Bay 12 Games Forum
Other Projects => Curses => Topic started by: Jonathan S. Fox on November 30, 2008, 02:37:51 am
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As per request, I've posted a complete table of the latest (3.18.0) weapon data on the LCS Wiki:
http://lcs.wikidot.com/weapons
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My god... it's full of numbers!
Thanks for taking the time to get that all typed up and sorted, good to have as a reference.
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What's with the series of numbers for Martial Arts? Can it get multiple hits in?
Also I want flamethrowers. Are there any specific laws that have to be C+ to get those?
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Yes, Martial Arts can do multiple hits, but only if your skill in high. Once you get up into the double digits it can get pretty Jackie Chan.
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What's the damage number in parentheses for for Martial Arts? I wanna run some calculations and see how it stacks up against the other melee weapons.
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The base damage of Martial Arts increases as your skill increases, such that aside from the usual "you are an awesome shot so you do extra damage" bonus, your fists actually start to get somewhat less pathetic. The parentheses represent 10 skill.
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So basically martial arts is a way better skill than any of us thought?
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At skill 10, though, it's still not better than a skill 10 sword. 39.96 expected damage vs. 52.8.
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Swords can never be hidden though. Martial arts can be hidden no matter what. Even if you're naked.
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And compared to all the other hidden melee weapons, it wins by a huge margin. The natural downside, of course, is that you'd have to train it that high to become that powerful. Otherwise, it's nigh-useless.
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Martial arts also have the effect of not leaving a bloody mess everywhere and leaving clothing undamaged.
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Ever since it became Martial Arts, yeah, it's been pretty badass without anybody noticing as far as I can tell. I figured if you really want to make a martial arts film out of LCS, the mechanics will go ahead and support that. As Think0028 points out however, it's not without drawbacks. You have to be very good with martial arts for it to be comparable to the damage an armed enemy can do, and if your goal is just to leverage a very high agility/strength character in combat, you're still better off with an axe or sword.
You do need high strength/agility to make either worthwhile against guns -- even the weakest gun, the .22 revolver, has a base 71.04 expected damage at skill 10, and the best guns are in the 300+ region, which is an instant kill. Strength and agility can make swords and martial arts viable, but guns never go out of style, especially as they're necessary to participate in the exchange of fire during car chases.
Martial Arts continues to get better as you get into the skill levels above 10. I believe you can only do a maximum of 5 or 6 hits even at very high skill, but damage continues to slowly climb.
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Especially liking the new martial arts attack descriptions. So far Martial Arts's proven pretty handy, and the sheer fun of beating up cops with your fists doesn't get old.
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I love Martial Arts; been using it for a while. I up my Juice with it by beating the crap out of Enforcers and Club Security. Plus, I can sell whatever I grab off of the two. Got to love the varied and awesome descriptions of your actions. You feel bad-ass when you beat up two gang units on your own.
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I love Martial Arts; been using it for a while. I up my Juice with it by beating the crap out of Enforcers and Club Security.
Who?
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I love Martial Arts; been using it for a while. I up my Juice with it by beating the crap out of Enforcers and Club Security.
Who?
If the Cigar Bar is high security, Club Security gets guns and are renamed Enforcers.
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Note the cigar bar is the source code name for the gentleman's club.
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I love Martial Arts; been using it for a while. I up my Juice with it by beating the crap out of Enforcers and Club Security.
Who?
just armed(.44 mags) Club Security for high Security mode