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Re: Close quarters combat and pistols: useless but desired[message #234695] Thu, 08 October 2009 22:25 Go to previous messageGo to next message
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Douglas
I killed a entire map with Shadow just with 1-hit-kill throwing knifes and punching them to death with Dusters. PLaying in extreme.
You would like this brother. Shadow Only

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Re: Close quarters combat and pistols: useless but desired[message #235832] Sat, 24 October 2009 12:04 Go to previous message
Cloaked is currently offline Cloaked

 
Messages:18
Registered:October 2009
Headrock
The second idea is to conserve APs. I.E. you press a button or a key at the start of a turn (only at the start!) and immediately lose all of your APs. However, on the next turn, you have double the APs to use! The extra AP can only be spent on movement. This allows you to "sprint" at an enemy with 100AP, then use the remaining 100AP to beat the crap out of him or slash him up good. This allows you to cover the last few feet towards an enemy and not end your turn a sitting duck hoping he doesn't kill you the next round. There are several problems with implementing this though.


PLEASE. GIME. THIS.

with the penalties for hitting you mentioned in the other posts, and also making it optional and turned off by default. but dude.. this would seriously make hand to hand stuff way better and not OP either.

the whole interrupt system needs to be reworked though, to make things even better for close quarters.

this post shows what i think that could improve in the interrupt system: CLICKY TO SEE

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