I'm pretty sure it hasn't been implemented yet.Hi All
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A lot of the time you don't need to do a lot of damage to finish off a wounded foe, and with strength bonuses added in you do more damage with the regular old sword than you might think. It quite frankly is a waste of money to fire a coilgun at a guy with 10 hp left. Against the most common recurring foe, the Celior Forest Raiders who take Stokke Hills, there's usually no reason to fire more than one round from a coilgun from each on your team. That takes out the 'Punk' and 'Looter' who have rifles and the other two with a shotgun and crossbow can't even touch you if you have Durasteel armor. Chopping those guys up with good old-fashioned swords is easy and cheap, they can't even scratch you back. With power katanas they're filleted in one round.3- That won't solve the issue if your damage is nothing so you end up just being a punishing bag. You can add good armor and maybe make melee weapons not do s much damage because they require no ammo after all so we need to balance that out but they still need to do more damage and by that I mean better melee weapons in game.
Which is why special forces, SWAT Teams, etc. carry swords?......... But in tighter areas/close quarters, etc Melee better. (In-g: loose 1 turn to "charge")
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Take a sword and charge at someone who has a gun then. See how will that turns out for you, Good luckWow. Obviously you've never studied battles.
Ok, wrong #1:
IRL, *MELEE* weapons are (in general) *MUCH* more powerful, *IF* someone has the skills.
For example good sword (again, Master/expert skills) could *EASILY* cut off a LIMB! *WAY* more damage than a handgun, & more than most rifles. (except machine guns/auto of course---but even a 3 round "burst" would do *LESS* Dam!)
Gun: hole in....
Sword: Loose the whole body part! (anybody missing a HEAD?!?)
Wrong #2:
No ammo (realistic) is a "trade off"----both IRL, & in-game.
Guns get 2 "shoot first, ask Q later" ; Melee must 1st ***CLOSE DISTANCE*** [although IRL you'd have buildings/trees/obstacles to help] so in OPEN areas, R weapons have HUGE advantage. But in tighter areas/close quarters, etc Melee better. (In-g: loose 1 turn to "charge")
*PLUS*, both IRL & In-g, Melee weapons req a *LOT* more training! (In-G: Dam inc by STRENGTH, so you need 2 stats high! R weapons only need 1 stat high; [ideally, both need Dex too])
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Not as simple as you make it out to be. Depends on who has the gun and who is charging. Both the Gurkas and Japanese utilized bladed weapon charges successfully within the last century when gunpowder weapons were the normal. You would have to take into consideration that most people would panic to a degree when faced with a hostile person charging them and to shoot accurately at close range is highly dependent on my factors including, discipline, surprise, anxiety, fear, etc. It's not really as easy as movies portray. You hear in the news many times when police end up firing a significant number of shots at a single suspect and only a few hit and most of the time the suspect was stationary.Take a sword and charge at someone who has a gun then. See how will that turns out for you, Good luck
Actually, it's more about time & training. Takes *YEARS* to learn melee combat well (which is why cop SHOOT everybody [& kill] carrying anyting from beer cans to pocket knifes etc [true story]Which is why special forces, SWAT Teams, etc. carry swords?.....
The amount of force needed to swing a heavy melee weapon enough to separate bone from bone is significant. 5.56, shotgun, etc. much more practical for disabling/stopping. Melee is cute and looks good in movies, but has no place in the 21st century.
Lots of good & accurate info! Good job!Combat soldiers have carried bladed weapons consistently over the years and there have been times when they were needed during combat. A big problem most games have with regards to combat, which warps the perception of people, is that everyone fires their weapon and does it accurately. In the US post combat studies after WWII showed that only a small percentage of soldiers fired their weapons. IIRC they found that only a small number of soldiers in a squad would fire their weapons during a firefight. Those that did weren't very accurate, i.e. the ratio of lead fired vs damage was high. It isn't like movies, when people are shooting at you, unless you have superb discipline, it's going to effect you negatively. One reason high morale and unit cohesion were important.
One reason is because soldiers don't like exposing themselves to enemy fire and to fire accurately they would have to expose more of their body. Soldiers in combat like cover and if you watch footage a lot just place their weapon above cover or around corners and fire blindly. If a soldier was to lift his head above cover there was good chance that a lucky shot would be a mortal wound. An added consideration is that only one or two hits would take the combatant out of the action. Even in modern warfare body armor only provides limited protection. It is mostly medical advances that have reduced the number of soldiers dying on the battlefield.
Let's put this in perspective, this is a crpg not a combat simulator. IMO the combat element of the game needs to have some variety, balanced for different play styles and have some progression. I've grown to like the melee aspect of the game and have used it successfully. Granted, I don't know what higher tier enemies will exist later, but I hope that the weapon progression will accommodate it.
This is Brilliant!mrttao - I didn't post my suggestions to the author to have a debate with you. Lesson learned I guess. Players just can't seem to resist the urge to undermine another player's suggestions
This is Brilliant!
It never occured to me that I could post on public threads and simply declare that other people shouldn't read, consider, debate, and criticize my ideas.
From now on if you disagree with me in any way you are not allowed to reply because my words aren't for you!
Cheers!
Reading comprehension doesn't seem to be your strong point. My comments were directed at the author which was made clear.Combat suggestions for the author GD-studios (I don't need assistance from players).
Make the starting distance from your opponent random or factor in the player's stealth with a dice roll. Currently, all encounters start at Range by default unless the player chooses to change this manually. What this does is makes melee weapons pointless for your opponent if the player and followers are using ranged weapons. It takes your opponent two turns to close the distance to melee weapon range. They are almost always dead before they get there. Because of this huge advantage, there is no point in the player/followers using anything but ranged weapons (unless you want the extra challenge). I always target the opponents with ranged weapons first and the melee fighters are just target practice (running towards the bullets and two turns away from attacking).
Make it random who gets to go first. The player always getting the first turn is too big of an advantage!
Lower the number of red enemies on the maps that only have one person. When I have myself and four followers, even a super elite enemy with super stats and the best gear gets mowed down like grass after 5 people take shots at them each turn. If the single enemy has a melee weapon they never end up getting a turn to strike me or my followers since they are dead before they can close the distance. Imagine you're in a fight with 5 people shooting guns at you and you charge at the player group from range with a sword (very stupid and instant death).
LOL! OMG! Cmon folks! GROW UP! If you want to play adult games, we need to act like adults. (ok, better than some)This is Brilliant!
It never occured to me that I could post on public threads and simply declare that other people shouldn't read, consider, debate, and criticize my ideas.
From now on if you disagree with me in any way you are not allowed to reply because my words aren't for you!
Cheers!