Critical hits random or the new way?

Post » Fri Nov 27, 2015 8:40 am

Vats also used to pause time entirely ,it may end up being better ,wait and see (it may svck or it may be the best setup ever we don't know yet)

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i grind hard
 
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Post » Fri Nov 27, 2015 12:15 pm

I have never understood the appeal of "critical hits" in a game with guns. It should be based on what armor you have (no head armor+hit the head=4x the normal damage).

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Robert Bindley
 
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Post » Fri Nov 27, 2015 6:44 am

actually there is one thing I am worried about,since Bethesda decided to bring in a few devs from that other B company (the one who made that D game) to improve how combat feels I'm worried that Auto aim/Aim assist will be insanely powerful (with no ability to turn it off ,looking at you D game )that's my only concern thus far.

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Ysabelle
 
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Post » Fri Nov 27, 2015 11:33 am

Personally I find it utterly stupid. It's based on luck for a reason. Hell, luck is called luck for a reason.

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Alexander Horton
 
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Post » Fri Nov 27, 2015 9:28 am

Didnt they only show this for VATS? Could it thus be that random crits are still in for ordinary gunfights, but the whole crit on demand thing be limited to when u use VATS?

If they removed say the sneak criticals, i would be verry disapointed, since those of use who like me hate the whole VATS system and play it all the way through with as little use as possible, would then be deprived of the verry system of critical hits. I'm not sure that outside VATS there is a button or so to unleash a crit hit either.

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Sandeep Khatkar
 
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Post » Fri Nov 27, 2015 2:36 pm

I like the build up because it can be abit more tactical. I will probably be focusing heavy on luck my first playthrough, and i like it when crits are an extension of me doing very well, like i earned this damn crit. That is just my take on it though, i would be happy with either system. But it intrigues me.

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michael danso
 
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Post » Fri Nov 27, 2015 7:19 am

It should be base 100% off of luck. It was perfect the way it was.

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Cash n Class
 
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Post » Fri Nov 27, 2015 8:05 am

I quote the guy who compared this new mechanic to "Limit breaks"; that is exactly what they're. Then I hope they also let us choose from a list of "critical hits" :)

I obviously voted for the random critical chance but I'm not opposite to changes as long as they are consistent with the gameplay. I'll play before judging.

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Abel Vazquez
 
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Post » Fri Nov 27, 2015 1:26 pm

Who says that there aren't also random crits? It may not actually be in the luck description but does it say anywhere that random crits don't happen?

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Khamaji Taylor
 
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Post » Fri Nov 27, 2015 11:31 am

Although it doesn't make much sense to be called "luck" anymore as it's like an adrenaline bar really, I think I like it.
I don't think it takes away from the RPG aspect of the game, It IS still based on your character, you just have a little more control over it.
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sarah
 
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Post » Fri Nov 27, 2015 8:15 am

I'll wait until mods come out and turn this FPS into an RPG. Further into the rabbit hole we go.
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Pixie
 
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Post » Fri Nov 27, 2015 9:12 pm

I like it too for similar reasons.

And I would like it even more if on top of luck, 'playing well' also contributed to fill up the bar. By playing well I mean dealing damage without taking any.

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Jesus Duran
 
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Post » Fri Nov 27, 2015 6:19 am

i much prefer chance, if they wanted to get creative with it they should have temporarily let you up your crit chance for doing certain things like aiming at places where armour is thinnest

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NAkeshIa BENNETT
 
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Post » Fri Nov 27, 2015 8:50 pm

As long as that Vault Boy Critical Indicator thing is togglable I'll probably give it a shot until the mod comes out.
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Alexandra walker
 
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Post » Fri Nov 27, 2015 4:39 pm

I understand that this is already properly rewarded though?

The way armor is now, I assume that it only protects the body parts it covers as opposed to give a general armor rating or damage threshold no matter where you are hit. Hence, aiming for unprotected body parts is always advisible.

Or am I mistaken?

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Jose ordaz
 
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