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Molotov cocktail is fire damage?

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jodwig:

--- Quote from: Sarakin on January 14, 2012, 12:04:56 am ---All these +X constant damage perks could be reworked to +% damage so they can be used by more weapons, even single shotting ones

--- End quote ---

I agree, also why not make perk which adds +20 damage to flamers and +10 to Molotovs instead +20 to both? :P

Solar:
I'm not really sure why we'd need a perk for one low level weapon that already has alternatives above it :P

Why no +%s, because we stay rooted in the originals. There's still enough flexibility and tools in the original set-up to have multiple niches without abandoning the Fallout conventions.

Tomowolf:
Still pyromanics isnt good enough, and should be buffed by % instead of + damage, because there are also armor resists, and as we know even upgraded ammo got 0% DR and 0%DT so it doesnt increase damage, and high tech armors got like 25% of it.
Also you need to get close to get a shoot to enemy.
It cannot be good for farming, because ammo for it weigh too much, so there is something that need to be changed.
I suggest adding for second pyromanic perk +15% dmg instead of next +20 damage.

Solar:
Or it could just add the equivalent of 15% in a flat bonus.  :-\

The damage of an improved flamer is actually pretty good. Against metal armours it actually exceeds even the newly upgraded to crazy levels Avenger.

There are also quite a few ways to get into range now too.


Very early to be writing off the flamers I think.

Tomowolf:
Well I did special character for that, now Iam leveling up, still I dont have any prints for flamer mk2 nor that upgraded fuel, so nothing from testing, or even playing with it.
As said before, too early to talk about it.

But it might need a buff in future I think, because old avenger still will win with those flamers.

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