Re: Fallout 3: Now I'm looking forward to it.



CoinSpin wrote:
Kyle wrote:
CoinSpin wrote:
Kyle wrote:
Wolfing wrote:

[snip]


Sorry, didn't make it up, it was part of a description in one of the
several reviews I read (have to dig to see which one it was, it was a

Meh, dont bother, most prolly ive read it as well, but than i read previews stating that VATS percentages stand for damage fraction, ans similar nonsene, hard to get reliable info from these previes :/

bit buried in the text) - VATS helps apply the appropriate SPECIAL stats
to ranged combat (and reduce the "twitch factor" of the game), while
melee is governed by other parts of the SPECIAL attributes.

Well, yes, each combat type has its governing skill, also in vats melee accuracy is calculated according to its representative stat, no difference here, only difference is melee cant aim, and i argue that this is superficial (dunno, balancing issue or whatever)

And yes,
there is something VERY inherently tactical when comparing ranged
weaponry vs. melee. Just as an example, consider 2 cases...

First, you have rifle and are 100 meters from your target, crouched down
and aiming... You have time to calm, aim, choose what part of the body
you hit, and pull the trigger. A very tactical situation, your decision
will definitely affect the outcome: go for a head shot, it is a smaller
area, chances are you might miss completely and give away your position,
the target may duck, etc. Go for a body shot, odds are you will hit the
larger target, but it won't be an instant kill like a head shot. Hit a
leg, you can ruin a target's mobility. Etc, etc.

Sure, and in hth you can hit guy in his private parts to make him lose breath, or try for head (which he will have guarded prolly) and score a knockout, or try general body attack for some fatigue drain, or hit his leg for no apparent gain (other than critticaly hitting perhaps) ;)

Also, i agree with your range argument/tactical stuff in general, its just that it does not apply to vats - you can use it regardless or range (and its used in point blank, or so, even in one of available demos)

Now case 2, you are in a brawl swinging your fists while your target is
throwing a bat around. You have maybe half a second to decide which fist
to throw, approximately where to throw it, and then you just swing and
hope it connects enough to keep that bat from swinging accurately. And
your opponent is doing the same, so your target area is in constant
motion and flux. Sure, there's some tactics, but it's on a micro level,
and is more about stamina, strength, and luck. Throw in some martial
arts, and it can be a bit more strategic, you have more choice and
control and training in attacks and body techniques. But it's still more
primal than cerebral.

Well, i dont agree with your point here, but for now lets assume i am. Now take typical encounter from demos already released in F3. Most of them are close combat actually and i cant see how in such case there is time to 'calm down and get tactical' while for melee there is not.

Also, you mentioned martial arts, i imagine character specialized in hth could be described very well as martial artist - in that case his inabilities to target (say to crriple enemy instead of killing him) is just silly. Also, a lot of these martial artists guys would probably argue about your statemant about hth nature, im not one of them so i wont ;)

Look at most RPGs for validation on this comparison. What's the primary
factor for accuracy and damage in ranged attacks, typically? in most

care to give an example? im not much into latest so called rpg's, and those i did play erlier had aiming universaly or didnt have it at all
.



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