IZ2bSA80
Newbie
- Dec 25, 2017
- 65
- 52
- 91
Melee does not need more advantage. Powerstrike could even use a tiny bit of nerf to be honest. Specifically,
I am at a point where my ex-arena champ regularly powerstrikes for 99-105 damage, maybe even more. After the opening shot, Ayden with coilgun does far less damage-per-turn than her. Maybe ranged weapons could use some damage buffs and buffs to how their armor piercing damage works.
- Option 1: the accuracy/hit of powerstrike should be lowered; or
- Option 2: powerstrike cannot be used consecutively (lore reason: your girl gets tired doing them in succession). <-my preferred one
The second option is my preferred one since it is more lore friendly than the option to give these guns bonus damage vs an armor type, but it could also prove to be more complicated.
- Option 1: One could make the coilgun the anti-armor specialist and plasma rifle an anti-natural armor specialist via the same mechanic Aesir religion and Malevolent trait has (coilgun does +10 vs heavier armor, plasma +15 against natural armor, +5/+10 on lighter armor).
- Option 2: Or just improving their damage overall but as a drawback, the lower your ranged skill, the higher the chance of not hitting the stronger the weapon is or even cause mishaps like the plasma user burning himself a tiny bit, causing 10 self inflicted damage and not firing the gun at the enemy for that turn because of the temporary shock of the burn. Since the plasma rifle has no recoil, mishaps could be its drawback.
Hmm, what if we used the effect of a certain paragon's damage boost here?Well a few things about combat might be changed with v8.31, which might result in melee being a little bit less "powerful" compared to ranged - so I will spare my comment on that until v8.31 goes public.
And then about nighttime combat and debuffs for ranged, they might not do that much (if this only decreases hit chance directly and the ranged skill is ie. 150, especially if this "debuff" would be applied after giving a damage boost, because of "high skill"), and I am also not seeing a reason, why during nighttime or other bad weather conditions (which affects sight) melee should not also get penalized (unless you are a blind martial artist, who senses where the enemy is and what the enemy is about to do).
ps. While there were many interesting ideas in the suggestions, I think non of them will be implemented in the way he did suggest (that is if they are implemented at all) - eventhough in the long run, there should be ie. "negative" events for Fort Sera (but siege events might be counterproductive¹ and in some cases even be unbeliebable, ie. an army size, which is outnumbered maybe 10:1, laying siege to Fort Sera or a "Great House", whose power value is only a tenth or lower of the power value of Fort Sera, laying siege to Fort Sera or a foreign army, which is not stationed in Ikanoos City and would have to march through Ikaanos City to reach the Outer Marston Swamps to lay siege to Fort Sera, marching through Ikaanos City and a high control Ikaanos republic not caring about such an army waltzing through the city, eventhough that would undermine their authority - in my game the only believeable sieging force, would be the whole army of Ikaanos, if they would have still a compareable manpower to game start, otherwise maybe the whole Davidian army might suffice, but they might be far away, or about 30% of the whole bandit faction, who might not want an all out war with Fort Sera and who might also be very unwilling, if both factions are controlled by the mc/pc).
¹) Some player may try to milk such events to boost the number of soldiers of Fort Sera even higher (ie. about 1/4 to 1/5 of the sieging army ending up as new recruits of Fort Sera).
It'd limit the advantages/disadvantages given to the first strike for both sides, kinda like the MC doing an ambush rather than being the one ambushed.