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Trentor

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Everything posted by Trentor

  1. Thank you very much. I guess you are right. I doubt that I am the first to bring this topic up, and these people seem to have been listening to fans quite well, so I bet something has been done. Or shall be. But I had another idea for double-bladed weapons. Perhaps having a double-bladed weapon would eliminate any enemies' attack bonuses gained from sneak attacking from behind (because you've got a nice big poker stickin' their way). That's not much, but it's an idea. Ah well. We shall see in a few months, shall we not?
  2. I completely agree. Grammer should be checked, too. For example, the "Intelligence" stat is described in the KotOR manual as "adding modifiers to the amount of points a character has to add to skills." Is this use of "has" the same as "gains," or does it mean "needs to?" I didn't even know that about dexterity! Dagnabbit. Also, the manual was never clear if lightsabers were counted as melee weapons or not, or if they were sometimes. So yes. I completely agree.
  3. I am new here, so it is entirely possible that these issues have been addressed. However, a brief perusal of the forums did not indicate to me that it had been discussed, so I will bring it up anyhow. Playing KotOR, I noticed some rather grievous balance issues for off-hand and double-bladed weapons. Off-hand weapons reduce the attack and aim reduction for the main-hand weapon by 2. This is a good thing. However, off-hand weapons are significantly weaker than "normal" weapons, which means that any benefit gained by the extra attack and aim is negated by the relative weakness of the off-hand weapon. Thus, in the end, using off-hand weapons results in poorer attacking than using two normal weapons. I have a couple of ideas to fix this: 1.) Off-hand weapons are somewhat weaker than normal weapons, but set the main weapon's attack and aim reduction to -4/-4 (NOT added to the normal dual-weapon reductions). This means that using an off-hand weapon would give the main weapon the equivelent of the second-level double-weapon fighting feat for the main weapon. This would have an effect similar to a lot of the accessories in KotOR that give second level feats to the wearer. 2.) Off-hand weapons are weaker than normal ones, just like now. However, the equipping of an off-hand weapon allows the character to gain dueling feat bonuses on the main weapon. -------------- Double-bladed weapons, while looked really great, are worthless when compared to using two normal weapons. Take a double-bladed lightsaber for example. Not only is it weaker than two normal sabers, it can only hold half the crystals and has a critical hit range of 1! In the end, double-bladed weapons stink. Here is one way to fix this: To fix this, I think that double-bladed weapons should have a critical hit range of 3. Although they won't be able to hold as many powerups as two normal weapons, they will compensate for this by making critical strikes more effective. It would be a fair trade. -------------- Basically, all I'm looking for are ways to make a lot of the weapons in the game actually worth using. As it is, off-hand and double-bladed weapons are simply not effective. What do you think of my ideas?
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