Melee weapons and RoF

By Alox, in Game Mechanics

I am not sure I get why some melee weapons have RoF that depends on an ability while others don't.

Like if you have 70 Weapon Skill you have RoF 4 on your power sword, while power fist is still RoF 1/3.

Anyone who has tried this type of game play to see the difference it makes?

I haven't tried out the new weapon stats, but I can see why the stats were written this way. A power sword is a finesse weapon that requires a lot of skill to use effectively, so your RoF scales with the user's WS. On the other hand, a power fist is a big armored glove that smashes anything to pieces regardless of user skill, so it doesn't scale well with WS.

I think this was done to give ranged combat characters effective melee combat options. This way, you can grab a power fist or chain axe once enemies dodge through your plasma gun fire and lock you in melee combat. Sure, such weapons aren't as good in the hands of melee-focused characters, but I don't think the designers' intent was to make a wide variety of weapons that are equally effective choices for everyone. The numbers might need to be tweaked a bit to keep any one weapon from being overpowered, but I think the general concept makes sense.

I would prefer the scaling to be slower or limited to a max-value.

Like WS-Bonus/2 (rounded up) -1 for Swords instead of WS-Bonus-3

Would scale like this:

WSB2: 1/2

WSB3: 1

WSB4: 1

WSB5: 2

WSB6: 2

WSB7: 3

For Knives it could be Agility-Bonus/2 (rounded up)

I haven't tried out the new weapon stats, but I can see why the stats were written this way. A power sword is a finesse weapon that requires a lot of skill to use effectively, so your RoF scales with the user's WS. On the other hand, a power fist is a big armored glove that smashes anything to pieces regardless of user skill, so it doesn't scale well with WS.

I think this was done to give ranged combat characters effective melee combat options. This way, you can grab a power fist or chain axe once enemies dodge through your plasma gun fire and lock you in melee combat. Sure, such weapons aren't as good in the hands of melee-focused characters, but I don't think the designers' intent was to make a wide variety of weapons that are equally effective choices for everyone. The numbers might need to be tweaked a bit to keep any one weapon from being overpowered, but I think the general concept makes sense.

Only problem with this is that it makes the options for melee characters very narrow. The scaling weapons will win out in the end, the others simply ignored. And the difference between a power fist and a powersword really isn't all that much, and defineatly not for ranged characters who won't have a high strenght value. And with extra hits being better against mooks, and potentially better against elite/master enemies with the wound scaling.

Either way the problem is reaching eventually RoF 5+ with some weapons, while inferior weapons of equal or higher rarity [uh oh] including anything ranged is going to be crap in comparison. You could be swinging 4+ times per AP spent, which puts a bloody autogun to shame. On a weapon that could be hitting far, far harder.

Why is the guy with the power-axe not getting any faster too? And why can't a ranged weapon be modified to fire faster but perfectly possible for you to start getting six full-force swings in the time it takes for an automatic lasgun to get off two pulses?

Fully agreed.

Never the less, some sort of scaling should be kept, and also the dependence on different characteristics is a very good thing that should be kept.

Just make the scaling slower and maybe let weapons that rely on strength instead of RoF scale better with strength / damage / pen than pther weapons.

I don't mind the scaling, but some weapons scaling and others don't? That creates alot of balance issues at higher lvls, and it has to be across the board. If it isn't for ranged, then they should have stats or simply superior talents to make up for it.