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Advanced Member | Редактировать | Профиль | Сообщение | Цитировать | Сообщить модератору Ayanami Rei Цитата: с фастшотом турбоплазма не рулит турбоплазма рулит когда из не по шарам стреляют под фастшотами рулит Базар | Ну, ну со всеми перечисленными выше характеристиками я из тпр в Ф1 мог пульнуть 5 РАЗ - дох кто угодно!!! Что самое интересное, так это то, что в Ф1 нет базара, а в Ф2 нет тпр (конечно есть, но ап у нее за выстрел столько же как и у обычной пр ) Добавлено Новая ветка на Интерплеевском форуме http://forums.interplay.com/viewtopic.php?t=24185&start=0 начинается постом J.E. Sawyer-а: Цитата: Given the discussion of all the details of gun combat, I thought it would be a good idea to lay out general ideas for what the different combat modes and weapon types "should be" good for. If we can start to agree on that, I think we can all have a better understanding of potential goals. Looking at rule subsystems out of context is often confusing because it's hard to see what the goals of the subsystems within the system are. Unarmed - Potentially one of the quickest attack forms, and definitely one of the most flexible. At any time, the character with a high unarmed skill will have access to a wide variety of different attacks (punches, kicks, possibly special maneuvers like trips or disarms). Benefits: flexibility, no ammo needed, no weapon needed, looks badical. Drawbacks: must be in close quarters, damage potential per attack is lower than most other forms, sometimes difficult to do damage through armor. Melee - If you're not concerned with range, and you hate having to rely on ammo for most of your weapons, melee isn't a bad alternative to unarmed. From crowbars to hatchets to ripper knives, the melee specialist has a good weapon selection. Benefits: most weapons don't need ammo, high potential damage against creatures protection from ballistic attacks. Drawbacks: must be in close quarters, some weapons DO use ammo, not as flexible as unarmed, still might have trouble doing damage through armor. Small Guns - One-handed firearms. Handy, quick to fire, light. You're basically using pistols (conventional or energy), small submachineguns, and sawed-off shotguns. Benefits: shoot people at range with decent accuracy and damage, can keep something else in off-hand, don't have to have high strength to use effectively, weapons are pretty reliable overall, ammo is fairly plentiful. Drawbacks: worse ballistic armor penetration capabilities vs. many big guns, lower ammo capacity, less accurate at range. Big Guns - Two-handed firearms. You're now using full-sized rifles, shotguns, miniguns, flame throwers, and rocket launchers. Benefits: shoot people at fairly high range with accuracy, a lot of potential damage, a very high potential volume of fire on burst weapons, better ballistic armor penetration capabilities (excl. flamer etc.). Drawbacks: use both hands, many take longer to reload, have difficulty making called shots at extremely close range (1 hex, maybe 2?), potentially eat ammo like popcorn. Throwing (probably needs to most attention, IMO) - A good skill if you don't mind having a lot of items on hand at all times. Throw all sorts of stuff, from spears to knives to rocks to a variety of grenades. Benefits: many of the weapons you can throw at range can be recovered (unlike, say, bullets), thrown weapons (save grenades) are fairly plentiful. Drawbacks: grenades are fairly uncommon, picking up twelve knives after one battle is a hassle, guns are ultimately better for ranged attacks and melee/unarmed is usually better when dealing with high ballistic DT opponents. Okay, those are the five combat skills as I currently see them. Do those divisions seem sensible/accurate/good? Now, for the damage types: * Ballistic - This is what guns typically do. Because guns do damage in such a specific way (and because modern body armor has traditionally been designed to thwart ballistic attacks, specifically), I think it deserves its own damage category. Good for shooting creatures full of water, though they work decently against robots and other non-fleshy targets. Advantages: kills people dead, good range on firearms, fairly easy to make ammo. Disadvantages: not as great against robots, a lot of body armor is designed to resist it. * Normal - "Hard" damage from knives, crowbars, baseball bats, feet, and big rocks. Pretty reliable against a variety of targets. Force into matter produces a predictable reaction. Advantages: consistent usefulness against a variety of creature types, generally found on the most common weapons. Disadvantages: many weapons that do hard damage have difficulty even denting robotic armor (bad/nonexistent penetration). * Heat - Lasers, plasma, fire. In a variety of forms, heat's pretty good at making people/places/things not work anymore. Found in plasma weapons, laser weapons, flamethrowers, and similar toys. Advantages: most body armor can't resist it well, many energy weapons have a high raw damage potential. Disadvantages: No penetration capabilities (damage is always done by the remainder of energy left over from burning through a DT), as a consequence of the previous point, many robots are resistant to all but the most powerful heat attacks. * EMP - Electromagnetic pulse. This is a very specific attack form, generally impotent against living creatures. Its weapons are usually designed specifically to destroy robots. Advantages: against robots who aren't using vaccuum tubes, it's extraordinarily devastating. Disadvantages: can only make wave (burst) and explosive attacks (potentially hazardous), useless against living creatures, still has trouble with old skool robots. * Electrical - A nice balance for attacking living creatures and robots. This is raw electricity either arcing from a short-range weapon or being delivered by touch (cattle prod, etc.). Advantages: good against almost everything, few things resist it. Disadvantages: unpredictable use at range, short range even on the best weapons. * Biological - Fairly rare. This is raw HP damage done from environmental hazards like poisonous gas or toxic goo. Typically not found in weapons. Advantages: many attack forms are immersive (only full armor can fully protect, since it attacks every body part), many creatures are not prepared against it. Disadvantages: robots laugh and sing in the face of biological attacks, ghouls and super mutants are pretty resistant by their nature, weapons are pretty rare. Does that seem like a reasonable breakdown of damage types? And now on to more arbitrary weapon types: * Plasma - vs. conventional bullets, plasma has a shorter range, is less accurate, does heat damage, and potentially does a lot of it. Many plasma weapons can be charged for a more powerful single attack. This can be extremely useful for penetrating DT. Charging takes time and can be a hassle. Plasma weapons are complicated to maintain and energy ammo is rare compared to conventional ammo. Plasma grenades replace a mix of ballistic and hard damage with ballistic and heat damage. * Laser - vs. conventional bullets, laser weapons have better range, are more accurate, and do heat damage (though potentially less than conv. bullets). Many laser weapons can be charged for a more powerful single attack. Charging takes time and can be a hassle. Like plasma weapons, laser weapons are complicated and difficult to maintain. * Railguns (gauss) - vs. conventional bullets, railguns have better range and do an incredible amount of hard or ballistic damage in a single shot. They are never burst weapons, take a long time to fire and charge, and use multiple ammo types (energy and slugs). Railguns are also among the heaviest firearms. They are difficult to maintain, but not as much as laser and plasma weapons. Comments are appreciated. | Все начинает формализовываться и конкретизироваться, ой не с проста все это, ой не с проста Ayanami Rei Не знаю, что ты так взъелся на него, а по моему очень толковые фишки мужик продвигает, главное чтобы реализовали они их грамотно… |