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[ALPHA] Melee weapon damage seems a bit high

Posted: Sat 28 Nov 2020, 09:09
by HorusZA
Finished reading through the Player Manual and I notices that melee weapons are rather good compared to handguns and rifles:
  • A knife does as much damage as a 5.56?
  • An axe auto-crits on a hit?
  • A broken bottle does more damage than a 9mmP
While I understand that melee attacks can be blocked and therefore reduce the number of net successes, ranged weapons are far more likely to incur other penalties due to range, cover, etc.

Re: [ALPHA] Melee weapon damage seems a bit high

Posted: Sat 28 Nov 2020, 16:06
by Morticanis
Finished reading through the Player Manual and I notices that melee weapons are rather good compared to handguns and rifles:
  • A knife does as much damage as a 5.56?
  • An axe auto-crits on a hit?
  • A broken bottle does more damage than a 9mmP
While I understand that melee attacks can be blocked and therefore reduce the number of net successes, ranged weapons are far more likely to incur other penalties due to range, cover, etc.
The damage inflicted by a combat knife would likely be greater than that of a 5.56 weapon...that's a significant piece of steel being shoved where it doesn't belong...

The axe doesn't auto-crit. It is affected by armor, just like bullets are, and it has an armor mod of 0, so it is always affected by armor. That means that being hit with an axe in the chest, while wearing plate armor (armor 2) yields NADA!! ZIP!!! ZERO!!!

...which seems a little strange considering that the kinetic energy is still there...

M.

Re: [ALPHA] Melee weapon damage seems a bit high

Posted: Sat 28 Nov 2020, 16:20
by Fenhorn
Well an armor spreads out the impact done to a larger area and also extra success by the base dice increases the damage done and if that happens, the axe will do damage even if hitting a plate armor (not enough for a crit, but still).