Fallout: New Vegas fan notes and shots from PAX

Too bad the Fat Man is still in...

Anyway, I am probably going to go Guns, Speech, and Lockpick or Survival (depends on how hard Hardcore is).
 
Fucking NO! Not the minigames AGAIN. The idea behind Lockpick and Science skill is that I DON'T have to manually hack every computer and bust every lock I encounter.
 
Ravager69 said:
Fucking NO! Not the minigames AGAIN. The idea behind Lockpick and Science skill is that I DON'T have to manually hack every computer and bust every lock I encounter.
There were mods for that in FO3 so don't fret, they'll make some for NV :)
 
Hmmm, I hadn't heard of any mods for Energy Weapons. Only one I've seen was the scope on that (Fallout 3) Laser Rifle. Then again, Energy Weapons are so awesome they need not be fettered by scopes and turbo plasma accelerators.
 
Different ammo types for the same guns... not such a big thing, but not bad either (unless it gets screwed by having a clearly superior choice every time).

Also, is the nukular launcher still in? (+ the new grenade machinegun?), not good.

Also2, a lot of "modders will fix it" in this thread...
 
OakTable said:
Hmmm, I hadn't heard of any mods for Energy Weapons. Only one I've seen was the scope on that (Fallout 3) Laser Rifle. Then again, Energy Weapons are so awesome they need not be fettered by scopes and turbo plasma accelerators.
If I recall, there is also an accelerator for the Plasma Caster. Turbo Plasma Rifle, AND Advanced Power Armor. Good times baby, good times.
 
x'il said:
Different ammo types for the same guns... not such a big thing, but not bad either (unless it gets screwed by having a clearly superior choice every time).

The originals and tactics had this problem. Take the .44 magnum AP vs JHP for example:

.44 Magnum AP -- +80% (penetration) -40% (damage)

.44 Magnum JHP -- -20% (penetration) +60% (damage)

Both ammo types are the same unless the +80% penetration is negated when there is no armor. But if it goes ahead and does an additional +40% damage then it's the same as JHP.

On the other hand, it deals -40% damage. Against most armor types the JHP would do about the samage damage or more.

(Examples A include penetration % past no armor)
(Examples B exclude penetration with no armor, if applicable)

Example 1A: 10 damage reduction vs 10 damage
AP: 4 damage
JHP: 4 damage

Example 1B: 10 damage reduction vs 10 damage
AP: 4 damage
JHP: 4 damage

Pretty much the same.

Example 2A: 0 DR vs 10 damage
AP: 14 damage
JHP: 14 damage

Example 2B: 0 DR vs 10 damage
AP: 6 damage
JHP: 16 damage

But as you can see in every scenario the JHP makes the AP rounds pretty useless. It would have to be more like -20% and +80% to really make a difference and make both types useful.
 
Example 1A: 10 damage reduction vs 10 damage
AP: 4 damage
JHP: 4 damage

Wait, how does the JHP penetrate at all? It does 10 damage base, so it penetrates only 8 damage. That leaves it unable to penetrate at all.

Or does the +60% (damage) bit include penetration? If so, that's pretty bloody stupid. It sounds like the intended effect is to modify penetration and wounding separately - so in this example AP would yield 4 penetrating damage, which would be converted to 2 points of actual injury (since it's multiplied by 60%). If they messed that up, then that really explains how they screwed up AP ammo in Fallout 2 at least.
 
Ah, I see your point. In that example the JHP would do 16 full damage (60% bonus), but armor gets a 20% bonus (I'm guessing?) which would mean vs 12 armor.. that's still 4 damage.

Or if you reduce the damage by 20% whenever armor is involved, then that's 12.8 damage, meaning only 2.8 final damage. I guess that would be the most appropriate calculation.
 
sea said:
Oh god, please link me to this wondrous thing. Between that and various balance mods I think it'd actually make Fallout 3 enjoyable (mechanically, anyway).
Here: http://www.fallout3nexus.com/downloads/file.php?id=2761

It's actually a giant mod that does a lot of other things but i think it's modular and you can just toggle off all the rest if you're not interested. I tagged both lockpick and science, raised them to about 60-70 and beat the game without playing a single minigame.

Check out the other things that mod does (no more magical bobbleheads, ammo weight, a lot less loot, less gore, no more slowmotion, overall rebalance, etc.). I had fun playing FO3 with that and a bunch of other mods in as long as i didn't talk to anybody :D
 
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