Fallout Imbalance and Logical issues thread.

ThatZenoGuy

Residential Zealous Evolved Nano Organism
Making this for listing all the issues and imbalances there are in any of the fallout games.

I'll start.

Applying the Ballistic weave (http://fallout.wikia.com/wiki/Ballistic_weave) in fallout 4, on a pretty pink dress, offers more armour than a set of heavy combat armour (http://fallout.wikia.com/wiki/Combat_armor_(Fallout_4))...

The only benefit combat armour has, is higher energy weapon resistance, which for most purposes aren't that bad in fallout 4 anyway, thanks to most guns being pipe or shitty WW1 HMG assault rifles.

Just picture that...A pretty pink dress...Confers more resistance to bullets, than a full body heavily plates combat uniform...
 
Fallout 3, was terrible with it's magical clothing that somehow increased your skills and special for no explained reason.

However, Fallout 4 took it way further.

I hate what they have done to minigun, one of the more powerful weapons in Fallout history turned into worthless ammo waster.

It has got no DR or DT penetration and falls of so hard.

Or how the Sole Shit can take T-45 and go from A to F and make it almost as good as Enclave Power Armour.

Also, the completelly screwed up energy weapons and introdoced new types of ammo that have got no explanation. (Plasma Cadrige).

What I hate the most about this stupid game is ammo types - which, were never added. It would most likely break the game, since their shitty engine cannot handle something as simple as armour penetration on fucking bullets, they need instead magic for that.
 
It has got no DR or DT penetration and falls of so hard.

Fallout 4 doesn't even have DT. XD

So technically, every non-AP (IIRC some 'legendary' and weapon mods can reduce DR) is directly corelated to their DPS.

Meaning the minigun doesn't suck because it can't pen armour, but because it does fuckall damage...Despite shooting fucking rifle rounds.
 
Fallout 4 doesn't even have DT. XD

So technically, every non-AP (IIRC some 'legendary' and weapon mods can reduce DR) is directly corelated to their DPS.

Meaning the minigun doesn't suck because it can't pen armour, but because it does fuckall damage...Despite shooting fucking rifle rounds.

This is another issue. It was a mess in Fallout 3, where you wanted highest DPS, because armour meant nothing.

However, minigun still sucks. It is very inaccurate, fire rate is kind of slow, the damage is non existent etc.

Unfortunatelly, armour rating in bethesda is such a stupid system you need to scrap it to make some semblance of balance.

Pulling the trigger for 10 seconds or 20 is not a difficulty, it is just a tedious waste of time.
 
This is another issue. It was a mess in Fallout 3, where you wanted highest DPS, because armour meant nothing.

However, minigun still sucks. It is very inaccurate, fire rate is kind of slow, the damage is non existent etc.

Unfortunatelly, armour rating in bethesda is such a stupid system you need to scrap it to make some semblance of balance.

Pulling the trigger for 10 seconds or 20 is not a difficulty, it is just a tedious waste of time.

The minigun in 4 with any of the legendary damage effects (fire/bleeding/poison/explosion/etc) is fucking OP though, melting through anything in the game with trivial ease.
 
The minigun in 4 with any of the legendary damage effects (fire/bleeding/poison/explosion/etc) is fucking OP though, melting through anything in the game with trivial ease.

MAGIC, as I have said before.

I do not remember finding any "Legendary" weapon with effect like this, so this weapon allways felt useless to me.

But it brings the same issue. Magic weapons are OP, ordinary weapons are useless.

They should just merge Elder Scrolls and Fallout and call it a day and then it would be all over.
 
MAGIC, as I have said before.

I do not remember finding any "Legendary" weapon with effect like this, so this weapon allways felt useless to me.

But it brings the same issue. Magic weapons are OP, ordinary weapons are useless.

They should just merge Elder Scrolls and Fallout and call it a day and then it would be all over.

Please no! Fallout has been fucked with enough! DX

Perhaps another imbalance, is level scaling enemies which means a high level human bandit has the HP of a low level deathclaw.

Fallout 2 has HP imbalances too.

Enclave troopers, are blatantly superhuman in HP, having more HP than a 7-8 foot tall green muscle monster mutant.

Hell, IIRC a lot of bandits had more HP than high level Fallout 1 enemies.
 
Please no! Fallout has been fucked with enough! DX

Perhaps another imbalance, is level scaling enemies which means a high level human bandit has the HP of a low level deathclaw.

Fallout 2 has HP imbalances too.

Enclave troopers, are blatantly superhuman in HP, having more HP than a 7-8 foot tall green muscle monster mutant.

Hell, IIRC a lot of bandits had more HP than high level Fallout 1 enemies.

1.Level Scaling is one of the worst things to ever exist in history of gaming. Even New Vegas had problems with it (I blame short development time and shitty engine).

I always play with Project Nevada because of that, since it fixes many of the enemies that get way too strong, like deathclaws in the divide.

2.Fallout 2 - I believe, it is because the game had just 1 year of a development time. Some things do not make sense, but most of the time Fallout 2 is fairly balanced, unlike Fallout 4, which turns all enemies into bullet sponges that scale to level 250 with you.

3.Fallout 1 - I think they made, so that enemies with shitty gear and armour had at least a bit of a chance.

No game is perfect, but a single player game doesn't have to be perfectly balanced, in fact it shouldn't. The feeling of gaining one of the strongest armour and weapons that can tear through enemies is just great, especially if it cost you a lot of effort.

There should be some OP stuff, so that you feel you have accomplished something great.
 
No game is perfect, but a single player game doesn't have to be perfectly balanced, in fact it shouldn't. The feeling of gaining one of the strongest armour and weapons that can tear through enemies is just great, especially if it cost you a lot of effort.

There should be some OP stuff, so that you feel you have accomplished something great.

Of course.

But mere humans, seemingly normal, but trained humans, having more HP than a super mutant, and nearing the HP of a deathclaw, is going a bit too far...

Its not so much about balance, but more 'logic'.

If they told us the troops were augmented, or on hardcore drugs, it'd make sense...But seemingly all enclave people are superhuman.
 
Point Lookout has awful balance.
It added a magic damage boost to enemies in the DLC (both the swampfolk and tribals do an additional 35 damage with any weapons, this damage is not affected by DT or DR, it is always inflicted) not to mention that unarmed Bruisers deal more damage than Deathclaws and they punch faster too, Creepers are more durable than Super Mutant Masters and both Creepers and Scrappers shoot super fast with their action lever rifles (always dealing an extra 35 damage per shot).
 
Point Lookout has awful balance.
It added a magic damage boost to enemies in the DLC (both the swampfolk and tribals do an additional 35 damage with any weapons, this damage is not affected by DT or DR, it is always inflicted) not to mention that unarmed Bruisers deal more damage than Deathclaws and they punch faster too, Creepers are more durable than Super Mutant Masters and both Creepers and Scrappers shoot super fast with their action lever rifles (always dealing an extra 35 damage per shot).

Oh, and that 35 damage?

Applied for each pellet with their shotguns.

Meaning a point blank shotgun hit by them is almost guaranteed to be a 1 hit kill for all but the most OP of characters.
 
Of course.

But mere humans, seemingly normal, but trained humans, having more HP than a super mutant, and nearing the HP of a deathclaw, is going a bit too far...

Its not so much about balance, but more 'logic'.

If they told us the troops were augmented, or on hardcore drugs, it'd make sense...But seemingly all enclave people are superhuman.

I believe, it is more of an oversight or to provide challenge. Of course, I do agree with you. That is why, I love Project Nevada. Sure BOS has got amazing armour, but they are pretty squishy. That is why, I dislike bullet sponges in general.

Point Lookout has awful balance.
It added a magic damage boost to enemies in the DLC (both the swampfolk and tribals do an additional 35 damage with any weapons, this damage is not affected by DT or DR, it is always inflicted) not to mention that unarmed Bruisers deal more damage than Deathclaws and they punch faster too, Creepers are more durable than Super Mutant Masters and both Creepers and Scrappers shoot super fast with their action lever rifles (always dealing an extra 35 damage per shot).

It was truly horrific with shotguns, since it counted every pelet. Thus making all Power Armour and top gear worthless.
 
I believe, it is more of an oversight or to provide challenge. Of course, I do agree with you. That is why, I love Project Nevada. Sure BOS has got amazing armour, but they are pretty squishy. That is why, I dislike bullet sponges in general.

Yep.

With PN, my max level character (who had 1 perk per level, for extra cheese XD), in full top tier gear and DT, was killed with a couple of headshots from AP hunting rifles and Anti Material rifles.
 
Yep.

With PN, my max level character (who had 1 perk per level, for extra cheese XD), in full top tier gear and DT, was killed with a couple of headshots from AP hunting rifles and Anti Material rifles.

Well, considering that you have got like 50 DT end game, while Anti Materiel Rifle deals 110 damage per shoot. And even more damage per headshoot is crazy.

That is why, J.Sawyer mod that adds some DR to most armours makes it much more balanced.

I also modded the game, so I take only 1% of damage and Power Armour can only be damaged by some high quality missles or top tier energy weapons.
 
Well, considering that you have got like 50 DT end game, while Anti Materiel Rifle deals 110 damage per shoot. And even more damage per headshoot is crazy.

That is why, J.Sawyer mod that adds some DR to most armours makes it much more balanced.

I also modded the game, so I take only 1% of damage and Power Armour can only be damaged by some high quality missles or top tier energy weapons.

IMO, DR should be way toned down, sure armour would reduce even penetrating hits a bit, but not by much.

Maybe Power armour could reduce it by 20%? Maybe more for energy weapons, but a .50cal hit to the head is going to make your brain turn into mush, regardless on what it goes through first.

Using PN, I also make DT counter up to 99-100% of damage, because its stupid that 20% was the previous cap.
 
IMO, DR should be way toned down, sure armour would reduce even penetrating hits a bit, but not by much.

Maybe Power armour could reduce it by 20%? Maybe more for energy weapons, but a .50cal hit to the head is going to make your brain turn into mush, regardless on what it goes through first.

Using PN, I also make DT counter up to 99-100% of damage, because its stupid that 20% was the previous cap.

I honestly liked how they did it in Fallout 2.

Fallout 3 and New Vegas though, they suffer from having one of the worst engines in the history of gaming.

If it came to me, I would have remade the whole balancing, but we have to do with what we got.

I think Tyranny has got an amazing Damage System, but unfortunately Fallout New Vegas doesn't have the opportunity for that.
 
I honestly liked how they did it in Fallout 2.

Fallout 3 and New Vegas though, they suffer from having one of the worst engines in the history of gaming.

If it came to me, I would have remade the whole balancing, but we have to do with what we got.

I think Tyranny has got an amazing Damage System, but unfortunately Fallout New Vegas doesn't have the opportunity for that.

Fallout 2 was okay, but made some bullshit stuff like...

"Turbo Plasma Rifle hit to the eyes (of some dude in metal armour) does 11 damage"

and...

"Fire gecko critical hit to you (in APA mk1...A sealed supersuit), 90+ damage, you ded"...FUUUUUUUUu.
 
Fallout 2 was okay, but made some bullshit stuff like...

"Turbo Plasma Rifle hit to the eyes (of some dude in metal armour) does 11 damage"

and...

"Fire gecko critical hit to you (in APA mk1...A sealed supersuit), 90+ damage, you ded"...FUUUUUUUUu.

Oh, yeah, that. I forgot about it. Fallout 2 criticals were kind of crazy.

In some ways, I like the level 50 perks for New Vegas that prevented criticals for good.

Yeah, I agree with you.
 
Oh, yeah, that. I forgot about it. Fallout 2 criticals were kind of crazy.

In some ways, I like the level 50 perks for New Vegas that prevented criticals for good.

Yeah, I agree with you.

Fallout NV, thanks to the retarded engine, were quite medicore.

Nowhere near the "Fallout 2 bb gun eye critical 100+ damage" shit, or instant death criticals.

Hell, sniper perk guaranteed crits with 10 luck, which is easy to get if you start with 8, then get the +2 luck Zeta Scan.
 
Back
Top