Patch 1.3 - Stat Changes - The (Ongoing) List

Post » Wed May 19, 2010 7:43 am

i read it but it wasn't in full detail as the guns were. Which glitches are going be fixed? does it say which no it doesn't.

Joey

because it's a ridiculously huge list of detailed items that most people don't care about a blanket statement about fixing bugs and stability usually is sufficent details about specific bugs and stability issues will probably be released later at least they have been for the other patches look at how long the patch details on the wiki are theres simply to many to list here.
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Kayla Bee
 
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Post » Wed May 19, 2010 11:37 am

OK, tested splash damage. It defintely works. Standing at 1,066 units I could shot Boone with the Missile Launcher and take no damage. Gave myself Splash Damage and I started to take damage. However, since the base Missile Blast Radius was nerfed from 1300 to 1000 the Missile Launcher was nerfed a little. Even with Splash Damage you still have a smaller radius before the patch. For a standard missile. Unless you use VATS to hit a target.

Was hoping they fixed Hit The Deck, but that is still broken to. So overall, explosives got a boost, just not as good as I wanted. Mainly the damage to 40mm Grenade, 25mm Grenade and the Fatman.
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Nichola Haynes
 
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Post » Wed May 19, 2010 12:38 pm

Gonna start working on ammunition effects now. I kinda want to C and P the info from the Wiki but I would rather just find out myself.


Well I stopped after I was done with the weapons but I'm happy to join in again if you need help.

----

The GECK wiki still says "Reload Time" and "Jam Time" are unused, but the Tesla Cannon got a change on them, any input there?
Same thing with "Spread", wiki says it's effect is unknown.
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lucy chadwick
 
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Post » Wed May 19, 2010 10:43 pm

Well I stopped after I was done with the weapons but I'm happy to join in again if you need help.

----

The GECK wiki still says "Reload Time" and "Jam Time" are unused, but the Tesla Cannon got a change on them, any input there?
Same thing with "Spread", wiki says it's effect is unknown.


Already got it done. Thanks for wishing to help though. I don't think I messed anything up.

----

Interesting on the reload and input time. I always had thought that mattered. Then again, they could be unused because of how Agility affects reload time instead in New Vegas. Best way to find out is to just FNVEdit a weapon and give it like 10 second reload time. Same thing for jamming. I probably overlooked the change on the Tesla Cannon's reload time though regardless.

For spread, I used min. spread instead of simply spread. Main reason being that people are more familiar with min. spread than spread as the actual 'spread' as it gives a minimum degree of how far the projectile will veer off course. That, in turns, gives, in my opinion, a more accurate description of how accurate a weapon is. ...If that makes any sense.

Of course, any clearing up would be neat to have.
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Jonathan Braz
 
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Post » Wed May 19, 2010 12:11 pm

Bulljack "Reload Time" and "Jam Time" are unused
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Dan Endacott
 
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Post » Wed May 19, 2010 9:43 am

I like to say good job on the Gatling Laser, and Tesla Cannon. With MC rounds, they're chewing through deathclaws like it's nobodies business. Quick question with the Q-35 and the regular plasma rifle, is the Q-35 supposed to be weaker, because the of the faster ROF and 1 less ammo consumption? Other than that, I'm surprised you guys are still balancing weapons, you're in the wrong genre perhaps shooters or MMO's are in your guys future. Good job!
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Mike Plumley
 
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Post » Wed May 19, 2010 6:56 pm

Just noticed my energy weapon ammo no longer displays a -DT effect, was that removed with this patch or has the DT bonus become inherent in the ammo and is now just a display thing? I have not seen much difference in performance of the low end weapons against soft targets, though I have not exactly run into anything well armored yet to confirm either.
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christelle047
 
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Post » Wed May 19, 2010 6:28 pm

I like to say good job on the Gatling Laser, and Tesla Cannon. With MC rounds, they're chewing through deathclaws like it's nobodies business. Quick question with the Q-35 and the regular plasma rifle, is the Q-35 supposed to be weaker, because the of the faster ROF and 1 less ammo consumption? Other than that, I'm surprised you guys are still balancing weapons, you're in the wrong genre perhaps shooters or MMO's are in your guys future. Good job!

Q-35 does less normal damage but substantially more critical damage, and crits more often. With a headcrit you can do 240 damage if you have better criticals.
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Shannon Lockwood
 
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Post » Wed May 19, 2010 11:58 am

Just noticed my energy weapon ammo no longer displays a -DT effect, was that removed with this patch or has the DT bonus become inherent in the ammo and is now just a display thing? I have not seen much difference in performance of the low end weapons against soft targets, though I have not exactly run into anything well armored yet to confirm either.

The -DT on energy ammo is still there in my game, and I have no mods that affect ammo stats. So the first question would be ... are you using any mods that might affect ammo in some way?

Edit: Oh wait, maybe you meant some kind of actual graphic effect? I haven't tested for that, don't use energy weapons much.
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Juanita Hernandez
 
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Post » Wed May 19, 2010 11:25 am

The -DT on energy ammo is still there in my game, and I have no mods that affect ammo stats. So the first question would be ... are you using any mods that might affect ammo in some way?

Edit: Oh wait, maybe you meant some kind of actual graphic effect? I haven't tested for that, don't use energy weapons much.

Nope, specifically referring to the -DT that was listed on Small Energy Cells (fresh game so no MFCs or ECPs), none of the levels of SECs are displaying any -DT, including Overcharge/Max Charge. I am using xCaliber and CIAO, though neither had removed the -DT from said ammo, as they displayed properly just a couple days ago. I have closed/restarted the game, and not made any changes to my mods or load list (aside from the obvious updating NVSE, which should have no effect on that ammo display).
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Suzy Santana
 
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Post » Wed May 19, 2010 8:29 pm

Nope, specifically referring to the -DT that was listed on Small Energy Cells (fresh game so no MFCs or ECPs), none of the levels of SECs are displaying any -DT, including Overcharge/Max Charge. I am using xCaliber and CIAO, though neither had removed the -DT from said ammo, as they displayed properly just a couple days ago. I have closed/restarted the game, and not made any changes to my mods or load list (aside from the obvious updating NVSE, which should have no effect on that ammo display).


FormID's changed on some ammo effects. You have to use FNVEdit to resolve it.

That's why none of the ammunition changes will take if you have CaliberX: It overrides w/e the patch did. This is also the case with any mod that changes the affected items, like WMX, WME, Sorting Mods, etc..

EDIT: I'll let you know right now. Some of the ammo effects on CaliberX right now consist of cell references, not ammo effects if not given the proper correction in FNVEdit.
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Lauren Denman
 
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Post » Wed May 19, 2010 5:48 pm

Ahh, thanks for the explanation. Not really worried about keeping CaliberX in the long run, it's really only there so I can use CFW (cannot live without my Wattz lasers and G11). I will just wait it out to see what Linerunner does to update things in response to the changes that went live with this patch to balance out what he had added in CFW.
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mimi_lys
 
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Post » Wed May 19, 2010 11:41 pm

The other thread got closed down.
The new patch is up for xbox 360 in sweden now.


Scratch that.
I got an update for New Vegas (NOT the xbox) but I checked out the Beaton and it's the same as before the patch so I dunno.
I guess it downloaded an old patch or something.
Maybe I've cleared the memory cache and can't remember it and the old patches disappeared. :shrug:

Anyway, no the patch I got was clearly not the newest one as it didn't change the Beaton nor that .12 SMG thingy.
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Ysabelle
 
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Post » Wed May 19, 2010 4:45 pm

It appears the "day reset" glitch has been fixed, I just loaded my game and it said it was Saturday. I loaded another character, it said Wednesday. Before the patch, it would always reset to Sunday when loading a save, then whatever day the game loaded had reached. (Load game, Sunday, play, reach Tuesday, load another character, Tuesday)
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Irmacuba
 
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Post » Wed May 19, 2010 5:21 pm

It appears the "day reset" glitch has been fixed, I just loaded my game and it said it was Saturday. I loaded another character, it said Wednesday. Before the patch, it would always reset to Sunday when loading a save, then whatever day the game loaded had reached. (Load game, Sunday, play, reach Tuesday, load another character, Tuesday)

I think someone already mentioned this, and also that the day now changes to the next at about 6pm. I just had to check this for myself, and yupper, one minute it was tuesday at like 5:59pm and the next it was wednesday at 6:00pm. And when you wait until 12 midnight it goes from 11:59pm wednesday to 12:00am wednesday. You get used to it.

-Gunny out.
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amhain
 
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Post » Wed May 19, 2010 8:47 pm

Just making sure here:

Is there anything anyone noticed that I'm missing?

Even though I am stoked for the patch's engine upgrades, I'm running into an issue that only lets me enter 2 areas before I freeze. Maybe I spoke too soon but I sure as heck am going to :brokencomputer: it into :obliviongate: . If this patch was working for others, it shall damn work for me.
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Craig Martin
 
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Post » Wed May 19, 2010 2:01 pm

Why does every day last until 6 AM the next day?
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Ian White
 
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Post » Thu May 20, 2010 1:42 am

While money isn't that big of an issue this game, early acquired mods are half way out of the question. Now while watching the Brush Gun getting a tiny nerfing is always funny, watching the Plasma Caster, Multiplasma, and just about every fire based weapon get nothing makes me rather unhappy. Not to mention the Alien Blaster is still probably the way it is. Still, refreshing to see the Tesla Cannons and Gatling Laser to actually look useable now.
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Guy Pearce
 
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Post » Thu May 20, 2010 2:11 am

*snip*

Thanks for breaking that all down and sharing with us. This should come in handy when I roll a new character for the next DLC... :)
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Danial Zachery
 
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Post » Thu May 20, 2010 3:24 am

The other thread got closed down.
The new patch is up for xbox 360 in sweden now.


Scratch that.
I got an update for New Vegas (NOT the xbox) but I checked out the Beaton and it's the same as before the patch so I dunno.
I guess it downloaded an old patch or something.
Maybe I've cleared the memory cache and can't remember it and the old patches disappeared. :shrug:

Anyway, no the patch I got was clearly not the newest one as it didn't change the Beaton nor that .12 SMG thingy.


Protip: don't get the xbox patch yet, it's gamebreaking. As in you can't load old gamesaves and you get errors about not having dlc content.
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lillian luna
 
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Post » Wed May 19, 2010 4:20 pm

Protip: don't get the xbox patch yet, it's gamebreaking. As in you can't load old gamesaves and you get errors about not having dlc content.

I actually have it now.
My saves all work.
It says content is missing but my Mercenary Pack and Dead Money stuff is still there.
I got a freeze when entering Dead Money but when I restarted the game and went in again it didn't freeze.
So overall I got no problems with the new patch (yet), all there is is that mildly annoying "There seems to be content missing" message every time I load a game.
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D IV
 
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Post » Wed May 19, 2010 9:39 pm

So far PC is the only who looks like that it doesnt have problems, aside from the GECK and NVSE, but its run fine and no issues for now
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Kitana Lucas
 
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Post » Wed May 19, 2010 1:39 pm


Brush Gun - Spread increased from 0.03 to 0.06; AP Cost increased from 23 to 33; Now can only fire ~1.23 shots per second compared to ~1.85 pre-patch


NOOOO!!! WTF is this? :brokencomputer:
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Enny Labinjo
 
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Post » Wed May 19, 2010 9:00 pm

NOOOOO!!! WTF is this? :brokencomputer:

What? It's still dead nuts accurate at range and it's a lever action. There's no reason why it should fire just as fast as a semi-.
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Nymph
 
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Post » Wed May 19, 2010 1:58 pm

Man those chainsaws are dangerous now. I almost got killed at Cottonwood Cove, would've if I hadn't been on Slasher.
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JUan Martinez
 
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