stupid design flaw[message #249340]
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Thu, 15 April 2010 00:43
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Centurion |
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Messages:80
Registered:April 2009 Location: E.U. |
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fallout 1/2 use the same engine so it works +/- the same
but when you create a character in f1 f2 you are given a explanation of how each stat influences your guy.
up unti this point I was under the impression that the 'explosives' skill included the handling of grenades and mortars etc etc
common sense right?
nah it turns out is dexterity.
also thought that high mechanical skill would influence the gun getting jammed or not etc ...
nah it's just for lockpicking
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Corporal 1st Class
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Re: stupid design flaw[message #249430]
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Fri, 16 April 2010 08:29
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usrbid |
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Messages:1506
Registered:December 2008 |
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Hi Centurion, it is a game, it has its own rules, these may or may not relate to common sense. Headrock has a bunch of how to articles in the starter guid (top right main forum).
As far as I can tell throwing grenades has mainly two components, range (most important for me) and aim (somwwhat ipmortant although in most cases I just need to get "close" enough). Strength and the throwing skill seem to influence range the most, while level seems to influence aim.
I currently paly the 8,000+ enemies save game on Gold, grenades are somewhat useful against redshirts, however elites tend to get up and shoot you a lot next round, even when using 1-2 stun grenades.
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