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Adding "new" weapons vs improving old to insane amounts

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vedaras:
Well first of all i want to say, im not trying to make another "this and that is overpowered" type topic.


Now as we all played fallout 1, fallout 2 sometimes playing fonline results in strange experience. For example i was in one combat in new reno, was hit 3 times by laser pistol and the damage was: 100, 110, 125. Of course my first thought is what the fuckin fuck? I go to fallout wikia to check stats and what i see? Laser pistol, a weapon who can be crafted without any profession, has a damage of 20-35! While if we compare for example 223 pistol it has 25-30 damage. So the result is, that devs made weapon on common craftable items list being even as level 3 weapon. Well, you could now tell, that this or that was needed for balancing purpose or other,  but i now compare the weapons stats with those in fallout 2 http://fallout.wikia.com/wiki/Fallout_2_weapons and those in 2238 http://www.fo2238.fodev.net/wiki/Category:Weapons and i see that these huge increases might not be even needed  while there are weapons from f2 that are not added to  this game, but they have similar stats to those of new booseted 2238 weapons.

For example:

Laser pistol from 10-22 dmg to 20-35 dmg.
Plasma pistol from 15-35 dmg to 25-45 dmg.

Why boost those when we can have for example:
Phaser with 20-30 dmg. (which is very similar to new laser pistol dmg.)
YK32 Pulse pistol with 32-46 dmg. (which is very similar to new plasma pistol dmg, just a little better, but has a lower range (5 hexes), so i think it would be fine replacement for this powered plasma pistol)

Also if for example plasma pistol has 25-45 dmg now. why not to add gauss pistol as a regular weapon with its 22-32 damage (for purposes of truth i should mention that ammo makes damage better than plasma pistols, but i think that this can be modified).

Another example:
Because weapons that are being compared uses different ammo, now i will take it into account. In this example both small gun bursters have 2x bonus ranged damage, and their victim wears combat leather jacket. So the result:
P90 dmg was 12-16 and 12 bullets burst with (14-2+4) * 12 * 2 * 0,43 = 165,12 total damage and now its 13-19 and 12 bullets burst with (16-2+4) * 12 * 2 * 0,43 =185,76 total damage.
While in f2 and in 2238 (unused) there is H&K G11 and H&K G11E.
H&K G11 dmg is 10-20 and 5 bullets burst with (15-2+4) * 5 * 1,5 * 0,8 = 102 total damage.
H&K G11E dmg is 13-23 and 7 bullets burst with (18-2+4) * 7 * 1.5 * 0,8 = 168 total damage. (even worse than new p90!).
Or if you dont want to add new weapons, you can for example return upgraded fn fal 20 bullets burst as it was in f2^^

So my question is why not to add old weapons when as you see many of them are pretty much exact power as they are needed to be in fonline, and we could stick closer to f2 with some weapons that are in game (like laser/plasma pistol). What do you think about that?

spears:
Armour resistance to laser is ridiculous though take your example of a 223 vs a laser pistol shooting at mamk2 both hit their max damage. Even ignoring the 223s penetrate perk you get.
223
30-4/100x65 gives you a damage of 16.9
laser
35-7/100x20 gives a damage of 5.6
This is using the dt/dr calcs from the wiki anyway.
So the damage of the laser isnt more than your tier 3 gun.
I think its better to balance weapons into useability than keep them the same as fo2.

avv:
Merging weapon skills could help.

T-888:

--- Quote from: avv on May 15, 2011, 04:33:19 PM ---Merging weapon skills could help.

--- End quote ---

I remember Lexx mentioning that this could be a viable option , but dunno this is not fallout new vegas.

vedaras:

--- Quote from: spears on May 15, 2011, 03:45:54 PM ---I think its better to balance weapons into useability than keep them the same as fo2.

--- End quote ---

the thing is that many of the hits bypasses armor, if you have 10 luck + better criticals it is around 30%. The other thing is that you took armor on which laser has biggest disadvantage (also remember that magneto-laser pistol bypasses armor also and its a real cheap upgrade). The last thing is dont forget that you compare 2 weapons, one is fuckin cheap, one is fuckin expensive and require level 3 profession to be crafted (and you want them to be even).

Also talking about balance dont forget that all weapons will never be used, some weapons just suck, you cant expect mauser to be as good as rocket launcher, and you wont increase its value just because it sucks. Same should be with laser pistol, as i told before we have weapons like pulse pistol which would be perfectly balanced in this case and energy weapon users will have no disadvantage. (except of that, that they wont have ability to get weapon with insane damage for that cheap price, but that would be very balanced and fair).

Also when you talk about balance listen to my point, these weapons which are now unused are very fuckin balanced (because upgrades to various weapons mentioned before were made to invent weapons that were already invented just unused).

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