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Both combats can be done rather soon but at very low level they can be dangerous.
You can isolate them in some separated packs. You'll need control a bit companions/dog to either request them wait further in back and lead some rats to them, either request them move back to split the pack.
EDIT:
If you have the dog and start combat without request it wait further in back to split the pack, you should better use the Stay close AI setup. Same for companions if they use close or short range weapons, at least if they have a higher initiative than your character. And then you'll have retreat the group to split enemies. Ask them wait further in back and drag some rats there is safer but slower and eventually a bit less fun, but worth a try if you want beat those combats at any price and asap.
EDIT2:
There's no point to do those two combats asap, this game isn't about exploring an area, trigger all dialog, get all quests, kill all stuff, go to next area and repeat.
It's not cool either to delay too much those combats because they aren't scaled. If you don't bother on a too easy combat, delay until you use a few mid range weapons, have some drug healing, and have at least one companion or/and the dog.
To get the most out of each skill, you need at least a 100.
I have gripes with combat, too, but they are not in the same vein.
Also, combat in the original Fallout series was hardly any better :).
I'm not sure how OP could get 56% chance to hit with close range and 60 Melee. In my current play with 62 Martial I had much better chance to hit, even if I admit I often used Aimed attack to increase chance to hit.
I switched to pistols fast and haven't done those two combats with melee so perhaps the rats in those two combats have a better dodge.
With party Atom RPG combat system is better, overall Atom RPG randomly generated combats are better. But FO1&2 had a better proportion of hand crafted combats if I remember well. Moreover FO1 or perhaps only FO2 had better character development related to combats, the weird ability system of Atom just doesn't match the perks.
Overall I would say Atom RPG have more fun combats.
If I'm at my 6/8 plays more or less chained it's a lot because combats are fun for me.
Second point, while RNG often winds up buggering the player (that's why it's often referred to as the SadoRandomiser), there's often a number of things involved even in 'light' systems. AD&D 2 had a THAC0 or To Hit Armour Class 0, which was a bugger to figure out because the character had to essentially put the enemy AC which could and was supposed to go negative (negative good, positive bad because it applied to the attacker roll for reasons) against their roll and compare that to the THAC0 for hits, even in D&D3 it was still a case of attack against AC is class provided Base Attack Bonus + Strength/Dexterity mod + enchantments against an AC provided by armour, dex mod, size mod and enchants/conditions. Even baseline roll under percentile like the Warhammer RPG and 40K series of RPGs have things that affect your chance to hit and screw you at the worst time.
So fun facts:
1)melee is the butt of the joke, martial arts weaponry have so much better dmg per AP spent that is not even funny, add to that also the fact that u will start with more in martial arts then in melee...
2)The top tier martial arts weapon are crafted so u can have them as soon as u get the reqed materials
3) https://imgur.com/a/9EQZCTr take a look at that those u literally build them from the junk u pick up from garbage bins/off the ground and besides the first one of them, each will down a rat/wasp/ant in 2 blows at most... while the more advanced ones like these: https://imgur.com/a/tF7Doao will just about one shot any animal... and with +20% to stun/penetrate armor are quite devastating to human opponents as well
4)There are recipes for highly advanced weaponry for sale in some places u can build from very cheap materials(Krasny city library/Peregon merchants/Otradnoe merchant) so trust me the game becomes trivial as soon as u craft something above mediocre and use it to domino yr way into looting increasingly stronger gear from opponents or simply focus on building yr own end tier stuff(heavy xbow/boom gautlet/sniper rifle/4xbarrel shotgun/advanced percussion revolver)
The beginning is especially rough for new players. Getting out of Otradnoye, the only weapons available are what you can craft and the Rusted Nagant with maybe 8-16 bullets. If you don't mind cheesing the crafting system by looking at recipes online, it will be easier, but not if you're playing naturally. If you don't happen to come across the Satanist merchant in the factory, good luck fighting bandits with Svinchatka and 6 Dex. He's the only one who has the Quality Knuckleduster recipe afaik. The weighted glove recipe can be sold by the Otradnoye store but the white bandanas required aren't available that early.
The rusted pistol is the most viable weapon at that point (throwing starts low so needs more skill points than is available at level 3), but you will quickly run out of bullets unless you get lucky with a caravan, and even then you would have wasted points on Pistols if that's not your early game weapon of choice. The respec option shouldn't influence how the game is balanced.
I think a lot of us are spoiled with the fact that we already know the recipes, or maybe some have the starter knife.
If it were up to me I'd make it so that the Otradnoye store sells at least the most basic of weapons. It only makes sense, the guard tells you that's where you can buy weapons, when you talk to the shopkeeper he tells you buy weapons from him but when you look at his inventory, he doesn't have any! Yeah, I've seen him sell a club once. In 5 runs.
It wouldn't mess up the balance that horribly if he at least reliably sold a non-rusted Knife, or some Brass Knuckles, or more than 4 bullets.
Developers should play Underrail to see what actual good and challenging turn-based RPG combat looks like.