i needz teh armor piercing plzkthx
Hi, you may have answered this already. Is your patch going to fix the "Armor Piercing ammo sucks hard" problem, or do you not consider that a bug? I do. AP ammo stats are gimped to the point that it's totally useless, and it's clearly not the designers' intention for it to be so weak. The ammo doesn't work properly (i.e., it doesn't pierce armor and is always less effective than JHP or FMJ) and that sounds like a bug to me.
The way AP ammo is distributed in the game suggests to me heavily that it's meant to be "killer" ammo, since it's given to those people that you'd expect to be the most dangerous. The guards around the central computer in Vault 15 for example are loaded with 5mm AP, which is probably the single largest concentration of it in the game (or perhaps Mariposa is). Obviously this battle was meant to be very dangerous, so why give them the crap ammo? Because it shouldn't be crap. By the time I got to Vault 15, I had already been to Navarro, and the Mk II Power Armor deflects 5mm AP like a car driving through gnats, and they were repeatedly bursting me for 0 damage (which is not the same as just missing). This is clearly not the way it should be.
I really think you should include a "working" set of Armor Piercing ammo in this patch (5mm, 10mm, 14mm), and also (this next part would definitely not be a bug fix) maybe someone could add AP ammo for the .44 and .223 calibers.
Either that or remove all spawns of the ammo entirely and replace them with the JHP versions of the same caliber (not as good a solution).
As far as how to balance the AP ammo, it's already pretty rare (except maybe 10mm AP). I don't think 1/1 damage mod and significant negative AC mod would make it too powerful. I think this should be a coveted ammo, commensurate with how difficult it already is to stockpile compared to standard type. As long as it's relatively rare, people need to make hard decisions about when to use it, who to use it against, and at what range, so as to use it to best possible effect.
If you already have fixed this, your "Full List of Corrections: Last updated on: 6/11/2007" doesn't mention it at all, and the game I just played with the latest version of your patch (which otherwise works quite well) had the AP damage mod still at 1/2.