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Critical hit as core combat mechanic


zen37

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Bullets dont do more damage thats insane ... right? So whats the point of getting REALLY better with guns ? You can always target armor weak spots or vital organs. Thats why critical hit comes handy.What have to be done to make it work?

 

1. Every tool,weapon,fists,zombies,pretty much anything that can do damage have base Crit value.

 

2. The stronger the zombie the higher Crit value ( for example normal zombie around 5% , rad cop 15%)

 

3. Critical Hit on default gives you 100% more damage

 

4. Rework combat perks so they improve and create Critical Rating new mechanic for weapons i will give here few examples how we can change bad perk abilities to something useful:

 

 

A) DEAD EYE

 

Weapons:

Marksmans Rifle base Critical Hit value 10%

Hunting Rifle base Critical Hit Value 20%

 

level 1 +3% crit(rifles) and existing bonuses

level 2 +3% crit(rifles) and existing bonuses

level 3 +3% crit(rifles) and existing bonuses Here and Now:Your Critical hits have 30% to instatntly kill target

level 4 +3% crit(rifles) and existing bonuses Here and Now:Your Critical hits have 50% to instatntly kill target

level 5 +3% crit(rifles) and existing bonuses Here and Now:Your Critical hits have 70% to instatntly kill target

 

Here and Now works both PvE and PVP

 

B) AUTOMATIC WEAPONS

 

SMG-5 base Critical Hit value 4%

AK-47 base Critical Hit value 2%

 

level 1 +1% crit(automatic) and existing bonuses

level 2 +1% crit(automatic) and existing bonuses

level 3 +1% crit(automatic) and existing bonuses Commando Adrenaline: On Critical Hit buff gain 5 health in 5 sec

level 3 +1% crit(automatic) and existing bonuses Commando Adrenaline: On Critical Hit buff gain 10 health in 5 sec

level 3 +1% crit(automatic) and existing bonuses Commando Adrenaline: On Critical Hit buff gain 15 health in 5 sec

 

Commando Adrenaline can only refresh itself never overlaps.

 

C) ARCHERY

 

Wooden Bow base Critical Hit value 8%

Compound Bow base Critical Hit value 12%

Crossbow base Critical Hit value 15%

 

level 1 +3% crit(archery) and existing bonuses

level 2 +3% crit(archery) and existing bonuses

level 3 +3% crit(archery) and existing bonuses Focus: On Critical hit 30 sec buff +5% crit(archery) +150% Critical damage

level 3 +3% crit(archery) and existing bonuses Focus: On Critical hit 30 sec buff +7% crit(archery) +200% Critical damage

level 3 +3% crit(archery) and existing bonuses Focus: On Critical hit 30 sec buff +9% crit(archery) +250% Critical damage

 

5) So how do we put armor in this scenario. We got two options:

 

Heavy but protected

 

A) HEAVY ARMOR

 

level 1 +10% armor resillience +2%

level 1 +10% armor resillience +2%

level 1 +30% armor resillience +2%

level 1 +40% armor resillience +2%

level 1 +50% armor resillience +2%

 

Resillience lowers the chance to be Critical hit

 

B) LIGHT ARMOR

 

Light armor as second skin

 

level 1 +10% armor -10% mobility penalty

level 1 +20% armor -20% mobility penalty

level 1 +30% armor -30% mobility penalty

level 1 +40% armor -40% mobility penalty

level 1 +50% armor -50% mobility penalty

 

6) New possibilities for weapon and armor modification

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