I mean, ever seen Arnie fire that Colt Commando on full auto with 1 hand in Terminator 2. Yeah, that was blanks, and had less recoil, but still. Get a BIG guy and he can prolly wield alot more, wheter then your average 'medic' or 'hacker' in fallout
![smile :)](./images/smilies/smile.gif)
Um, he was also a Terminator.Silver wrote:I think Akimbo should be a possibility. As JE said; you could focus on it with a skill etc, and still it would be a hard thing to do (duh), but it does add a cool factor.
I mean, ever seen Arnie fire that Colt Commando on full auto with 1 hand in Terminator 2. Yeah, that was blanks, and had less recoil, but still. Get a BIG guy and he can prolly wield alot more, wheter then your average 'medic' or 'hacker' in fallout.
If the current inventory system is kept, more or less as it is now, then there's no point, you've already got the quick pockets perk that allows you to access your inventory for only 2 APs. Why would you spend 2 APs changing a pistol for a rifle, or a rifle for a flame thrower when for only a extra 2 APs you can go into you inventory and swap weapons, reload and use stimpaks or other drugs? And for a cost of a perk that becomes only 2APs.PiP wrote: Still, the image of my PC taking a gun from his BACK is ever vivid in my memory. How 'bout one more slot - the BACK slot? You could wield two single-hand guns, or a gun and, say, a grenade, PLUS a rifle on your back. Taking the rfile/shotgun would have an AP penalty somewhere between swapping small guns and going to the inventory, plus you'd have to holster BOTH your small guns.
Alternatively, you could carry one two-handed gun in your hands and the other at your back; swapping them is (btw what verb should I use here?) about 2 AP penalty.
What's your opininon, guys, on the above ideas?
good point. So how bout 2AP penalty before you get the perk and 1AP after? I guess changing big guns in your inventory and using stimpacks, relading, etc should have a big penalty. Still, as an addition to what you have in hands (e.g. one two-handed weapon) it'd be nice to have another big gun at hand at a lower AP cost than inventory (say, a sniper r. and a shotgun, or an assault r + a plasma pistol + stimpack)requiem_for_a_starfury wrote: anything more than 1AP would make the player choose the quick pockets perk all the time.
I'm wondering... do the dev's *still* consider the gauss-guns good weapons..?That's the main problem with his ideas, here. You're going from a decently balanced system, then doubling the damage potential in one area, claiming it's for balance. The end result is you have a system where those pistols suddenly become the Turbo Plasma Rifle of Fallout 3, a weapon that's obviously beyond the scale of the others. Gauss pistols are pretty damned powerful as it stands, debatable on whether they were better than the rifle, so double that and see what problems pop out.
Ouch. If you look at it, it's not a fair comparison...Another thing I find problematic about his approach is that it's too much like a D&D deal.
We have to remember that all of the D&D systems are based on team-play...This is like the problem with profficiencies in 2nd Edition D&D where you end up locking your character in to a type of weapon at early levels because you haven't had enough points to diversify, so you're running around with one or the other for a long, long time.
When someone doesn't suggest any alternative, you can understand his alternative is the original system.Smiley wrote:[I like your objections, but what about suggestions for something better? So far a couple of them have come forth...
What does Arcanum have to do with it? Arcanum was a different game, why should it resemeble to Fallout?peasofme wrote:lets take the best game ever and change it completely. bleh. theres a reason fo2 didnt change from fo1... fot anyone? arcanum? bleh. sounds like they want to make fo3 more realistic which will change everything. most likely ruin it, horrible idea.
Then it's a good thing I never said anything about that, now isn't it?Yes, small improvments. Not over hauling the entire system for fun.
I'm sure my "^^" baffled you, it does take an iq above 10 to figure that one out.What is this fucking piece of shit means?
Starts with an S, end in a Y.Smiley wrote:Now if you would tell me, wtf is your problem?
The reason FO2 didn't change anything is because BIS got all of a year--if even that--to make it. There simply wasn't any time to make any significant changes to the engine or SPECIAL and playtest them thoroughly.peasofme wrote:lets take the best game ever and change it completely. bleh. theres a reason fo2 didnt change from fo1... fot anyone? arcanum? bleh. sounds like they want to make fo3 more realistic which will change everything. most likely ruin it, horrible idea.
Why bother? As far as tactics go, the system is fubar anyway. Any decent rifle should be accurate enough that a moderately trained soldier could hit a man-sized target out to 300 meters. Yet, even the sniper rifle has a range of only 1/6 that distance, 50 hexes. Until combat starts happening at longer ranges, making it more tactical is just a headache.I think To-Hit chances could use some more attention from a tactical point of view.
Oh, it's so fun to make stupid remarks and examples when it's taken out of context, isn't it? Here's a Free Cluepon:SuperH wrote:And before any of you go and say "OH GUNZ AKIMBO INS'T FALLOT! IT"S HERESY!!!!11" : http://www.justinsweet.com/images/PAINTINGS/FALLOU1.JPG
Hooray. And there breaks my wish to go for at least one week without having to read the Idiot's Tag Line. Even if it is not done in verbatim, it still fits.Silver wrote:I think Akimbo should be a possibility. As JE said; you could focus on it with a skill etc, and still it would be a hard thing to do (duh), but it does add a cool factor.
Someone already explained the problem with that. If you have a problem understanding what a Terminator is, direct your inquiries to that brick wall via your forehead for a few hours until it sinks in.I mean, ever seen Arnie fire that Colt Commando on full auto with 1 hand in Terminator 2. Yeah, that was blanks, and had less recoil, but still. Get a BIG guy and he can prolly wield alot more, wheter then your average 'medic' or 'hacker' in fallout.
And that was Terminator, not 50's sci-fi pulp.EvoG wrote: Um, he was also a Terminator.
That might well be a good compromise between the AP costs of changing to an equipped weapon or to a stored (slung or in back pack) one. Perhaps a holstered pistol or shotgun in a back holster (like Cpl. Hicks Ithaca 37 in Aliens) could allow the PC to draw a holstered weapon (pistol, small shotgun or even compact SMG) for 2AP without the Quick Pockets perk?PiP wrote:Awaiting opinions on my back-slot idea (see my previous posts)