basically have all characters have like a base crit rate of 5% or so. and then get creative with daggers having built in critical rate or stuff like that. --- http://www.youtube.com/user/lFalconBeta GT: FalconBeta PSN: VicViperMKIII
We already know there is. Maces can ignore some armour, axes can cause bleeding, and blades have better/more critical hits. --- "I think all you gotta do is find that little black kid, and doesn't that start the whole backdoor option?" -WHiTE_LickR
No. A critical chance is a way for games that don't allow the player to aim, to simulate hitting a vital area. Since you can aim, you should just deal more damage when you actually hit something where it counts.
I wouldn't complain if this was implemented, personally. (I would actually expect it to be, since it was in Fallout 3, but I won't be too disappointed if it is not.)
Also, there should also be a tactical targeting system, ala Fallout 3. (NO V.A.T.S. THOUGH! No damned time-stop while you pick your targeting point!) --- There are no stupid questions... There are, however, a LOT of stupid people... (Founder - IRDC AND Fluffy the Friendly Deathclaw Fanclub) FEAR MY SPORK!!
@Iminyourcloset where did u hear that? only info ive herd is that daggers do alot of damage if you do a sneak attack with them. --- http://www.youtube.com/user/lFalconBeta GT: FalconBeta PSN: VicViperMKIII
For instance, the sword perk increases your chances of landing a critical strike, the axe perk punishes enemies with residual bleeding damage after each blow, and the mace perk ignores armor on your enemies to land more powerful strikes.