How weapons are being patched...

Post » Thu Apr 02, 2009 4:13 am

"These people are saying this gun is bad."
"Nerf this sh-t to hell and people will stop caring."
"Should we nerf any other poten-"
"NO."
"K."
...
"Why are they complaining the sniper svcks? We just patched it!"

I assume the Assault Carbine is going to be given 0.5 spread and 300 DPS too. I don't like this style of balancing. Only company I know that can balance a group of firearms properly is DICE (makers of recent Battlefield games).
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Thu Apr 02, 2009 9:21 am

"These people are saying this gun is bad."
"Nerf this sh-t to hell and people will stop caring."
"Should we nerf any other poten-"
"NO."
"K."
...
"Why are they complaining the sniper svcks? We just patched it!"

I assume the Assault Carbine is going to be given 0.5 spread and 300 DPS too. I don't like this style of balancing. Only company I know that can balance a group of firearms properly is DICE (makers of recent Battlefield games).

The Sniper still works as a sniper, but not the battle rifle it was. The assault carbine needs a buff because it is pitiful for a 75 Gun weapon
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Thu Apr 02, 2009 6:55 am

The Battlefield games have significantly less variety in weapons, skills perks, enemy types, and statistics overall. Tuning weapons in an RPG can be very time consuming and difficult because of all of the variables involved. F:NV's weapons range from a Silenced .22 Pistol to a Tesla Cannon to a Ballistic Fist and are used by characters levels 1 to 30+ against creatures as insignificant as a Bloatflies to Deathclaw Alpha Males to Nightkin to BoS Paladins in power armor.

Modifying weapons is done based on statistical comparisons and also the practical realities of how the weapons perform in the game in various environments. The latter part is subjective and depends not only on my personal testing and the experiences of internal testers but also the experiences and feedback of endusers on this board. I can't rely wholly on my own judgment (a few million people have more practical feedback), nor can I base tuning purely on numbers in a spreadsheet. There are things that I chose to add into F:NV that make tuning much more difficult. Specifically, DT and ammo subtypes. I thought it was worth adding these elements in spite of the tuning difficulties they introduce because they add more depth to game play. The best I can do at this point is continue to read feedback and consider it for the future.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Thu Apr 02, 2009 12:32 am

Modifying weapons is done based on statistical comparisons and also the practical realities of how the weapons perform in the game in various environments.


I am so glad to know that it isn't done based on the opinions of just a few people on these boards!
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Thu Apr 02, 2009 2:11 am

I am so glad to know that it isn't done based on the opinions of just a few people on these boards!


Agreed. We would be having patches every 2 days, which would get old on both sides.
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Wed Apr 01, 2009 10:52 pm

The Battlefield games have significantly less variety in weapons, skills perks, enemy types, and statistics overall. Tuning weapons in an RPG can be very time consuming and difficult because of all of the variables involved. F:NV's weapons range from a Silenced .22 Pistol to a Tesla Cannon to a Ballistic Fist and are used by characters levels 1 to 30+ against creatures as insignificant as a Bloatflies to Deathclaw Alpha Males to Nightkin to BoS Paladins in power armor.

Modifying weapons is done based on statistical comparisons and also the practical realities of how the weapons perform in the game in various environments. The latter part is subjective and depends not only on my personal testing and the experiences of internal testers but also the experiences and feedback of endusers on this board. I can't rely wholly on my own judgment (a few million people have more practical feedback), nor can I base tuning purely on numbers in a spreadsheet. There are things that I chose to add into F:NV that make tuning much more difficult. Specifically, DT and ammo subtypes. I thought it was worth adding these elements in spite of the tuning difficulties they introduce because they add more depth to game play. The best I can do at this point is continue to read feedback and consider it for the future.

y didn't u read my post about console users needing more options :sadvaultboy:
User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Thu Apr 02, 2009 2:33 am

The Battlefield games have significantly less variety in weapons, skills perks, enemy types, and statistics overall. Tuning weapons in an RPG can be very time consuming and difficult because of all of the variables involved. F:NV's weapons range from a Silenced .22 Pistol to a Tesla Cannon to a Ballistic Fist and are used by characters levels 1 to 30+ against creatures as insignificant as a Bloatflies to Deathclaw Alpha Males to Nightkin to BoS Paladins in power armor.

Modifying weapons is done based on statistical comparisons and also the practical realities of how the weapons perform in the game in various environments. The latter part is subjective and depends not only on my personal testing and the experiences of internal testers but also the experiences and feedback of endusers on this board. I can't rely wholly on my own judgment (a few million people have more practical feedback), nor can I base tuning purely on numbers in a spreadsheet. There are things that I chose to add into F:NV that make tuning much more difficult. Specifically, DT and ammo subtypes. I thought it was worth adding these elements in spite of the tuning difficulties they introduce because they add more depth to game play. The best I can do at this point is continue to read feedback and consider it for the future.


Bro points to Obsidian for responding.

On the topic of balancing, lever-actions. Are you doing anything about them?
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Thu Apr 02, 2009 12:13 am

Bro points to Obsidian for responding.

On the topic of balancing, lever-actions. Are you doing anything about them?

I hear that they are lowering RoF (Much needed) and increasing spread (Less needed but good)
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Thu Apr 02, 2009 3:50 am

y didn't u read my post about console users needing more options :sadvaultboy:



If you want that kind of answer, go talk with Microsoft and Sony

Obsidian has nothing to do with it
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Thu Apr 02, 2009 12:23 am

Somewhere in one of these threads I guess I need to make an explaination, and I guess here is good enough, as it will tie into the topic.

I'm changing the stats on the guns in my game because I want them to act like I feel they should and, quite frankly, since I'm on PC, I can. I'm not asking for anyone else to jump on the bandwagon or for Josh to change anything. I don't even know if Josh is still involved enough to make any changes or if he's moved on to another project. Some folks have expressed similar or related feelings as I do, and some have even expressed interest in the work I'm doing. I have no Idea if what I'm doing will work correctly (I did fix the error on the shotguns. Much better now) or even if it does whether I'm even remotely interested in releasing a mod. My well developed sense of conservation of energy may get in the way of supporting something like that. But basically I'm just playing with things because I feel like it.

Now there's a whole bunch of ya'll that can't. You either don't know the GECK (as if I know it, right?) or don't have the time, or the firearms experience or aren't even on PC. Those folks, if they're dissatisfied with the product have only one choice: An update. Will there be any more changes to the base guns in future updates? Hell if I know. Should there be? That's up to Josh or whoever else is in charge to decide. Maybe there are enough folks asking for changes that something may happen. Do I care if there's another patch on guns? Not really. I have that luxury.

But if anyone asked me what should be done in any future patch, I'd answer this:

1. Reduce the ROF and increase the spread on lever-action weapons (including the shotgun)
2. Change either the Sniper Perk or the Cowboy perk so that the lever-actions don't vastly outclass the military arms when Cowboy is taken.
3. Don't change the damage of the military weapons, but put DT bypass back into all the high velocity rounds.
4. Do something with explosives. There are no close-in weapons in this class and that and the poor damage of some weapons make this a difficult class to specialize in. Since the skill point economy is so frugal, I have yet to make any character that has the luxury of putting points into 2 weapons skills. But something that makes this a viable specialization would be welcome.


If anyone asked me what I would like to see in future DLC, I'd answer this:

1. More mods for the base game weapons that don't have 3.
2. More mods for the base game weapons that don't have 3.
3. More mods for the base game weapons that don't have 3.

Edit: Forgot one thing that does really bug me. Remove that redonkulous sneak attack damage multiplier.
-Gunny out.
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Thu Apr 02, 2009 1:51 am

Wow, the big Dogs had to come through and address this question/compalint...
User avatar
Nicholas
 
Posts: 3454
Joined: Wed Jul 04, 2007 12:05 am

Post » Thu Apr 02, 2009 11:52 am

But if anyone asked me what should be done in any future patch, I'd answer this:

1. Reduce the ROF and increase the spread on lever-action weapons (including the shotgun)
2. Change either the Sniper Perk or the Cowboy perk so that the lever-actions don't vastly outclass the military arms when Cowboy is taken.
3. Don't change the damage of the military weapons, but put DT bypass back into all the high velocity rounds.
4. Do something with explosives. There are no close-in weapons in this class and that and the poor damage of some weapons make this a difficult class to specialize in. Since the skill point economy is so frugal, I have yet to make any character that has the luxury of putting points into 2 weapons skills. But something that makes this a viable specialization would be welcome.


This. Thank you .46ACP.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Thu Apr 02, 2009 9:06 am

This. Thank you .46ACP.

I'm glad we have Gunny, honestly, from what I saw, he out gun-nut-ed JE Sawyer and I think that's what we'll get in the patch. Hopefully.
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Thu Apr 02, 2009 1:52 pm

Wow, the big Dogs had to come through and address this question/compalint...



Happens often in this Forums
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am


Return to Fallout: New Vegas