ATOM RPG

ATOM RPG

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Ichthyic Jun 24, 2019 @ 8:54am
Martial Artist distinction at 120 skill
OK, I just got the "martial artist" distinction when I hit 120 skill in MA.

it says you can do "combos" now, but I see no new skill buttons or anything.

how does this work exactly?

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Showing 1-15 of 18 comments
Mimic2077 Jun 24, 2019 @ 9:12am 
You can use the combo skill when your character is unarmed (fist & kick).
Ichthyic Jun 24, 2019 @ 6:36pm 
you mean, not even using a martial arts weapon like brass knuckles? totally bare fisted?

because I tried that, but there was no new ability that popped up, unlike the new 7ap martial arts skill, that DOES pop up when you are "barefisted" (which, btw, should still work while using martial arts weapons IMO).

does the combo move pop up after you have already made one barefisted attack in combat?


Dorok Jun 24, 2019 @ 11:51pm 
To the right there's a button to change the attack type, like Normal or Aimed, there's a new button, combo.

To get the option you'll need a free hand or free feet slot, second slot can use a weapon.

EDIT: And Martial damages seems have been changed too, It seems that damages are increased even more by higher skill, it doesn't seem linked to this distinction, it seems the formula has changed.

All of that is cool, but there should be something to make Melee worthy, at this point there's only the unique chainsaw, but it is a weapon rather difficult to use.
Last edited by Dorok; Jun 25, 2019 @ 12:10am
Ichthyic Jun 25, 2019 @ 1:15am 
nope. I have tested this 3 times in combat now. no combo option shows up on the button.

maybe it is replaced by the "falcon punch"?

Ichthyic Jun 25, 2019 @ 1:22am 
oh, btw, they have added a couple of critical effects to martial arts that are extremely useful.

-automatic stun
-automatic knockdown
-automatic blind
-one other I haven't quite figured out, but it feels like a "triple critical" as i have done 70 damage with it several times now.

in the early game, quality brass knuckles are easy to make and absolutely brutal with 10 dex. you get to punch people in the eyes twice, then do 2 regular attacks on top. or just 5 regular attacks.

and the falcon punch/kick lives up to the name. I always get something good when I use it. usually an instant knockdown.

I'd say hand to hand combat seems quite useable from what I have seen so far. only time it's bad is when you are standing in the open with no cover to hide behind and the enemies all have guns and are shooting from max range. even then, it simply means you would have to take a turn without being able to deal damage while taking some before you can rush the first enemy. you can say autoweps are great, but in the early game, I find I do at least as much if not more damage withe MA, plus there is the crit effects.

Last edited by Ichthyic; Jun 25, 2019 @ 2:21am
flushfire Jun 25, 2019 @ 2:47am 
On expert taking falcon punch means giving up the armor tree, or delaying Quick Reaction.

That and it costs 7 AP. In my melee playthrough I just didn't find it worth the investment.

There should be a perk on the melee tree that gives movement-only AP just like in Fallout. It would help melee a lot.
Last edited by flushfire; Jun 25, 2019 @ 2:54am
Ichthyic Jun 25, 2019 @ 2:03pm 
but... quick reaction is pretty much what that is. gives you the ability to use all of your first turn ap just moving, then you get a free half turn. given you can use that free half turn to do anything, not just a MA attack, seems like the single most powerful ability in the game?

what I would like to see instead is an improvement to master of dodging where it ONLY applies to ap used in moving, but has triple the effect. so say, if you have 10ap and you use all of that to move, you get a bonus of 30 to dodge. would give you a decent bonus then when rushing enemies using guns. and it really does seem like dodge is a straight percent shot. so 20 dodge = 20% chance, which is actually pretty low. 50 dodge then gives you 50% to dodge, which if all you are doing is running, seems reasonable to me.

you would lose your dodge bonus doing anything other than running during that turn, to "balance" it. so you couldn't use your half turn to attack, and still retain your dodge, but you COULD use your extra half turn to add even more dodge, for a total of 75% dodge if you used all 15ap just to run.

Last edited by Ichthyic; Jun 25, 2019 @ 2:11pm
Dorok Jun 25, 2019 @ 2:08pm 
Originally posted by Ichthyic:
nope. I have tested this 3 times in combat now. no combo option shows up on the button.

maybe it is replaced by the "falcon punch"?
I tested it too, I have normal attack, aimed attack, and a third, Combo that does a fist and a feet attack.

You need not equip a weapon, nor even a partial weapon, either in hand slot, either in feet slot.

If you get not weapon in one hand, and change attack type normal/aimed, and have the distinction, and not the third option, combo. The you have a bug and should better submit it to dev, probably with a save with the bug.
Ichthyic Jun 25, 2019 @ 2:15pm 
I've explained this repeatedly now. I've tested it using zero weapons, a weapon in one hand but not the other, fist weapons... everything.

it is simply not there.

now, as I said previously, I think what happens is that if you choose the falcon punch ability, this takes precedence over the combo ability and combo no longer shows up.

I could try hacking the save game and removing the falcon punch ability, then see if combo shows up, but not sure if it would work.

in any case... no, there is no combo option as is. just regular, aimed and falcon.

Dorok Jun 25, 2019 @ 2:38pm 
Originally posted by Ichthyic:
oh, btw, they have added a couple of critical effects to martial arts that are extremely useful.

-automatic stun
-automatic knockdown
-automatic blind
-one other I haven't quite figured out, but it feels like a "triple critical" as i have done 70 damage with it several times now.
Automatic? What you mean?
I think stun is for animals that don't have a knockdown animation, but it's knockdown, just with a fix for animals.

Blind is for an attack to eyes, and not reserved to Martial. Eyes hit can be done by luck with a standard attack, but is better triggered with an aimed attack to eyes.

I cannot confirm details with 1.1, but in previous versions, critical eyes attack could generate the highest critical damages up to 8 time base damages, at least. I had regular 200+ damages with Chainsaw and multiple times 300+. With aimed attack to eyes, and First Blood that guaranty critical against an enemy not yet injured. I don't know if this would still work.

Originally posted by Ichthyic:
I'd say hand to hand combat seems quite useable from what I have seen so far.
Wait make a full play before conclude anything.

Since 1.08+ Martial weapons get improved a lot, and was making close range more appealing but still not really usable for a pure close range full play.

But a problem was Quick Reaction ability description that is misguiding in English. I read it triggers at each turn, and it's possible that drug adding AP works also for the bonus turn, meaning you could get a bonus turn of 7AP at each turn, at least for special combats where using such drug can be justified.

It's possible that this can be game changer for a close range play.

But a major problem in previous versions was the lack of Armor penetration. An ability allows get through with 50% chance but in practice it never solved the problem, too random, without to mention that sometimes it was looking non efficient at all for some late enemies, even with attack to eyes.

I don't know how all of that is working now. There's one Martial weapon targeting a bit the problem or armor penetration, but my testing of it didn't show anything enough significant. But I didn't tested with First Blood and Quick Reaction.

Originally posted by Ichthyic:
only time it's bad is when you are standing in the open with no cover to hide behind and the enemies all have guns and are shooting from max range.
Yes this is a major problem, but not enough covers to play with is another.
Dorok Jun 25, 2019 @ 2:40pm 
Originally posted by Ichthyic:
I've explained this repeatedly now. I've tested it using zero weapons, a weapon in one hand but not the other, fist weapons... everything.

it is simply not there.

now, as I said previously, I think what happens is that if you choose the falcon punch ability, this takes precedence over the combo ability and combo no longer shows up.

I could try hacking the save game and removing the falcon punch ability, then see if combo shows up, but not sure if it would work.

in any case... no, there is no combo option as is. just regular, aimed and falcon.
Combo attack type is here and doesn't require any ability, I tested it, not in your play, it's a bug. Report it to dev. It's possible that the Falcon Punch ability removes it.

EDIT: Even if this ability is the cause, it could be on design to avoid too many attack types, or a bug. A report to dev would be the best to help.
Last edited by Dorok; Jun 25, 2019 @ 2:42pm
flushfire Jun 25, 2019 @ 2:53pm 
Originally posted by Ichthyic:
but... quick reaction is pretty much what that is. gives you the ability to use all of your first turn ap just moving, then you get a free half turn. given you can use that free half turn to do anything, not just a MA attack, seems like the single most powerful ability in the game?
It's 5th on the tree, and if you take falcon punch before, 6th. On expert, without grinding level 16 is maybe early dead city. Level 22 requires grinding. Most players finish at level 18. That means you've already played most of the game before getting quick reaction. Earlier you'll run into situations where movement-only AP would be really useful. Like the coal shipment ambush for instance. The bandit with AVS needs to be taken out asap. And you can't prebuff in that encounter.

The thing with quick reaction is that it's better with a ranged weapon, so it's kind of ironic that it's one of the final melee perks. That's actually what I ended up with in my melee run, using burst weapons with quick reaction. Believe me, I wanted to use melee with a bit of throwing until the end, and I may just need to git gud, but I felt it just wasn't as effective, not by a long shot. The woodpecker fight was esp. frustrating.

Originally posted by Dorok:
But a problem was Quick Reaction ability description that is misguiding in English. I read it triggers at each turn
It does and it's likely that it wasn't intended.
Last edited by flushfire; Jun 25, 2019 @ 3:23pm
Ichthyic Jun 27, 2019 @ 9:05pm 
It took me a while to figure out what the ID was for the "falcon punch", but I did, and removing it indeed allows the combo ability to show up on the unarmed options.

the combo and falcon take the same number of ap though, the advantage only being with falcon you are guaranteed a crit, though it does far less damage.

since it's not a limitation of how many actions you can have with a given "weapon" (some ARs have 4, for example), I'm guessing they intentionally set it to overwrite the 3rd unarmed option.

I will post it in the "bugs" section anyway, just to see if it indeed was intentional.


Last edited by Ichthyic; Jun 27, 2019 @ 9:40pm
Dorok Jun 28, 2019 @ 12:14am 
Combo is 6AP, Falcon is 7AP. Combo should do more damages and the double hit could exploit some higher chance to apply an effect. Falcon is a guaranty effect and requires a lot of ability point to get it.

For me it worth try submit a bug, have both seems make sense, but only for few character builds.
Ichthyic Jun 28, 2019 @ 3:14pm 
mine shows 6ap for each. really.


edit:

ah. it's 7ap for combo, 6 for "dragon kick" which is what you get at "sensei".

dragon kick, btw is the giant back roundhouse kick. I frequently can kill even high level enemies with one hit from that, aside from it just looking badass. overall, you'd probably still do more damage with a battle gauntlet (2 hits to 1), but that dragon kick is worth it just for the animation. especially as an opening move. My only regret is it should impart more momentum to the ragdoll enemy when you crit with it. I'd like to see them fly backwards a couple of meters or so.

Last edited by Ichthyic; Jun 28, 2019 @ 4:49pm
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Date Posted: Jun 24, 2019 @ 8:54am
Posts: 18