So,
One great way the game could justify bullet sponge enemies would be with armor and localized damage, with each part of the body having its own HP and armor values.
See, if the NPC is wearing hear armor it's easier to justofy it takimg many headshots without dying and for the late game one couls have many enemies that would take 3~4 shots to kill insteed of just one or two without breaking the immersion.
I don't like to die in one hit no matter the difficulty, and generally I believe enemies should take 3~4 hits to kill too (except with stealth and knife throwing in stealth which should always be 1 hit kills).
The original Sin is a very old cyberpunk themed game that does localized damage very well, for example.
No matter the armor value of the equipped gear, if there is armor the armor should always absorb at least 1hit in that respective boddy part and after that be "broken" for the rest of the combat duration. One could even have graphical effects of the armor breaking on NPCs, some armor would take more hits to break than others and only after that the player would be able to hit the actual NPC HP and vice versa.
The amor doesn't even have to look "heavy" and actually efective, it can be the same items we have now, only with this added feature.
I also do believe that an optional VATS (maybe a perk) inspired system would do this game very well, and bring it closer to an RPG.
All of the above would certainly make the combat way more pleasant and challenging in a good way, while adding immersion. So only good things and a great overall improvement.
PS: on that note, while I do love dismemberment and belive it should happen with arms and legs even more than it does now, the head dismemberment with the sword is currently very exagerated and imersion breaking, you cut from the top to bottom and the head goes off, no matter the angle you cut the head goes off... it's just very silly.
I wish they took much more care and love when designing this game's sword combat, at least make the beheading only happens when it makes sense for the actual sword movement. Many games did this in the past already (Dark Messiah, altough not a very good game, comes to mind, Bushido Blade as well).
Little details, you know, it's this minor little details that show love and care for the game and make ALL the difference in the world. Sometimes being the difference between an OK game and a great one.
One great way the game could justify bullet sponge enemies would be with armor and localized damage, with each part of the body having its own HP and armor values.
See, if the NPC is wearing hear armor it's easier to justofy it takimg many headshots without dying and for the late game one couls have many enemies that would take 3~4 shots to kill insteed of just one or two without breaking the immersion.
I don't like to die in one hit no matter the difficulty, and generally I believe enemies should take 3~4 hits to kill too (except with stealth and knife throwing in stealth which should always be 1 hit kills).
The original Sin is a very old cyberpunk themed game that does localized damage very well, for example.
No matter the armor value of the equipped gear, if there is armor the armor should always absorb at least 1hit in that respective boddy part and after that be "broken" for the rest of the combat duration. One could even have graphical effects of the armor breaking on NPCs, some armor would take more hits to break than others and only after that the player would be able to hit the actual NPC HP and vice versa.
The amor doesn't even have to look "heavy" and actually efective, it can be the same items we have now, only with this added feature.
I also do believe that an optional VATS (maybe a perk) inspired system would do this game very well, and bring it closer to an RPG.
All of the above would certainly make the combat way more pleasant and challenging in a good way, while adding immersion. So only good things and a great overall improvement.
PS: on that note, while I do love dismemberment and belive it should happen with arms and legs even more than it does now, the head dismemberment with the sword is currently very exagerated and imersion breaking, you cut from the top to bottom and the head goes off, no matter the angle you cut the head goes off... it's just very silly.
I wish they took much more care and love when designing this game's sword combat, at least make the beheading only happens when it makes sense for the actual sword movement. Many games did this in the past already (Dark Messiah, altough not a very good game, comes to mind, Bushido Blade as well).
Little details, you know, it's this minor little details that show love and care for the game and make ALL the difference in the world. Sometimes being the difference between an OK game and a great one.


