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mechajol wrote:let's say this certain weapon has a damage span of "light to very heavy," what stat determines how much damage it would cause?
Burn wrote:And some people said it was the RDD that caused the most problems ...
Of course we all know that was just Alpha Strike trying to cover his own arse.
Psychout wrote:The weapons suck.
Surely they would make much more sense if the damage influcted was linked directly to the skill/firepower stats required to equip them?
Or if you had some sort of weapon hierarchy so you could upgrade your favourite evil shotgun to an even better evil shotgun, instead of having to swap it for a totally different weapon as you levelled up, like a sword?
Or even both, that would be cool...
Absolute Zero wrote:mechajol wrote:let's say this certain weapon has a damage span of "light to very heavy," what stat determines how much damage it would cause?
A dice roll. Strength and Skill I believe both will boost damage, but you'll always have a wide range from max to min.
Merc With A Mouth wrote:
Psychout wrote::shock:
*adds to the list*
Fearless Echoes wrote:I dont think Skl affects the weapon's damage.
Psychout wrote:Fearless Echoes wrote:I dont think Skl affects the weapon's damage.
... but you all think it should, right?
Fearless Echoes wrote:I think Skl should affect ALL weapons, Str affect melee weapons, and Frp affect ranged weapons.
Then again I think a lot of things that will never happen...
Psychout wrote:This straightforward route is the more firepower you have, the more damaging the weapon's available will be, and the more skill you have with the weapon, the more likely you are to land an effective hit.
Merc With A Mouth wrote:Psychout wrote:This straightforward route is the more firepower you have, the more damaging the weapon's available will be, and the more skill you have with the weapon, the more likely you are to land an effective hit.
It should also effect reload rate. Because the clumsier you are the slower it takes you to reload. The more skilled you are as a solider the faster you're able to reload.
Absolute Zero wrote:Merc With A Mouth wrote:Psychout wrote:This straightforward route is the more firepower you have, the more damaging the weapon's available will be, and the more skill you have with the weapon, the more likely you are to land an effective hit.
It should also effect reload rate. Because the clumsier you are the slower it takes you to reload. The more skilled you are as a solider the faster you're able to reload.
The more skilled you are, the better you are at everything really.
Tammuz wrote:Absolute Zero wrote:Merc With A Mouth wrote:It should also effect reload rate. Because the clumsier you are the slower it takes you to reload. The more skilled you are as a solider the faster you're able to reload.
The more skilled you are, the better you are at everything really.
yeah but sone uber powerful stat, and seven mediocre stats isn't really quite as fun.
Tammuz wrote:Absolute Zero wrote:The more skilled you are, the better you are at everything really.
yeah but sone uber powerful stat, and seven mediocre stats isn't really quite as fun.
Wingspan wrote:Tammuz wrote:Absolute Zero wrote:The more skilled you are, the better you are at everything really.
yeah but sone uber powerful stat, and seven mediocre stats isn't really quite as fun.
Good point - check this though. What if SKL improved weapons only (or directly referenced weapon ability) via its points? Per previously discussed higher skill cost would indicate the weapons available would themselves be inherently better at hitting, reloading, and damaging. (I still think that overflow SKL should impact a basic attack even brawling - but that's a tangent and it would require clear limits.)
But what then if INT is what then globally affects tactics? There are two forms of actions in this game - basic attack or tactic. Seems plausible that SKL improves all basic attacks and INT increases the frequency and/or effectiveness of tactics.
FRP naturally affects weapons too, but it already feeds Strafe so it doesn't need any additional bump. And sorry, this is somewhat now off-topic, but the thought was a package deal back to SKL and weapon relationships.
Absolute Zero wrote:Solution: Skill allows Dual Wielding weapons, and Skill+Strength allows for hard mounted weapons.
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