Fixing Explosives!

Post » Thu May 28, 2009 10:09 pm

No never give in, I counter with.
Remove explosives, put GMG, GL's and GR's in guns.
Frag grenades, mines and dynomite in Melee as well as unarmed weapons ( as the names are completely wrong for the skill sets imo ).
Then any pulse and plasma in EW's.

Why not just "Weapons Skill"? Put everything in there? :toughninja:

There is one positive thing about playing an exclusive Explosives character that I'm not sure has been mentioned: You can get the challenges "Dr. Wasteland, M.D." and "Tough Guy" over with usually before you leave Goodsprings. At least I did on my Artillery Bob playthrough. Did I mention that my M.O.S. back in the Marines was 0341? That's right. Mortarman through and through, here.

-Gunny out.
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Teghan Harris
 
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Post » Thu May 28, 2009 2:18 pm

No never give in, I counter with.
Remove explosives, put GMG, GL's and GR's in guns.
Frag grenades, mines and dynomite in Melee as well as unarmed weapons ( as the names are completely wrong for the skill sets imo ).
Then any pulse and plasma in EW's.

But options man! OPTIONS! :ahhh:
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Natasha Callaghan
 
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Post » Thu May 28, 2009 6:00 pm

The best strategy to using explosives is to not use explosives. Why bother when you can do more with the other skills with a fraction of the resources you need to kill something with explosives, its silly.

One gauss rifle headshot is still worth more than your entire clip of HE grenades.

I would say that is more of an indicator how OVERPOWERED Sneak Attack Head shots are! With the Gauss Rifle that boosts damage up 800%! Sneak attacks should be a regular crit - not a double dmg crit.

I will say that the Grenade Machine Gun does excel at taking out groups of Deathclaws. Easy to drop a group of three with it. No other weapon can do that without sneak attacks.

I can't figure out why a 25mm HE round id more powerful than a 40MM Incendiary.


The damage difference is not that great. Against a DT 15 critter the 25MM HE does 27 vs 35 on a 40MM. Factor in the GMG has a higher rate of of fire/magazaine size and the clear winner is the GMG using HE rounds. Now if the 40MM had HE Rounds and a faster fire rate/clip size then it would be better.

Of course the same goes for a fully tricked out Minigun vs the Avenger. The fully modded minigun is better due to magazaine size.
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stacy hamilton
 
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Post » Fri May 29, 2009 2:29 am

I would say that is more of an indicator how OVERPOWERED Sneak Attack Head shots are! With the Gauss Rifle that boosts damage up 800%! Sneak attacks should be a regular crit - not a double dmg crit.

I will say that the Grenade Machine Gun does excel at taking out groups of Deathclaws. Easy to drop a group of three with it. No other weapon can do that without sneak attacks.


Factoring out sneak attacks, the riot shotgun probably can still do it faster with the shotgun surgeon perk. or those machine guns... eh.
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FirDaus LOVe farhana
 
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Post » Fri May 29, 2009 12:39 am

I would say that is more of an indicator how OVERPOWERED Sneak Attack Head shots are! With the Gauss Rifle that boosts damage up 800%! Sneak attacks should be a regular crit - not a double dmg crit.

I will say that the Grenade Machine Gun does excel at taking out groups of Deathclaws. Easy to drop a group of three with it. No other weapon can do that without sneak attacks.


The damage difference is not that great. Against a DT 15 critter the 25MM HE does 27 vs 35 on a 40MM. Factor in the GMG has a higher rate of of fire/magazaine size and the clear winner is the GMG using HE rounds. Now if the 40MM had HE Rounds and a faster fire rate/clip size then it would be better.

Of course the same goes for a fully tricked out Minigun vs the Avenger. The fully modded minigun is better due to magazaine size.

Your rite thou who ever the hell created the uniques dropped the ball something bad haha,uniques are supposed to be better then the vanilla.mercy /avenger/are crap avenger has good stats wise but the B S 120 rounds make it worthless.I have yet to see anywhere in the world where a mini gun is only given 120 rounds lol.
Mercy as is most weapons non guns blows ass .I seriously hope bethesda steps in and forces the developers to fix this illogical bull that runs rampant lol.
Bethesda PLEASE strong arm obsidian into fixing this X D/ill love you long time.
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Nienna garcia
 
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Post » Thu May 28, 2009 10:23 pm

IM OFFICIALLY A BLOODY MORON.I never understood why avenger was so superior to mini gun with 420 versus 220dps /the spread of like 2.2 versus 1.1.I never added the mods to the vanilla mini gun im so stupid -_-.avenger u going inside the closet LOOO
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neen
 
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Post » Thu May 28, 2009 9:16 pm

I'll play devils advocate here and say there not quite as useless as others think.

I've been experimenting a bit more with explosives. Missile launcher / anabelle I believe were tweaked after the patch and are doing more damage. Mines are still quite useful.

BUT explosives are still VERY situation dependent. Clustered groups, tight spaces, setting up a kill zone. This is where explosives excel.

Some of the largest probs with explosives are:

*Not cost effective. Why would you pay 300 caps for a plasma nade, when you can buy a 45-50 Govt round for 4 caps?

*No critical damage. But they do knock down

* Crafting for explosives feels like an after thought. No custom launcher ammo? It takes waayy more effort to craft one bottle cap mine than 100 rounds of any other ammo.

*Throwing nades in vats is horrible. With out the bullet time effect you end up throwing a nade at an enemy, they rush, nade lands at your feet and you both go boom.

Aside from the massive downsides, I still have fun playing with explosives.

But I do miss the days of trading in tech to Outcast Casidin for an unlimited amount of nades. :(
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Nauty
 
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Post » Thu May 28, 2009 2:31 pm

Although explosive damage has been tweaked, occasionally, they do 0 damage; you don't see it happen with the gmg since you're spamming so many, but sometimes a missile or mini nuke, will explode and do no damage at all even on a direct hit, Think of how many caps you just blew right there.
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Conor Byrne
 
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Post » Thu May 28, 2009 8:23 pm

The perks need fixing...Demo Expert doesnt work for every explosive and splash damage does nothing (at least on pc)
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Ella Loapaga
 
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Post » Thu May 28, 2009 3:23 pm

@Crate - Don't get me wrong - I like shotguns. But the Riot Shotgun with slugs is nowhere near a minigun or Avenger with AP against a Deathclaw. Either the minigun or Avenger chews up a solitary Deathclaw head on. You can even wait until it is close and switch to VATS for some head shot action - though I perfer non-vats! But the Riot is no match. Thanks god a friggin shotgun does not beat a real heavy support weapon. But still, I wish they gave us a real machine gun - like a 50 Cal. Not some little 5/5.56 MM pee shooter!

@Caligula - With 100 Guns and 10 Str the Avenger shows 425 DPS vs a fully modded Minigun shows 380. Shot for shot the Avenger is better in every way - Dmg 12 vs 14, Spread 1.3 vs 1.1, AP use 25 vs 30. But the ammo capacity of the minigun is just so much better! Holding down the fire button chews up some ammo - there is a big difference from 4 seconds of fire vs 8.

@Ratt - Dead on in your assessment. They are expensive and situational. So why bother? That is why I recommend that the prices gets dropped and make them more common! The missile launcher did get a buff from 100 to 200 Dmg. But Demo Expert does not apply. If it did then the missile launcher would be THE tuff monster killing gun - a HE Missile with Demo 3 would hit in the 550 point zone. Thats what I am talking about! What alive on this earth can take some anti-missile to the head?! And I agree it is fun!
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Alex [AK]
 
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Post » Thu May 28, 2009 5:47 pm

Explosives are fun. Screw resource management -- I could care less. It's just fun to blow stuff up. If I get to shoot it later, bonus.
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Cheville Thompson
 
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Post » Thu May 28, 2009 8:48 pm

@Gurkog - You can take Deathclaws with Explosives. The GMG with HE Rounds or a Missile Launcher with HE Rounds. That is about it. The Fatman is actually weaker then the Missile Launcher right now. But it is expensive and very risky, you can easily kill yourself. Better of just switching to an AMR or Gauss and do a sneak attack headshot. Or if you like some fun get a fully tricked out Minigun with AP Ammo and go mow them down (takes about 30-40 rounds to drop one).

@Madocmayhem: While I agree with the direct hit damage, not sure I follow your tactics. What tactics do you use for melee combat critters? Especially indoors or outside when they can come at you from several directions? The only thing I can think of is to periodically drop mines and then lead the melee monsters over them. Not very fun. All of the other weapon skills can deal with close range, medium and long range encounters(Granted your unarmed people have to take cover and get close, but it is not impossible. The AI does not Kite the player). The only long range weapon is the Missile Launcher and with even the High Veliocity ammo it moves very slowly. And at a 100 caps a shot it hurts when your missile misses. Explosives are really only useful at medium range.

@Major - I agree with you there. As is they make a poor primary weapon skill. But since FNV has less skill points and less perk slots then FO3 why waste your time with them? Just go with the other weapon skills - they are all better. But I think they could be a lot of fun with some changes.



Did you try them on Very Hard/hardcoe mode?
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Elizabeth Davis
 
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Post » Fri May 29, 2009 2:00 am

The game is design with Normal/HC in mind, any alternation would cause unguaranteed experience ;)

Once we get this away, explosive is.....useful against NightStalker and Cazadors. Otherwise they are really just for blowing caps away (now where is my bottle cap minigun?).
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Budgie
 
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Post » Fri May 29, 2009 2:36 am

I trully dont get why u cant just rip off a 240 box backpack and stick it on the avenger?Mini gun is good but M2 browning would be my new fav weapon X D.Id feel like such a bad ass i might start screaming im rambo _____ @!!@@!The m2 with similar rof accuracy of the Automatic rifle*slower rof* to compensate would be sick as hell
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Steph
 
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Post » Fri May 29, 2009 12:11 am

** Lol, probably the same reason why a 45 is more damaging the 40 mm grenade, missile or nuclear bomb!

@Gurkog - I always play normal/Hard core - so no. But I imagine they svck even more in VH
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Maddy Paul
 
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Post » Fri May 29, 2009 4:38 am

Frag Grenades were better in Fallout 3 and I miss those. I usually sell Grenades as they svck in New Vegas heck even the Fat Man is terrible and that was the best weapon in Fallout 3. The Devs really nerfed explosives maybe in the next patch they can fix that make grenades more useful.
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Da Missz
 
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Post » Fri May 29, 2009 12:51 am

Why not just "Weapons Skill"? Put everything in there? :toughninja:

There is one positive thing about playing an exclusive Explosives character that I'm not sure has been mentioned: You can get the challenges "Dr. Wasteland, M.D." and "Tough Guy" over with usually before you leave Goodsprings. At least I did on my Artillery Bob playthrough. Did I mention that my M.O.S. back in the Marines was 0341? That's right. Mortarman through and through, here.

-Gunny out.


Heh I was just joking Gunny, just tugging some fishy toes.

Though was that not a plan once, to put all weapons in one skill set.
Tbh unless for a specific role I tend not to cross class weapon sets, so any change would not affect me what so ever.
As of yet I've had no issues over felling any weapon set being nerfed pro or anti wise in NV pre or post patch.

Gecko's seem trained in explosive counter measures I felt on my demo raider build.
You target one with dynomite and 3 - 4 others swamp you as the AoE hits you and them.
I used my fists more in the begining than explosives, but once powder charges build up, and frag mines soon after explosives becomes a usefull trick to have imo.
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Casey
 
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Post » Thu May 28, 2009 10:44 pm

Warning: Using Dynamite early without investment in explosive skill will cause all sort of embarrassment.

After failing at killing anything with dynamite along the I-15 during first 2 hours, I gave up on using them and eventually stop picking them up.
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Lilit Ager
 
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Post » Thu May 28, 2009 11:50 pm

Here is more fail: I just got the Grenade Launcher, wow is the range awful, I shot Julie Farkas in the head, oh hey her lab coat has enough DT to stop a flying explosion that hit a part it doesnt cover, cool. I reloaded at OHK'd her with a single 20 Gauge buckshot from the Caravan Shotgun, and it was from a good distance too! THAT HAS TO BE THE MOST BALANCED MECHANIC EVER!
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Marilú
 
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Post » Thu May 28, 2009 9:23 pm

Here is more fail: I just got the Grenade Launcher, wow is the range awful, I shot Julie Farkas in the head, oh hey her lab coat has enough DT to stop a flying explosion that hit a part it doesnt cover, cool. I reloaded at OHK'd her with a single 20 Gauge buckshot from the Caravan Shotgun, and it was from a good distance too! THAT HAS TO BE THE MOST BALANCED MECHANIC EVER!

Seems like the mutated FEV gave wastelanders some bonus to explosives resistance. :bonk:

Seriously though, they need to give every weapon a raise in damage. (except Missile Launcher, that one's a beast.)
No -DT crap like EW has or AP rounds like Guns have.
Explosives need massive damage.
They already have the downsides and so their upside should be it's ridiculous damage.

Otherwise... Just remove Explosives, give Guns the hand held weapons and bring back the Throwing skill for the grenades and remove the throwing weapons from Melee to Throwing.
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Janine Rose
 
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Post » Thu May 28, 2009 4:56 pm

Did I mention that my M.O.S. back in the Marines was 0341? That's right. Mortarman through and through, here.

-Gunny out.

OMG!

That made me go to your profile but you're shy about your age (Although Old Farts Club gives a hint :spotted owl: ) Do they even use MOS any more? So you were a grunt? I was an Airdale: Aircrew Survival / MP)
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Lil Miss
 
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Post » Thu May 28, 2009 8:25 pm

I was playing around with modding the Grenade weapons and I found that increasing the speed of the projectile and adding -5 DT to regular rounds and -15 to HE had a big impact. The speed increase improves the range and makes them fly much straighter and faster! It is great to sit back and watch all the explosion in the distance. I no longer feel like I am using some crappy mortar, but a grenade launcher! The -DT greatly improves explosives against hardened targets like Giant Radscorps and Deathclaws.

I still can not get the direct hit damage to work. Making the weapon a Hit Scan (like the Gauss Rifle) adds the hit damage directly to the explosion. I did find that crits work on explosives. Which would be interesting to add to them. Critical Explosions - Yummy!
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Steve Smith
 
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Post » Thu May 28, 2009 4:41 pm

OMG!

That made me go to your profile but you're shy about your age (Although Old Farts Club gives a hint :spotted owl: ) Do they even use MOS any more? So you were a grunt? I was an Airdale: Aircrew Survival / MP)

A lucky grunt. Got to carry all my [censored], my rifle AAAANNNNNNDDDDD a 40 pound chunk of mortar. On flank security. Through the woods. On a mountain. Uphill. In the snow. With mickey mouse boots. And 10 blisters. At least we had good chow. NOT. Yeah, the memories......................................................... :foodndrink:

But the chance to blow crap up beats all that. There's nothing like a direct lay fire mission (one where you can actually see the target. Most artillery missions the gunners can't see what they shoot at, a forward observer FO sends them the corrections) where you can see those 81mm white phosphorus rounds catching "simulated armored vehicles" (stacks of tires) on fire. Makes me want to sit down with the geck and make a mod that completely changes the damage of all the weapons so they're correct. That is if I didn't have such a sell developed sense of conservation of personal energy (I'm lazy).

Semper Fi.
-Gunny out.
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Rudy Paint fingers
 
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Post » Thu May 28, 2009 3:40 pm

A lucky grunt. Got to carry all my [censored], my rifle AAAANNNNNNDDDDD a 40 pound chunk of mortar. On flank security. Through the woods. On a mountain. Uphill. In the snow. With mickey mouse boots. And 10 blisters. At least we had good chow. NOT. Yeah, the memories......................................................... :foodndrink:

But the chance to blow crap up beats all that. There's nothing like a direct lay fire mission (one where you can actually see the target. Most artillery missions the gunners can't see what they shoot at, a forward observer FO sends them the corrections) where you can see those 81mm white phosphorus rounds catching "simulated armored vehicles" (stacks of tires) on fire. Makes me want to sit down with the geck and make a mod that completely changes the damage of all the weapons so they're correct. That is if I didn't have such a sell developed sense of conservation of personal energy (I'm lazy).

Semper Fi.
-Gunny out.

I got that same self developed energy conservation ;p.Anyways please grace us with some of the realistic statistics of the explosive weapons please.Like Area of effect range /dge/ect
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Phillip Brunyee
 
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Post » Thu May 28, 2009 6:54 pm

One gauss rifle headshot is still worth more than your entire clip of HE grenades.

I've killed three deathclaws and crippled the legs of an alpha with a single HE missile. How many deathclaws have you killed in one shot with the gauss rifle?
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WTW
 
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