weapons are bugged and broken other 35 percent are brutaly nerfed
on paper numbers are big but lack of armor modifiers in reality makes them the worst
and general lack of aimed atacks is quite weird
on the other hand we got waki the perfect melee weapon
 
Title: Re: Cap melee skill at 200?
Post by: Niamak on November 03, 2014, 07:31:53 AM
You can resist KO/KB from Super Sledge ????? really ? plz screen or video
If you want to deal good damage against heavy armored target, you must use Ripper for bleed, Cattle Prod vs low elec resist (metal armor), Mega Power Fist for knockback bonus dmg, Power Fist for critical aimed shot.

Mega Power Fist can deal 200 damage at best with KB bonus dmg.

If you want to be whatever TANK, you need 10 CH with good leadership modules.
Title: Re: Cap melee skill at 200?
Post by: nailbrain on November 03, 2014, 08:03:04 AM
spare me the bullshit niamak 200 dmg with mega power fist on bluesuit sure on average zc enemy 80 120 dmg at best for full ap
bleed somebody with ripper ??? are u for real ??? it is hard to bleed people even with machete
cattle prod is ok but it is the ONLY weapon in the entire class
i fkn hate when people parrot down what they heard or read u say melee is ok ???
Title: Re: Cap melee skill at 200?
Post by: PorkchopExpress on November 03, 2014, 08:25:34 AM
My main character is melee,and i never,i mean NEVER encountered someone who resisted knockback&knockout from supersledge,not counting PAs.Better check again....
Title: Re: Cap melee skill at 200?
Post by: Niamak on November 03, 2014, 08:30:21 AM
Dooooooooooood bleed is stronk even with Ripper. Im not talking about Machete because it's an OP weapon and very rare item (obviously you need 200 sneak for perks with it). Bleed is almost 100% chance with weapon perks.

Mega Power Fist, you need knockback bonus dmg for high damage.

I play a character with 225-250 hth (depend on build) and 200 sneak.
Title: Re: Cap melee skill at 200?
Post by: paragon on November 03, 2014, 08:32:29 AM
So I guess it's just usual "buff the class I play" then.

P.S. I love my devs for that melee is secondary.
Title: Re: Cap melee skill at 200?
Post by: nailbrain on November 03, 2014, 08:37:04 AM
making the weakest class viable is not buffing it is balancing
after making it viable we can talk bout BUFFING
i play melee even in its dismal condition
bout super sledge ill post video when i get home
Title: Re: Cap melee skill at 200?
Post by: Myakot on November 03, 2014, 08:51:38 AM
making the weakest class viable is not buffing it is balancing
after making it viable we can talk bout BUFFING
i play melee even in its dismal condition
bout super sledge ill post video when i get home
Trust me, this won't work. John told be numerous times, that HtH on this server is a Secondary skill, even though it's in Primary section. Every flaw I mentioned was countered by: "just grab a gun and shoot" by devs, so give it up.
Title: Re: Cap melee skill at 200?
Post by: paragon on November 03, 2014, 09:05:46 AM
If you take a look for ZC vids, you'll see that super sledge is used by players several times in certain situations being pretty effective.
If you use melee as a secondary (just as a grenades), it's better, than other classes in certain conditions.
Title: Re: Cap melee skill at 200?
Post by: Smalltime on November 03, 2014, 09:19:04 AM
Trust me, this won't work. John told be numerous times, that HtH on this server is a Secondary skill, even though it's in Primary section. Every flaw I mentioned was countered by: "just grab a gun and shoot" by devs, so give it up.
Eh, melee is just really situational here. A 1v1 in a building, most builds get destroyed by melee.
Very effective during a rush, and when the enemies are camping a building.
Obviously not effective during a pitched ranged battle, but because it IS a primary skill, you can bring an off-hand gun. That, or play a medic as well, so you don't get bored waiting for the close up action to happen.
Title: Re: Cap melee skill at 200?
Post by: S.T.A.L.K.E.R on November 03, 2014, 09:20:15 AM
making the weakest class viable is not buffing it is balancing
after making it viable we can talk bout BUFFING
i play melee even in its dismal condition
bout super sledge ill post video when i get home
Wait, what. Melee is not the weakest class. You have to know how to play it and it will be op. If you're one if the guys that rush in a group of 7 then you suck.

Melee doesn't need any changes, other than the ghost punches/thrust with them. And ripper is one of the best melee weapons. Bleed out enemy while having a chance to cripple a limb.  If you do cripple a limb and they insta doc, GG you won.

And as smalltime said, being a melee combat medic is one if the best things to be.
Title: Re: Cap melee skill at 200?
Post by: Myakot on November 03, 2014, 09:50:32 AM
Trust me, this won't work. John told be numerous times, that HtH on this server is a Secondary skill, even though it's in Primary section. Every flaw I mentioned was countered by: "just grab a gun and shoot" by devs, so give it up.
Eh, melee is just really situational here. A 1v1 in a building, most builds get destroyed by melee.
Very effective during a rush, and when the enemies are camping a building.
Obviously not effective during a pitched ranged battle, but because it IS a primary skill, you can bring an off-hand gun. That, or play a medic as well, so you don't get bored waiting for the close up action to happen.
Yeah the build STALKER got was the best one at that. Just don't put almost any SP into HtH and become a tanky-medic, that packs-a-punch in HtH.
Title: Re: Cap melee skill at 200?
Post by: nailbrain on November 03, 2014, 09:53:46 AM
You have to know how to play it and it will be op..bla bla bla
who dafuq you combat with cuz almost everyone i try to beat takes 10-20 dmg with any weapon save scprod and 100 ap MPF punch
and yet ordinary waki head stabs no sneak no backstab make all melee weapons looks like
LARP toys
Title: Re: Cap melee skill at 200?
Post by: 3.14 on November 03, 2014, 10:26:55 AM
You do know the super sledge has two modes? One is auto knockback with lower damage and ap cost, the other has auto knockout with higher ap cost and damage. If you have a hammer and a team then you are not the one to deal damage, your role is to knockout one enemie and rush to another and also to deal with hth sneakers - knockback+2hex range will win with 95% of ninja sneakers (again not by killing them but making them unable to attack).

If you want to deal damage -take the super cow-prode (you can also aim it with the weaker mode). From the weapons I've seen in small scale pvp only the Gat-laser can kill as fast as the cow-prode.