DRL > Discussion
Suggestions to make melee more usefull
Thomas:
Maybe you could make melee weapons just as good as ranged ones so that we could say "Will I do a melee game? Or a ranged one?" as if a melee game wouldn't be a joke, or a challenge to see who could get the furthest.
If melee did more damage then you could run up to an enemy with a chainsaw, do a cartoon style-vertical-slice-and-run-as-they-split-in-half and watch them take 6d6 damage (2d6 more than the dblshotgun)
"I'm on lower heatlh, but it was worth the 2d6 extra damage!"
And in the halls of carnage:
"Hmmm... BFG... or uber-chainsaw-ov-dewm? 8d8, or 8d10?"
Or that could just be a challenge mode.
Angel of melee:
Melee weapons gain +50% damage. Guns lose 50% damage.
Kornel Kisielewicz:
Quoting: ThomasAngel of melee:
Melee weapons gain +50% damage. Guns lose 50% damage.
I really like this one :-D.
Thomas:
Thanks (grin bigger than face)
I also put it in the challenge mode forum.
Turgor:
Quoting: TurgorEven when you use aggressive tactics, you'll miss around 50%, where you'd miss only around 20% with weapons like the pistol and the chaingun.
i think that this statement of me was mainly out of frustration.. i've tested it again, and especially against former humans and sergeants the hit ratio is actually about the same as with the gun. Against demons and imps it is somewhat lower though, but not as low as i stated above.. so sorry about that 0.o
this doesn't mean that i don't think an even better hit ratio would benefit melee combat (like making brute increase to hit as well)
JimmyJ:
Maybe a trait: Fists of fury !! Your fists have a knockback rate!
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