Multiple kinds of resistances?

Post » Fri Nov 27, 2015 4:31 pm

On the Power armor mod screens from the E3 stuff, we see what appears to be a normal damage resist icon, a electricity bolt icon, and a radiation icon.

Are energy weapons going to get their own resistance levels? or is this possibly hinting at a new weapon type?

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Anna Watts
 
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Post » Fri Nov 27, 2015 1:06 am

The plasma weapons also had 2 damage types listed, so I think it's safe to say there is a difference between the two.
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Louise Andrew
 
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Post » Fri Nov 27, 2015 6:32 am

The originals had multiple types of resistances for weapons (IIRC) like Normal, Laser, Fire, Plasma, Explode.

I'd assume the first is normal resistance to ballistics, unarmed and melee. The lightning bolt is for Plasma, Laser and Fire. The radiation is for.. Radiation.

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Jaki Birch
 
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Post » Fri Nov 27, 2015 4:40 am

I'd love if Energy Weapons had their own resistance value compared to conventional weapons. I wonder how damage reduction will work.

And radiation-based weapons would be cool, even if they were just there to add debuffs to the target. Imagine a radiation emitter that irradiated the enemy to the point where they actually just drop dead from radiation! Now, I don't think we'll actually get radiation based weapons, but it would still be cool.

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Dark Mogul
 
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Post » Fri Nov 27, 2015 12:21 pm

Looks like those are the armor resistances. The lightning bolt is laser damage resistance, and I'm assuming the shield is physical resistance from melee weapons and projectile weapons, then of course radiation resistance.

Looks like a plasma weapon does 2 different damage types.

Nice catch. I didn't see that stuff before.

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Mrs Pooh
 
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Post » Fri Nov 27, 2015 12:01 pm

Just saw some screen caps of the weapon mod menu on 4-chan that list mods that add electric damage to projectiles...... might have something to do with it.

Wasn't there some rumor Bethesda was adding in some blue colored energy type in Fo4?

Pic of the weapon mod in question.

https://i.4cdn.org/vg/1434574965080.png

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Jaylene Brower
 
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Post » Fri Nov 27, 2015 1:04 pm

I think they showed some kind of blue plasma in the trailer. It kinda reminded me of the Plasma Rifle from Halo. Lemme see if I can find it.

Maybe not plasma, but it looks sixy: https://youtu.be/D5esyZPt5Jo?t=29m54s

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STEVI INQUE
 
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Post » Fri Nov 27, 2015 6:00 am

I think so. I think they added complexity to combat with damage type and resistence type but i am sure the diehard fallout fans will claim this is actually just them dumbing down the game, if you can't see that you are a corporate drone ect.

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Quick draw II
 
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Post » Fri Nov 27, 2015 11:36 am

Also, maybe related, the cut cryolator weapon from fo3 is apparently back

You can see a cryolator pistol in the top menu

https://i.4cdn.org/vg/1434575664484.png

So maybe we are getting more freeze based weapons, as well as electricity based ones?

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Tinkerbells
 
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Post » Fri Nov 27, 2015 11:27 am

Lol that isn't calling people out or looking for conflict at all. As one of those Fallout fans you've no doubt called out, I'll point out to you that the classics had http://trzynasty-schron.net/biblia/lenny_stats_123.gif in play :wink:

Just for fun, and for representation of the topic at hand. No need to reply.


You know what the effects were supposed to be? Is it damage based, or would it be to freeze/slow down enemies? I can see it as a non-lethal measure of combat.

Although the K-Volt from Crysis comes to mind when I think of electrical weapons. I can see electricity being against robot/PA similar to EMP guns.

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Jennifer May
 
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Post » Fri Nov 27, 2015 12:55 am


It wouldn't surprise me. We had cyro grenades from OWB iirc, and an immolation add on is in that screenshot, so why not something that can serve as crowd control as well.
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Chloe Botham
 
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Post » Fri Nov 27, 2015 6:14 am

It was actually Zeta that added the cryo weapons.

both the grenade and mines were originally going to be weapons in Fo3, but got cut from the final game along with the cryolator.

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Tiffany Holmes
 
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Post » Fri Nov 27, 2015 11:56 am


I don't think it's laser resistance. If I remember the gameplay correctly, only the plasma weapons had their damage split between the crosshairs and lightning bolt symbols.
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Becky Cox
 
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Post » Fri Nov 27, 2015 1:40 pm

I knew it was one of the SCIENCE addons, and I do remember reading about cyro stuff on the wiki back when 3 launched.

I guess freezing people lets you do a no kill play through, but I'm not sure where else they would be useful; I assume the process takes a lot of shots, so it would probably be faster to blow someone's face off than to slowly render them immobile.

Different resistances seem fun though, going against a raider base and encountering heavily armed boss tier mobs might be a problem for someone only using conventional firearms, but someone with a plasma rifle would have half of his damage completely bypass all resistance.
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Mélida Brunet
 
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Post » Fri Nov 27, 2015 12:56 pm

Well, I was guessing since it's the only symbol that was on the laser weapons. Maybe heat damage then?

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Caroline flitcroft
 
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Post » Fri Nov 27, 2015 4:08 pm

That is definitely a Q-series plasma gun of some kind, I've chopped up my share of the NIF models for them in FO3 and FONV. Probably the "automatic plasma rifle" that was also listed in the inventory menu screenshot listing the Cryolator Pistol.

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Sabrina Steige
 
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Post » Fri Nov 27, 2015 4:57 am

This time, the Cyrolator is back in the base game. Also, in case none of you knew, I think FO:NV had a few Energy resist items. One was at least the Atomic Cocktail, I forget the other one but I think it was a hat.

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Lauren Dale
 
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Post » Fri Nov 27, 2015 3:20 am

I am aware of this i have played fallout 1,2,3 and NV my comment was hyberbole. i said it because every game I know that changes anything gets people claiming thier likes and dislike are representative of the one true form of fandom and if you don't agree with them you are a corporate really devoted fan, a drone ect. Fallout is particularly infected with this ideology. Its like some fans are incapable of understanding Black isle is a long dead company, since dec 2003, so they no longer have anything to do with the IP. Bethesda ownes the IP now everything they do with it is 100% lore friendly because it is THEIR IP now. Their take on Fallout is the ONLY one that matters because they own it.

So far i have been able to enjoy every fallout title i have played. I don't need them to all be the same.

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Claudz
 
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Post » Fri Nov 27, 2015 4:30 am


You are absolutely correct. I didn't notice that the laser weapons only had the lightning bolt. I'm thinking the lightning bolt just represents non-kinetic energy (though technically all energy can be considered kinetic). I suppose that whereas laser weapons strike with pure energy, plasma weapons have both projectile and energy damage.
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Ashley Campos
 
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Post » Fri Nov 27, 2015 4:04 am

The junk jet has a muzzle attachment available in the craft menu, it has an electrical upgrade and ignition upgrade that add energy damage to the thrown said junk.

Most likely flaming teddy bears of death have been confirmed.
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^_^
 
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Post » Fri Nov 27, 2015 7:47 am

I wonder that too. The armor values are too high to be the reduction percentages they were in Fallout 3 and TES IV. I hope it's not simply Skyrim's armor system, because that'd mean that weaker armors would be pretty much useless, if the actual numbers I saw are any indication.

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Sweets Sweets
 
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Post » Fri Nov 27, 2015 11:47 am

I'd like them to bring back Tactics' resistances and armor system of DT & DR combined but this still seems to be better than what we got in FO3. I only hope the armor system won't be as broken as Skyrim which allowed one to hit cap with light armor.

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Hayley Bristow
 
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Post » Fri Nov 27, 2015 12:43 pm

That's the least of the Skyrim armor's flaws. The armor value's meaning was so cryptic and convoluted that it was a brain-twister to figure out just how much protection you were getting.

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Gen Daley
 
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Post » Fri Nov 27, 2015 5:25 am

I actually liked how you could reach the armor cap with any armor set in Skyrim. If you were capable of improving them to the cap, you were most likely already capable of forging endgame gear anyway so it wasn't too big a deal balance-wise, and it meant I could wear whatever I wanted without suffering for it.

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Justin
 
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Post » Fri Nov 27, 2015 11:31 am

It was a way too big deal of balance-breaking since it made all heavy armor pointless and you suffered in gameplay terms for no benefit whatsoever. I'd go so far to say that together with broken enchanting, it was the only aspect of Skyrim that was utterly flawed in design.

That was a rather miniscule problem that could be fixed with a simple tooltip, wiki had a chart that showed you anyway. A problem nonetheless but I'd say it was merely a UI problem, I guess it could even be addressed with a simple mod that popped a percentage tooltip.

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Benito Martinez
 
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