Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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?
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.
maybe it is replaced by the "falcon punch"?
-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.
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.
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.
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.
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.
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.
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.
Yes this is a major problem, but not enough covers to play with is another.
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.
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.
It does and it's likely that it wasn't intended.
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.
For me it worth try submit a bug, have both seems make sense, but only for few character builds.
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.