...Mayhaps add a penalty to maximum hit chance when target is close?
Fallout Tactics has that kind of mechanics...and i still don't know why Fonline 2 hasn't. It was obvious evolution of Fallout 2 mechanics from oryginal developers and was heavily tested it that game with good effect. It gives real chance for all Melee Fighters. Lets say Flat - 33% to hit (so even with 300% SG/BG chance to hit is still 95%-33% = 62%), so we force Range Fighters to difficult choice...either take chance to deal massive damage (that is still lowered by 1/3 "hex burst line" so there is no OP in this regard either) or...as in real life...back up away from Your oponent.
You are with Friends? Back up and let them cut him down!
You are alone? Take Your chance and shoot!
Maybe he will bounce Your minigun with his hammer or dodge out...maybe not? You still have more than 50% to hit so common! Dont be a BG pussy! >=P
As for Melee criticals...flat 33% boost ONLY TO EFFECT and NOT TO DAMAGE and ONLY IF AIMED is also good idea...because players are not only enemies of this game.
Just look how few Melee players we have right now...wasn't it be great also for Tanker builds to switch from SG to Close Combat?
As far as i recall Melee fights are core of any Post-apocalyptic movie like Mad Max for example...its silly Close Combat players take BG perk to stand a chance against other players.
As for FA ...its a joke from beggining with. This game is a Fallout or some generic Wow clone? We almost never use Healing Powders or Stimpacks...rearly SuperStimpacks and mostly because we are force to. FA is kind of "must have" super healing magick power.
I like the fact that we can FA others even in combat, but no self-FA in fights should be allowed...
...Or maybe Rise AP Cost of FA from 2 to 4? That would change alot, making healing in combat more balanced without bugging it outside of fight.
We probably also need flat HP limit of: FA% / 2 if those cooldowns remain as they are now. So at 100% Fa we heal 50HP, with 200% 100HP, and 150Hp with 300%...
...Or we can make FA heal only UP to 150 HP and another heals with FA don't give any HP above this value.
Its "FIRST AID" ...not "COMPLEX AID".
Realy people...when last time did You used normal stimpacks?
Normal Stimpacks...need to give two times HP they give now and almost everything have sense.
P.S. Can we be raplicated with 100% of health...or at least with no cooldown on FA?
You need mathematics for script help? i can do it. Or even write it if its similar to C++ / Lua.
Regards.