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Molotov cocktail is fire damage?

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Wallace:

--- Quote from: Solar on January 14, 2012, 12:28:15 am ---(...) 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.

--- End quote ---

I don't mean to be an ass but after so many changes in the fallout mechanics hearing that is kinda like hipocricy...

Solar:
I think you should try it first. Then we can talk balance.

Wallace:
Heh... balance issue was never mentioned by me...

Nor was it condemnation from my side... It's just reading those words you wrote something "cracked" in my sense of judgement as there's something terribly wrong with that line of yours.

I mean that after you changed drugs in previous era, now traits and perks even more (not to mention myriad of other things) it is hard to agree that you stay rooted in the originals



As for balance lemme ask you a question first - how much gaming experience do you have (devs) with your own game? (Playing as a regular player and not a GM/dev)

Solar:
I was replying to Tommo.

Changes happen, drugs didn't suit MP, perks needed changing to expand the char niches (a lot of them were reworked from van buren perks too, not totally new). Changing something which is perfectly suitable is another matter.

The flat bonus system can do anything a percentage system can, so there's no need to change.

As for balance, I played at the beginning of last wipe, I will be playing at the beginning of the season when the high priority bugs are done and I have time.

The only advantage I have are the spreadsheets with accurate formulas showing me what all the weapons do vs every armour and an accurate knowledge of what the perks do. However the real picture won't emerge for a good few weeks I think.

I would be amazed if several changes were needed though - if my ballpark guesses turned out to be perfect balance I'd die of shock :P

RavenousRat:
About pyro for molotov:
It'll be worse than plasma nade, but you'll have alternative damage type (explosion instead of plasma), also molotov has on 3 max range less than nade, also your character will have on 2 perks less. So it can be used by flamer builds, who like to throw molotovs instead of plasmas, it'll make molotov 56-64 damage from 16-24. While plasma nade has 40-90 damage, what on 5 average damage more, so you trade 2 perks for less resource consuming, and also suffer less range. It's not OP.

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