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Suggestions / Re: Combat Skills Balance (needs to be achieved)
« on: November 13, 2024, 09:35:02 pm »
Now, you might ask: what's with all this critics? Don't you have something useful to suggest? As a matter of fact, I do, my good zoners and pipeworkers.
Firstly, paragraphs 2, 3, and 4 are fine. Thus, I'll stick to the 1, 5, 5.5, and 6.
1. Let's start with the easy ones. LMG are too powerful. They do need to have some debuffs upon use. Let's say, after using LMG, the player's speed is decreased by 10% (subtracted) for 3 turns. And/or they should have precision penalty in melee. And/or some skill requirements.
Grenade launchers... well, those are fine but I'd increase their AP cost. Right now two shots from Punisher or any other Petard-based GL can obliterate everything — in one turn. Perhaps that won't be enough, but then again: grenade launchers still have their downsides.
5. Now for the good part. Tricky upgrade goes for SMG. What if... after moving (spending movement points) any shot and/or burst would temporarily increase player's dodge and/or evasion? Like, a military stance, a battle skills, a commando's trait. The shooter holds SMG with two hands, moves, hunching slightly, all tense and stuff. Seems reasonable.
Also a new feat wouldn't hurt: "Veterancy" — each placed bullet further increase a chance to hit. Works only for the enemy that was shot from an SMG, works separately for each SMG, hit chance increase only for SMG. Lasts for 2 turns and can be increased up to 100%. Requirements: Guns 80, Dexterity 7, Pecreption 7, feat "Commando".
As for melee weapons... well, different enhancements are nice. But I'd made them permanent, with buff decrease, that is. Say, a CACS would work as usual, applying additional 10-20/36-72 energy damage on hit. After 5 hits, if would decrease to 1-2/4-7 energy damage, but it can't expire. Using another CACS would re-new the energy bonus, while using Firecracker Cap — replace it. Firecracker Cap would also retain minor Heat and Mechanical damage while losing AoE effect. Same goes for poison and Sharpening stone. Also some new effects wouldn't hurt:
Acid/Rusting/Corrosive/Incendiary/Cryogenic Makeshift Addition (can't think of a better name, sorry) — a couple of vials tied to a weapon with a bolt of cloth. Use: apply a couple of vials, which, instead of regular damage, apply effect (depending on vial type) and deal corresponding damage (numbers can vary) to the enemy. After two hits, 10% of bonus damage retains and weapon deals its regular damage. Can be crafted with 5x vial and any bolt of cloth (10 Tailoring, 25 Chemistry requirement).
Buckshot Strike — an empty shotgun or grenade/launcher grenade case filled with metal scraps and fastened on your weapon. Use: apply a custom-made shell, which deals additional damage, depending on shell type — shotgun shell deals half of the weapon's damage in a small cone in front of the attacker; grenade deals 70% of the weapon's damage as mechanical in 3x3 tiles around the target. Can be crafted with an empty shell and mechanical scraps x3 (15 Guns, 15 Mechanics/Chemistry requirement). I'm going to note that this one will fully expire after one successful hit.
Regular enchancements should have their corresponding blueprints as well. If you lose Phreak, your CACS are numbered. And you're bound to lose him at the certain point. It's kinda illogical: you can produce a technological marvel such as Fusion Cannon but CACS and Firecracker Cap is something beyong your abilities...
Caltrops are fine.
5.5 If you (the developer) are so fond of psi reserve, at least add any kind of natural regeneration to it. Psi inhalant can replenish your reserves momentarily; let it be that it can be replenished only when you're out of combat or focused. But give poor half-Lunatics some chance of survival!
Some love toward psi-related gear would also be appreciated. I'm kinda tired of looking at yet another headwear and thinking "here goes my Perception, and my detection is busted, and my dodge is non-existent; alas, if only I'd choose Metathermic discipline over TC!" It's just not cool to have penalties on everything psi-related while psi itself is not omnipowerful. The exception is psi headbands.
6. Now, what would one do to Sniper Rifles... well, for starters: all equipped Sniper Rifles should increase Detection and range of sight by 10% and 3 tiles respectively. Also, scopes (in general) should add at least 25% of Darkvision. And, there should be the possibility to add a bayonet to sniper or assault rifle (either via Myles's help or blueprint). Bayonet would allow the player to use a special ability "Close Combat" (5 AP cost) which would use Melee skill for precision and, if the attack was successful, it'd deal some small damage to the enemy (like a regular knife) and remove precision penalty for 1 turn (like, you just stick the bayonet into the enemy and can shoot point-blank right after that).
Crossbows and traps have one easy solution. Just merge the skills into one. Let it be Crossbows and Traps. Let it benefit from both Dexterity and Perception. Let it have bonuses from both Mechanics and Guns. Without changing the whole area of crossbows and traps, the solution above would be the easiest to implement.
Another suggestion would be — crossbows get a bonus that allows the player to retain constant focus while being stealthed and holding a crossbow. in that case, traps should receive a feat: "Expert Engineer" — gives you 50% chance to not trigger a trap while stepping on it or failing to disarm it. Your AoE traps have their AoE effects increased by 1 tile (each direction). Requirements: Dexterity 7, Agility 7, Traps 55, Mechanics 55.
What's left is the hardest work to do. Throwing knives/shurikens should be reworked. In what way? You'll find out next time, because I'm kinda exhausted right now. I'm gonna write about that after I've thought it through.
Firstly, paragraphs 2, 3, and 4 are fine. Thus, I'll stick to the 1, 5, 5.5, and 6.
1. Let's start with the easy ones. LMG are too powerful. They do need to have some debuffs upon use. Let's say, after using LMG, the player's speed is decreased by 10% (subtracted) for 3 turns. And/or they should have precision penalty in melee. And/or some skill requirements.
Grenade launchers... well, those are fine but I'd increase their AP cost. Right now two shots from Punisher or any other Petard-based GL can obliterate everything — in one turn. Perhaps that won't be enough, but then again: grenade launchers still have their downsides.
5. Now for the good part. Tricky upgrade goes for SMG. What if... after moving (spending movement points) any shot and/or burst would temporarily increase player's dodge and/or evasion? Like, a military stance, a battle skills, a commando's trait. The shooter holds SMG with two hands, moves, hunching slightly, all tense and stuff. Seems reasonable.
Also a new feat wouldn't hurt: "Veterancy" — each placed bullet further increase a chance to hit. Works only for the enemy that was shot from an SMG, works separately for each SMG, hit chance increase only for SMG. Lasts for 2 turns and can be increased up to 100%. Requirements: Guns 80, Dexterity 7, Pecreption 7, feat "Commando".
As for melee weapons... well, different enhancements are nice. But I'd made them permanent, with buff decrease, that is. Say, a CACS would work as usual, applying additional 10-20/36-72 energy damage on hit. After 5 hits, if would decrease to 1-2/4-7 energy damage, but it can't expire. Using another CACS would re-new the energy bonus, while using Firecracker Cap — replace it. Firecracker Cap would also retain minor Heat and Mechanical damage while losing AoE effect. Same goes for poison and Sharpening stone. Also some new effects wouldn't hurt:
Acid/Rusting/Corrosive/Incendiary/Cryogenic Makeshift Addition (can't think of a better name, sorry) — a couple of vials tied to a weapon with a bolt of cloth. Use: apply a couple of vials, which, instead of regular damage, apply effect (depending on vial type) and deal corresponding damage (numbers can vary) to the enemy. After two hits, 10% of bonus damage retains and weapon deals its regular damage. Can be crafted with 5x vial and any bolt of cloth (10 Tailoring, 25 Chemistry requirement).
Buckshot Strike — an empty shotgun or grenade/launcher grenade case filled with metal scraps and fastened on your weapon. Use: apply a custom-made shell, which deals additional damage, depending on shell type — shotgun shell deals half of the weapon's damage in a small cone in front of the attacker; grenade deals 70% of the weapon's damage as mechanical in 3x3 tiles around the target. Can be crafted with an empty shell and mechanical scraps x3 (15 Guns, 15 Mechanics/Chemistry requirement). I'm going to note that this one will fully expire after one successful hit.
Regular enchancements should have their corresponding blueprints as well. If you lose Phreak, your CACS are numbered. And you're bound to lose him at the certain point. It's kinda illogical: you can produce a technological marvel such as Fusion Cannon but CACS and Firecracker Cap is something beyong your abilities...
Caltrops are fine.
5.5 If you (the developer) are so fond of psi reserve, at least add any kind of natural regeneration to it. Psi inhalant can replenish your reserves momentarily; let it be that it can be replenished only when you're out of combat or focused. But give poor half-Lunatics some chance of survival!
Some love toward psi-related gear would also be appreciated. I'm kinda tired of looking at yet another headwear and thinking "here goes my Perception, and my detection is busted, and my dodge is non-existent; alas, if only I'd choose Metathermic discipline over TC!" It's just not cool to have penalties on everything psi-related while psi itself is not omnipowerful. The exception is psi headbands.
6. Now, what would one do to Sniper Rifles... well, for starters: all equipped Sniper Rifles should increase Detection and range of sight by 10% and 3 tiles respectively. Also, scopes (in general) should add at least 25% of Darkvision. And, there should be the possibility to add a bayonet to sniper or assault rifle (either via Myles's help or blueprint). Bayonet would allow the player to use a special ability "Close Combat" (5 AP cost) which would use Melee skill for precision and, if the attack was successful, it'd deal some small damage to the enemy (like a regular knife) and remove precision penalty for 1 turn (like, you just stick the bayonet into the enemy and can shoot point-blank right after that).
Crossbows and traps have one easy solution. Just merge the skills into one. Let it be Crossbows and Traps. Let it benefit from both Dexterity and Perception. Let it have bonuses from both Mechanics and Guns. Without changing the whole area of crossbows and traps, the solution above would be the easiest to implement.
Another suggestion would be — crossbows get a bonus that allows the player to retain constant focus while being stealthed and holding a crossbow. in that case, traps should receive a feat: "Expert Engineer" — gives you 50% chance to not trigger a trap while stepping on it or failing to disarm it. Your AoE traps have their AoE effects increased by 1 tile (each direction). Requirements: Dexterity 7, Agility 7, Traps 55, Mechanics 55.
What's left is the hardest work to do. Throwing knives/shurikens should be reworked. In what way? You'll find out next time, because I'm kinda exhausted right now. I'm gonna write about that after I've thought it through.