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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Mars Sultan on March 27, 2010, 07:49:40 pm

Title: Tommy Gun and Grease Gun
Post by: Mars Sultan on March 27, 2010, 07:49:40 pm
The .45 family of weapons don't get nearly enough use (mostly because they're bad), but given that their ammo is the easiest to craft, I'd imagine them more suited for a spray-and-pray style. So:

Make the Grease Gun cost 4 AP to fire (as it is an SMG) to justify its short range.

Reduce the 6 ST requirement for the Tommy Gun to 5 ST.

That is all.
Title: Re: Tommy Gun and Grease Gun
Post by: Badger on March 27, 2010, 07:55:47 pm
I'd also suggest that you remove the Guns and Bullets requirement for crafting the mauser.
Title: Re: Tommy Gun and Grease Gun
Post by: Mars Sultan on March 28, 2010, 02:45:08 pm
Bump? Thoughts? It seems like this suggestion is a good one as it is being ignored in favor of more controversial ones.
Title: Re: Tommy Gun and Grease Gun
Post by: avv on March 28, 2010, 02:54:55 pm
Basically all guns should be looked into so that they are useful in their specific area. Fixing just 2 guns won't make much difference, because we should look into fixing all smgs.
Title: Re: Tommy Gun and Grease Gun
Post by: Badger on March 28, 2010, 03:03:21 pm
I think it's just worth going through every gun and piece of armour to figure out what players do and don't use, and start tweaking accordingly.

There are plenty of armour and guns I haven't used since the wipe.

And can we finally make leather jackets dirt cheap in stores? They're absolute basic protection, is it really going to ruin the game to knock them down to 50 caps.
Title: Re: Tommy Gun and Grease Gun
Post by: Mars Sultan on March 28, 2010, 03:07:57 pm
Ooh, here's an idea. 12 gauge slug ammo for all shotguns. +10 to range and it has mild armor-piercing capabilities, but is a bit harder to aim with.

So the default buckshot looks like: 1/1, 0 DR, -20 AC
And slugs would would like: 1/1, -20 DR, 0 AC, Extra range

I'd imagine this "extra range" perk could work similarly to the "penetrate" perk on AP ammo.


Title: Re: Tommy Gun and Grease Gun
Post by: Kharaam on March 28, 2010, 03:08:58 pm
it may be a good idea
yeah I certainly miss slugs(Breneka) ammo in this game
Title: Re: Tommy Gun and Grease Gun
Post by: Badger on March 28, 2010, 03:21:41 pm
I insist that this mod is considered when weapon balance is eventually considered. Weapons Redone 2.0.

Thread on NMA (http://www.nma-fallout.com/forum/viewtopic.php?t=42328)

Fallout 2 Weapons Redone Damage Changes (http://spreadsheets.google.com/ccc?key=0AsWdPjHK7lh6dDRfUzJpdmpDV3YtRU9YLV8tN1pCNnc&hl=en_GB)

This is the mod I can't play F2 without. They even balanced AP ammo. It starts doing more damage than JHP when your opponent starts wearing metal armour and above. CRAZY.

You can also throw a lot more melee weapons. If throwing a crowbar at your opponent does not appeal to you, I submit that you are no fun.

I'd also draw attention to the fact that in vanilla 10mm JHP pistols do more damage than laser pistols against combat armour. Cute.
Title: Re: Tommy Gun and Grease Gun
Post by: Kharaam on March 28, 2010, 04:07:56 pm
i would really like to throw a crowbar right into Big Gunner PK's eye :) that would probably one ofthe most awesome things to do in this game
Title: Re: Tommy Gun and Grease Gun
Post by: avv on March 28, 2010, 04:19:13 pm
I insist that this mod is considered when weapon balance is eventually considered. Weapons Redone 2.0.

Thread on NMA (http://www.nma-fallout.com/forum/viewtopic.php?t=42328)

Fallout 2 Weapons Redone Damage Changes (http://spreadsheets.google.com/ccc?key=0AsWdPjHK7lh6dDRfUzJpdmpDV3YtRU9YLV8tN1pCNnc&hl=en_GB)

This is the mod I can't play F2 without. They even balanced AP ammo. It starts doing more damage than JHP when your opponent starts wearing metal armour and above. CRAZY.

You can also throw a lot more melee weapons. If throwing a crowbar at your opponent does not appeal to you, I submit that you are no fun.

I'd also draw attention to the fact that in vanilla 10mm JHP pistols do more damage than laser pistols against combat armour. Cute.

Ap ammo being good sounds nice, it's pretty obvious ifx.
The guns should be divided into certain groups and then thought what would be the strengths and weaknesses of each group. Smgs fire fast and are good at close ranges. Shotguns knock people down. Pistols are fast to handle.

Only problem is that then small guns would be too overpowered in terms of fun because there would be so much to choose from. Energy weapons and big guns don't have much variety.