Headshots have been added

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randir14
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Headshots have been added

Post by randir14 » August 21st, 2014, 1:12 pm

Some of you might be happy to know that we added a headshot mechanic to #Wasteland2. Now you can take that chance for the critical hit.
https://twitter.com/BrianFargo/status/5 ... 0248965120

strd
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Re: Headshots have been added

Post by strd » August 21st, 2014, 1:14 pm

Mind blown. Literally. :D

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SniperHF
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Re: Headshots have been added

Post by SniperHF » August 21st, 2014, 1:18 pm

Interesting. This is similar to what I proposed awhile back. Special attacks but not necessarily full aiming ala Fallout.
Wonder how it works. Is it 100% critical chance with low accuracy or just a higher critical chance?

luoshuigui
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Re: Headshots have been added

Post by luoshuigui » August 21st, 2014, 1:40 pm

So lower the hit chance for 100% critical? Much like the eye shot in fallout 2?
I can see the Snipers finally being more viable, given their naturally high accuracy rating.

Militant
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Re: Headshots have been added

Post by Militant » August 21st, 2014, 1:50 pm

I'm guessing there will probably be a higher AP cost

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Grohal
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Re: Headshots have been added

Post by Grohal » August 21st, 2014, 1:54 pm

Sounds good, I can't wait to try this. :mrgreen:
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Zombra
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Re: Headshots have been added

Post by Zombra » August 21st, 2014, 2:39 pm

Hmmm! I was against a full hit location system, but this doesn't sound too bad!
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SagaDC
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Re: Headshots have been added

Post by SagaDC » August 21st, 2014, 4:07 pm

I'll reserve judgement until I see how it turns out.

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Crosmando
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Re: Headshots have been added

Post by Crosmando » August 21st, 2014, 4:11 pm

Good news
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marceror
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Re: Headshots have been added

Post by marceror » August 21st, 2014, 5:28 pm

This sounds promising. A handy new tactic to add to the bag of tricks.

Now with that said, hopefully enemies will make full use of this feature as well.

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Re: Headshots have been added

Post by Drool » August 21st, 2014, 9:27 pm

SagaDC wrote:I'll reserve judgement until I see how it turns out.
Likewise.

Increased AP and greatly decreased hit % for an increased crit chance sounds good. And hopefully things without heads (or where the heads don't matter) won't have the option.
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Lexx
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Re: Headshots have been added

Post by Lexx » August 21st, 2014, 11:58 pm

Increased AP would be shit, imo. Reducing the hit-chance should be totally enough.

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Crosmando
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Re: Headshots have been added

Post by Crosmando » August 22nd, 2014, 12:22 am

But they aren't actually called "Headshots" right? Cause that would presumably exclude enemies without heads.
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Woolfe
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Re: Headshots have been added

Post by Woolfe » August 22nd, 2014, 12:40 am

Drool wrote:
SagaDC wrote:I'll reserve judgement until I see how it turns out.
Likewise.

Increased AP and greatly decreased hit % for an increased crit chance sounds good. And hopefully things without heads (or where the heads don't matter) won't have the option.
Me three... I am hoping for good things... but it feels a little knee jerk. I really hope they took care with it.
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palker
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Re: Headshots have been added

Post by palker » August 22nd, 2014, 12:44 am

Maybe it should be called weak spot shot. Maybe with perception check to spot the weak spot in creatures without heads. Also the chance to hit the weak spot should depend on the size of the target. Some target should have no weak spots like slicer dicers and similar robots.

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dorkboy
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Re: Headshots have been added

Post by dorkboy » August 22nd, 2014, 2:25 am

Hm..

Here's hoping it won't be "balanced" around extra AP costs.
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Crosmando
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Re: Headshots have been added

Post by Crosmando » August 22nd, 2014, 7:28 am

I think it's positive overall, we're not living in the days when a developer could only make a few patches after release before the publisher moved them onto the next project, if it it's not balanced at release well InXile will surely know about it from player feedback and be able to fix it with patches. Plus I'm sure they'll test it thoroughly over the next month.

In addition, this mechanic could form the basis for a full-fledged called shot system post-release.
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Tets
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Re: Headshots have been added

Post by Tets » August 22nd, 2014, 8:15 am

the fallout system had flavor, but i think head, arms, legs are enough to target. head for critical hit, arms for decreased hit chance, legs for reduced AP. Head for good aiming skills and short range, arms against strong enemies with deadly weapons, legs against melee enemies.

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Woolfe
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Re: Headshots have been added

Post by Woolfe » August 22nd, 2014, 4:27 pm

Tets wrote:the fallout system had flavor, but i think head, arms, legs are enough to target. head for critical hit, arms for decreased hit chance, legs for reduced AP. Head for good aiming skills and short range, arms against strong enemies with deadly weapons, legs against melee enemies.
Yeah if thats all it is, a situation of harder shot for greater critical chance, I'll probably be good with it. Especially if they have specific critical tables based on area targeted.

That said as others have suggested if the AI isn't smart enough to try and make some use of it it's a bit lame.
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randir14
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Re: Headshots have been added

Post by randir14 » August 22nd, 2014, 7:35 pm

I would love to be able to target slicer dicer legs for a critical hit that prevents them from leaping into melee range.

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