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HAND TO HAND
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Meyrick



Joined: 14 Aug 2007
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PostPosted: Sun Apr 06, 2008 7:22 pm    Post subject: Reply with quote

I think the non-feat based, 'straight to body' attacks are overpowered when compared to other attacks.  A more uniform approach to the fighting styles (ranged, melee, hand-to-hand) would probably be better.

Let all the attacks do Vitality damage, but put in themed Critical Hits for each type.  For instance:

Sweep (HTH) - 3 Body Damage and Knockdown
Hamstring (Melee) - 2 Body Damage - victim must limp and cannot run until the wound is healed

The idea is that the feats should be as good as, but no better than, the 4 Body Damage that Critical Hit does.  It would give us a chance to include some of the more interesting (and painful) effects of advanced martial arts.

Does that sound reasonable?
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Olivia Chase



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PostPosted: Sun Apr 06, 2008 7:40 pm    Post subject: Reply with quote

Numbers wise hand-to-hand is over powered in some ways, the but disadvantage is that you have to get up close and personal, like melee and that is very risky for the character involved, especially if your quarry can shoot you before you even get close.

So I think that may need to be taken into account.

The themed critical hits sound very interesting though.  I guess you may not be able to have the best of both worlds.
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Harry Font



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PostPosted: Mon Apr 07, 2008 12:06 am    Post subject: Reply with quote

Thats what critical hit and on the nose atre for arn tney.. for getting the damage through vitality
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comedyofhate



Joined: 06 Feb 2007
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PostPosted: Mon Apr 07, 2008 7:57 am    Post subject: Reply with quote

Hmm, so the general concesus (I don't thnk I spelled that correctly), is that keep hand to hand combat vitality based and stick with critical hit, and called shot essentially for punching through vitality?
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Harry Font



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PostPosted: Mon Apr 07, 2008 1:22 pm    Post subject: Reply with quote

in fact we use to much hand to hand combat.. it should be a last resort.. some pepople use it as a primery attack..

perhaps we should say that temp damaged dodges dont work on stoping any critical attack ?  make it less of a crew killer and more of a bar fight skill

stand up fights in the series last ages.. so burning through vitality is the way to go.. yest if you go for a quck kill the it makes it more lrathal to both parties


melee with weapons whould ignore vitality but due to the use of weapons citicals and all damaged dodges should work.. we see very little use of melee weapons..
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dante73



Joined: 31 Mar 2007
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PostPosted: Mon Apr 07, 2008 4:00 pm    Post subject: Reply with quote

I think we're starting to see more Melee all the time.

I blame Nash.



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comedyofhate



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PostPosted: Mon Apr 07, 2008 4:02 pm    Post subject: Reply with quote

Yes it is al nashs fault.

I am fine with with the critical hit / on the nose lucky bastard / jammy bastard aspects of fights at the moment. If the body of players are happy with melee damage being based on vitality as opposed to body then all is good. I wonder if this poll functionality works. hmm.
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MajorMasters



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PostPosted: Mon Apr 07, 2008 4:07 pm    Post subject: Reply with quote

Would another alternative be to make hand to hand and melee more expensive training wise.  Its easier to learn to point a gun then to be a deadly martial arts nutter surely
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Olivia Chase



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PostPosted: Mon Apr 07, 2008 5:40 pm    Post subject: Reply with quote

It already is.

Hand to Hand = 10 months
Medium weapons = 4 months, less than half the time.

So for a skill that takes twice as long to learn, and you have to take more risks to use, it is still overpowered, or merely over or incorrectly used?

Some characters use hand to hand for self defence because they can't use guns (above pistol anyway).  So for them, last resort comes quicker than those with more firepower at their beck and call.
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Harry Font



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PostPosted: Mon Apr 07, 2008 7:17 pm    Post subject: Reply with quote

the thing is that as of recently the military have been stopping the enemy geetting to close



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