Teras Kasi Archive
Thread: Better idea for combat balance to hit/miss etc
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Trinniti-Hope
Tue Jun 29, 2004 6:03 am
#1
Instead of making it a chance to hit or miss, becoming a master with a weapon should mean
you have a higher chance to hit with the weapon etc.
I mean, weapons not professions, should have the to hit factors.
A masterly crafted vibro knuckler with top of the line components might result with a 90%
range to hit where as a regular crafted might top out at 80%. A master teras kasi using that
vibroknuckler with 90% to hit, has a 95% chance to hit the target 90% of the time. Something like that. It should be displayed on the weapons examine menu what its chance to hit is. As it
is worn in condition, as to does its chance to hit drop.
Also,
This would add a new element to weapon crafting. Thus raising the demands of one profession
and balancing combat better rather then just throwing a base chance to hit or miss.
Base it on the weapon and skill of user, not just a flat rate for everyone. It might make it harder
for novice tka's to hit compared to masters, but thats the whole drive for becoming master.
This is just an idea, i am not upset with their current combat balance. Something had to be done, they did, i just think this idea is something else to consider.
Shadowalker191
Tue Jun 29, 2004 9:08 am
#2
i can only agree partly with the post in a whole. i agree with being a master we would be able to hit more often. But disagree with it being 90% of the weapon. Take a REAL LIFE military sharpshooter. It takes a lot more from them as a person then it is the weapon! Sure the quality of the rifle / VK in our case matters also. But it takes training in use of the weapon to be proficient and accurate with it.
O0oHalfLifeo0O
Tue Jun 29, 2004 2:59 pm
#3
the vk in on my fist...im punching you in the face with it...where does this 'miss' come from? lol
Trinniti-Hope wrote:
Instead of making it a chance to hit or miss, becoming a master with a weapon should mean
you have a higher chance to hit with the weapon etc.
I mean, weapons not professions, should have the to hit factors.
A masterly crafted vibro knuckler with top of the line components might result with a 90%
range to hit where as a regular crafted might top out at 80%. A master teras kasi using that
vibroknuckler with 90% to hit, has a 95% chance to hit the target 90% of the time. Something like that. It should be displayed on the weapons examine menu what its chance to hit is. As it
is worn in condition, as to does its chance to hit drop.
Also,
This would add a new element to weapon crafting. Thus raising the demands of one profession
and balancing combat better rather then just throwing a base chance to hit or miss.
Base it on the weapon and skill of user, not just a flat rate for everyone. It might make it harder
for novice tka's to hit compared to masters, but thats the whole drive for becoming master.
This is just an idea, i am not upset with their current combat balance. Something had to be done, they did, i just think this idea is something else to consider.
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