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Suggestion for melee perk balancing.
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Tschudy
- Posts: 15
- Joined: Mon Jan 14, 2019 7:25 pm
Suggestion for melee perk balancing.
When looking at the perks that help with melee, one of the major problems and oversights one can see is that several perks such as Piercing Strike, benefit both melee and unarmed, but have just an Unarmed Skill prerequisite, meaning someone wanting to use melee weapons has to invest in a dead skill to use them. My suggestion is basically to take all of those perks and allow for the requirement to be fulfilled in either skill, like allowing Piercing Strike to be take at 70 Unarmed OR Melee.
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Re: Suggestion for melee perk balancing.
Another way of fixing this, is to make it require both Skills to be able to be picked.
After all, we have no Perk in Fallout 3 and only have one Perk (Run 'n Gun) in FNV that requires one skill OR a different skill. But we have three in Fallout 3 and 5 in Fallout New Vegas that require two skills (Cyborg [FO3], Cowboy [FNV], Concentrated Fire [FO3/FNV], Ninja [FO3/FNV], Grunt [FNV], Mad Bomber [FNV]).
Also, melee and unarmed perks are not the only ones that needs changing, there is also "Heave Ho!" which works on both explosive and melee throwing weapons but only asks for Explosives Skill, "Rapid Reload" asks for Guns Skill but also works on Energy Weapons, "Pyromaniac" asks for Explosives Skill, but also work on Guns, Energy Weapons, Melee and Unarmed fire weapons, "Center of Mass" should be like "Concentrated Fire", but it's only asking for Guns Skill (it should ask for Guns and Energy Weapons Skills)... Now that I think about it, "Center of Mass" and "Concentrated Fire" also work with Explosives and Melee Throwing Weapons, so they should also ask for those skills.

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This is a mess, I give up.
After all, we have no Perk in Fallout 3 and only have one Perk (Run 'n Gun) in FNV that requires one skill OR a different skill. But we have three in Fallout 3 and 5 in Fallout New Vegas that require two skills (Cyborg [FO3], Cowboy [FNV], Concentrated Fire [FO3/FNV], Ninja [FO3/FNV], Grunt [FNV], Mad Bomber [FNV]).
Also, melee and unarmed perks are not the only ones that needs changing, there is also "Heave Ho!" which works on both explosive and melee throwing weapons but only asks for Explosives Skill, "Rapid Reload" asks for Guns Skill but also works on Energy Weapons, "Pyromaniac" asks for Explosives Skill, but also work on Guns, Energy Weapons, Melee and Unarmed fire weapons, "Center of Mass" should be like "Concentrated Fire", but it's only asking for Guns Skill (it should ask for Guns and Energy Weapons Skills)... Now that I think about it, "Center of Mass" and "Concentrated Fire" also work with Explosives and Melee Throwing Weapons, so they should also ask for those skills.
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This is a mess, I give up.
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Tschudy
- Posts: 15
- Joined: Mon Jan 14, 2019 7:25 pm
Re: Suggestion for melee perk balancing.
Point taken, I guess the whole thing kinda needs a rework.
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tsuki-ouji
- Posts: 15
- Joined: Thu Dec 28, 2017 3:00 am
Re: Suggestion for melee perk balancing.
it's only a problem for those that require a high rank, and even then it makes some amount of sense, usually. heave ho needing only explosives makes sense since that skill is 50% thrown, while thrown melee weapons are limited and almost exclusively low tier. rapid reload only needs 30 guns and level 2, so easily obtained early-game, and energy weapons are rare early on anyway (especially in the Capital Wasteland). Pyro is primarily aimed at explosives, all the other benefits are secondary or even tertiary. I agree that center of mass could use an either/or, since it needs 70 (hint: super easy to do yourself if it bothers you that much).
The skills required for a perk are those it is primarily aimed at, not every little thing it affects.
The skills required for a perk are those it is primarily aimed at, not every little thing it affects.