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Author Topic: Adding "new" weapons vs improving old to insane amounts  (Read 6896 times)

Johnnybravo

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #15 on: May 16, 2011, 09:22:07 pm »

Quote
or various new weapons should be added, which are fallout canonical and matches the strength that is needed in weapons balancing
There aren't any, unless you take F3 weapons. And those are totally unfitting. Upgrades and mods are far better way to go in my opinion, as adding something like magneto-targeting system is for sure better doable than comming with some kind of new weapon that'd fit.
And as said already professions are probably far from being done and are going to be revmapped, so we should really wait for it.
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vedaras

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #16 on: May 16, 2011, 10:41:04 pm »

There aren't any, unless you take F3 weapons. And those are totally unfitting. Upgrades and mods are far better way to go in my opinion, as adding something like magneto-targeting system is for sure better doable than comming with some kind of new weapon that'd fit.
And as said already professions are probably far from being done and are going to be revmapped, so we should really wait for it.

dude i also gave you a list of few weapons as an example and they all were from fallout 2: http://fallout.wikia.com/wiki/Fallout_2_weapon . So these weapons are not new, and i think fallout fans would like to see as most fallout weapons as possible in game, and current weapon improvements opens that ability for devs just like that.

Surf

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #17 on: May 16, 2011, 10:55:24 pm »

But Phasers and similar stuff you mentionend were easter eggs and won't be included into 2238.

vedaras

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #18 on: May 16, 2011, 10:57:05 pm »

But Phasers and similar stuff you mentionend were easter eggs and won't be included into 2238.

well the only weapon that was brought from star wars is phaser, all others were normal in f2 and fitting as substitutes if that is the case :)

Michaelh139

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #19 on: May 16, 2011, 11:18:48 pm »

Tested around fighting magneto laser pistol rapists.  

EVERY, SINGLE, TIME, (10 times in a row) I am either

1.  Insta killed

or

2.  Knocked out twice for 100 damage.  (The more common insta kill as we all know)

Some how they are also tanks.  220 HP
They also always wearing leather jacket - leather mk2

10 endurance + stonewall + metal mk2 + 226 HP tank I am using.

The fuck...
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Reiniat

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #20 on: May 17, 2011, 12:57:51 am »

dude you have 6 luck and you want good criticals when many of stuff depends on rolls... I see it as your build drawback not laser pistols.

Reiniat: as you see in my suggestion the energy weapons damage would stay the same, it would be just made by different weapons! And i see here 2 advantages: more variety of weapons, and weapons would be closer as in original fallouts.
laser pistol should remain cheap since its only useful against blusesuits, if there is some way of make it AP, with ammmo, a better perk, or anything, it WILL become hard to craft.
also:

Michael:  i suggest my own pk built, you cant take those perks in a properly EW built, your built is wrong for be a pk.
2toughness, 1better criticals, 1Lifegiver, 1Action boy, 1BRoF. AB is for gain 2special points for use in CH or whatever you want
uses 6Luck amd 8AG, 8end. yes it is matematically better since at lvl 18 youll be able to make double eyeshot wich means a 66+66% to critical= a critical every turn, you end with 190hp.
it make people suck balls and get angry, and newbs cry like babys... also if you find a SG or BG burster you will kill him with the plasma pistol, without problems, no matter his armor, exept MAMKII or Tesla.
if you want a desert fighter i suggest to exchange one Tougness for Cautious Nature wich will make you spawn far in the encounters and give you a little bonus to aiming all the standar encounter-pk built use this perk (i dont use it because i think is unfair).
« Last Edit: May 17, 2011, 01:02:51 am by Reiniat »
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Bulldog

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #21 on: May 17, 2011, 01:37:35 am »

I like the main idea of the topic-starter but he should be aware of many other factors concerning weapons, such as range, ammo, damage type and DR. I wouldn't mind having some extra guns to choose from though.
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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #22 on: May 17, 2011, 10:41:33 am »

Sems that the problem isnt the gun itself, but the uber crit chanche that wouldn't allow to retaliate even with one shot.
Remember that when a man with a gun meets a man with a rifle, the one with a gun is a dead man. Seems that Fo forgot about this basic rule :p
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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #23 on: May 17, 2011, 11:30:22 am »

As i remember each weapon have same chance for insta kill when shoting into eyes 1-5%  ::)

Final damage is based on av dmg multiplicated x 4 ( when targeting eyes)

in F2 there was such furmula considering instadeath (possible only with perk better crits):


i think in general in 2238 it is similar...

For sure "LOSE NEXT TURN" had been changed ( i only see it when shoting to creatures not players).
« Last Edit: May 17, 2011, 11:34:37 am by Akiko »
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vedaras

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #24 on: May 17, 2011, 12:04:22 pm »

Sems that the problem isnt the gun itself, but the uber crit chanche that wouldn't allow to retaliate even with one shot.
Remember that when a man with a gun meets a man with a rifle, the one with a gun is a dead man. Seems that Fo forgot about this basic rule :p

when damage was boosted on laser pistol from 10-22 to 20-35 every critical hit results in massive fuckin lot of damage and the weapon is still cheaper than cheap. So once again i come to same conslusion, make it expensive or make it as it was before while adding alternatives like suggested which would match the current powered weapons strength, but have price equal to weapons strength.

Crazy

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #25 on: May 17, 2011, 12:12:16 pm »

i think in general in 2238 it is similar...

Not at all, crit table for players have been reworked many times, it is very different from F2 right now.
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Johnnybravo

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #26 on: May 17, 2011, 12:22:19 pm »

This comes in mind everytime there's discussion about Laser Pistol
Quote
A Wattz 1000 Laser Pistol. Civilian model, so the wattage is lower than military or police versions
But never found out if they mean W2k (Laser Rifle) as the police/military version, or there was supposed to be more powerful pistol from Wattz.

Anyway you could just always do the "flamethrower" trick, and pack better ammo and upgraded weapon while leaving default for starters. (ofcourse this needs some changes because of cars)

Quote
Sems that the problem isnt the gun itself, but the uber crit chanche that wouldn't allow to retaliate even with one shot.
It'd be nice if the whole 1 to 100 random part was exchanged for something more complex, but that'd be major change to Fallout gameplay.
Crit change itself is not big problem, because scoring critical means nothing for single shots, however effects of critical shots are nearly unaffected by character or weapon stats (except for safe rolls and better critical perk).

Balancing Big guns and SMGs is really much easier because they act rarely random.
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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #27 on: May 19, 2011, 06:08:52 am »

dude you have 6 luck and you want good criticals when many of stuff depends on rolls... I see it as your build drawback not laser pistols.


I started a new char with 10 luck, and better crits and still never score 100 hp hits against critters. is there something else i'm missing?  Also, I def dont crit everytime, but I only have 1 mc, but even when i do crit it's seldom a knockout so unless op is exaggerating does someone know something else i don't?  (frustrating crit hit table is not public.)
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DocAN.

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #28 on: May 19, 2011, 09:29:17 am »

1. Man, come to hinkley to test your build. Make like 1k shots and then you can say something.
2. What critters are you hunting, not many have more then 100hp.
3. Change weapon, take plasma rifle you will see 200+ crits.
4. Crit table isnt public and it shouldnt be.
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avv

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Re: Adding "new" weapons vs improving old to insane amounts
« Reply #29 on: May 19, 2011, 10:59:43 am »

Sems that the problem isnt the gun itself, but the uber crit chanche that wouldn't allow to retaliate even with one shot.
Remember that when a man with a gun meets a man with a rifle, the one with a gun is a dead man. Seems that Fo forgot about this basic rule :p

It's the crits yes. Thankfully wipe will bring anti-crits perks, armors and traits. Too bad they will likely make builds that are resistant to crits and those who aren't.
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