Patch 1.3 - Stat Changes - The (Ongoing) List

Post » Wed May 19, 2010 4:57 am

The weapon updates are a small part of the patch most of it iwas fixing glitches and stabalizing the engine to try and eliminate freezing, also read a little before you start talking about a topic it's stickied for heavens sake
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Lizs
 
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Post » Wed May 19, 2010 10:27 am

i looked around and could not find patch notes beside weapon tweaks. i know sawyer said there were optimizaitons and what not, but i think we are all burning to know if vendor bugs and some other issues have been addressed. i would be shocked if they weren't, but it never hurts to have explicit official word.

based on the reactions i've seen, i'm excited to fire up FNV again....i dream of walking through freeside/westside/nelson/forlorn hope/camp golf without freezing.
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Prue
 
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Post » Wed May 19, 2010 5:47 am

Thanks Skyline for this fabulous stat list! Love reading stuff like this especially when its put out so crispy clean and orderly. All of sudden am reminded of the old days playing boardgames of BATTLETECH full of weapon stats and hit calculations :obliviongate:

The new balance changes look amazingly realistic and very logical cant wait to see them ingame once i start a new character later tonight.
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Connor Wing
 
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Post » Wed May 19, 2010 2:53 am

Still wondering if the Laser Rifle mod issues were addressed
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Ricky Meehan
 
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Post » Wed May 19, 2010 5:26 am

I just got FNV yesterday, and I'm trashing Legion with a Service Rifle. Silly pseudo-romans, your legs are bare.

When I first tried that weapon months ago on a friends Xbrick, I sold it. Now, I'm hardly ever touching my Cowboy Repeater in favor of that nice little AR15.
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SiLa
 
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Post » Wed May 19, 2010 8:45 am

Oh - I didn't see this post before and created my own (little more detailed) list and posted it on the wiki: http://fallout.wikia.com/wiki/Fallout:_New_Vegas_patch_1.3.0.452#Detailed_changes_to_weapons
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clelia vega
 
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Post » Tue May 18, 2010 11:48 pm

You're welcome. I know not everyone will be happy with all of the changes, but overall I hope the majority of players like them.


Hehehe... Do count me on the 'like' side (even the tweaking of the .308 JSP rounds and the brush gun which is just my kind of gun).
All in all, seems this patch is going to be at least as good as the 1.2 one was and thank you OBSIDIANers!
Any chance to get a detailed 'official' changelog, though?

BTW, great job everyone about finding and posting the all those gory details :)
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Jonathan Braz
 
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Post » Wed May 19, 2010 7:14 am

So based on the changes to this patch is the Fatman actually useful now if you can find the mini nukes. Same goes for grenades are they actually useful now with the increased damage. I see nothing on C4 so I'm assuming that it hasn't been changed.

I like that the Sniper Rifle has been brought back up a bit. I was hoping it would be closer to 50 points and then it would be around the mid 60's with a gun skill of 100 but I'm not complaining too much about the changes.

The All American's AP Cost is now 13 that's insane especially if I have a high amount of AP from Agility/ActionBoy. The Service Rifle is actually good now I like the 4 shots per second.

So far it looks like the patch has done a lot of good I'm just hoping that we can get one more that gets rid of any other bugs/glitches that the previous patch missed.
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james kite
 
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Post » Wed May 19, 2010 1:19 am

Fat Man: 400 projectile plus 600 explosive damage?
Well, all right then, thanks for listening.
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Colton Idonthavealastna
 
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Post » Wed May 19, 2010 10:44 am

By the way, can anyone of the "Last-patch-broke-my-Boonie" crowd already tell if the issues with the companions have been fixed?
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Alada Vaginah
 
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Post » Wed May 19, 2010 5:48 am

Very nice patch. Lots of interesting changes. Lets hope PS3 Europe gets it today.
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Tyrel
 
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Post » Wed May 19, 2010 3:09 pm

Still wondering if the Laser Rifle mod issues were addressed


I'm probably gonna find out when I boot up the game and see if my Laser Rifle or AER14 changes in damage.

Oh - I didn't see this post before and created my own (little more detailed) list and posted it on the wiki:
http://fallout.wikia.com/wiki/Fallout:_New_Vegas_patch_1.3.0.452#Detailed_changes_to_weapons


Figured the wiki would be all over this but hey, thanks for sharing regardless.

Kinda wished I could make it more organized than just using semi-colons to separate weapon stats but unfortunately, with how the gamesas forums are structured, it's a bit harsh to use spaces over and over again. Too much scrolling involved.
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Michelle davies
 
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Post » Wed May 19, 2010 9:07 am

Overall the changes are great, yet some npcs (especialy NPC troops) got overpowered "againts" other faction soldiers and some balance changes might be done about it (make BoS paladins level 20 damn you!)
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James Baldwin
 
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Post » Wed May 19, 2010 4:19 pm

Really liking the new patch. Now, I no longer feel gimped when not using a lever action rifle. The sniper is good, the service rifle much improved and the assault carbine can be a beast!

My only disappointment is with explosives. Hoping they would up the range or make them more accurate out of VATS and lower the cost. The extra damage is sweet. Just the range, and combined with the extra damage makes it a little risky to kill things.
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Chavala
 
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Post » Wed May 19, 2010 7:04 am

Ummm... Tesla-Beaton is now less effective than regular Tesla.
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cosmo valerga
 
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Post » Wed May 19, 2010 10:03 am

My only disappointment is with explosives. Hoping they would up the range or make them more accurate out of VATS and lower the cost. The extra damage is sweet. Just the range, and combined with the extra damage makes it a little risky to kill things.


I think it would be difficult to make grenades more accurate. It probably has to do more with the game engine, than the stats itself. With the Skyrim engine coming out, hopefully it can be better fitting thrown weapons. I honestly only use grenades in interiors, where walls can negate the blast radius so the range isn't all that important, barring ball bounces.

Maybe things like the 25mm or 40mm can appreciate the range boost though as they're only used on ranged weapons if my assumptions are wrong.

Ummm... Tesla-Beaton is now less effective than regular Tesla.


Please re-read the OP. The stats are accurate. The only thing that can possible make it less effective, is rather it being less efficient with ammunition.
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helen buchan
 
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Post » Wed May 19, 2010 12:12 pm

I think it would be difficult to make grenades more accurate. It probably has to do more with the game engine, than the stats itself. With the Skyrim engine coming out, hopefully it can be better fitting thrown weapons. I honestly only use grenades in interiors, where walls can negate the blast radius so the range isn't all that important, barring ball bounces. Maybe things like the 25mm or 40mm can appreciate the range boost though as they're only used on ranged weapons.

Funny, I really don't like using throw explosives indoors. Nothing worse then having a grenade hit the ceiling and bounce back at you!

As for accuracy - I am mostly talking about VATS. There is a weapon stat called Base Vats Accuracy and it is set really low for explosives. Even with a 100 in Explosives the Grenade Launcher has a wretched accuracy in VATS. I have yet to try out the new missile launcher. Hoping that is better, since it seems to have a higher damage on a direct hit.

In a my MOD I made I cranked up the projectile speed(range) for the GMG, Grenade Rifle and Grenade Launcher. They become extremely devastating weapons! Even using the old damage numbers.
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Jinx Sykes
 
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Post » Wed May 19, 2010 8:50 am

Funny, I really don't like using throw explosives indoors. Nothing worse then having a grenade hit the ceiling and bounce back at you!

There aren't as many opportunities for it in Vegas as there were in 3 but nothing and I mean NOTHING is as sweet as banking a grenade off a wall or around a corner to reach somebody you don't want to be exposed to.
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marina
 
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Post » Wed May 19, 2010 3:38 am

Funny, I really don't like using throw explosives indoors. Nothing worse then having a grenade hit the ceiling and bounce back at you!

As for accuracy - I am mostly talking about VATS. There is a weapon stat called Base Vats Accuracy and it is set really low for explosives. Even with a 100 in Explosives the Grenade Launcher has a wretched accuracy in VATS. I have yet to try out the new missile launcher. Hoping that is better, since it seems to have a higher damage on a direct hit.

In a my MOD I made I cranked up the projectile speed(range) for the GMG, Grenade Rifle and Grenade Launcher. They become extremely devastating weapons! Even using the old damage numbers.


Haha. True. That happens more with plasma grenades than frags for me though. Most of the time, I throw them around a corner. I blame FPS's for telling me to do that.

Ah okay. I was thinking more along the lines how a thrown object is handled through the air with Havok, or rather just changing the trajectory on the arc so that it can hit further with things like the Grenade Machinegun. Not talking Sniper Rifle ranges, but ranges at where the player, even with Splash Damage, you and I need to test if it works now haha, could be safe from the explosive but still rain down heck with decent accuracy.

I can definitely understand the use of VATS though for some explosives. Dynamite in particular due to the fuse. The increased radius helps in VATS I believe so at least it ain't one of those "I have to use this?" deals, though it still is out of VATS.
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Rude Gurl
 
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Post » Wed May 19, 2010 8:34 am

Haha. True. That happens more with plasma grenades than frags for me though. Most of the time, I throw them around a corner. I blame FPS's for telling me to do that.

Ah okay. I was thinking more along the lines how a thrown object is handled through the air with Havok, or rather just changing the trajectory on the arc so that it can hit further with things like the Grenade Machinegun. Not talking Sniper Rifle ranges, but ranges at where the player, even with Splash Damage, you and I need to test if it works now haha, could be safe from the explosive but still rain down heck with decent accuracy.

I can definitely understand the use of VATS though for some explosives. Dynamite in particular due to the fuse. The increased radius helps in VATS I believe so at least it ain't one of those "I have to use this?" deals, though it still is out of VATS.

Most of the time it is the Poweder Gangers hitting ME around the corner with Dynamite!

The projectile arc is entirely driven by projectile speed. Mod the 25 mm grenade to have a speed of 10000(which is most gun bullets) and you have a cannon of death. Blasting everything into peices at a good range.
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Rex Help
 
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Post » Wed May 19, 2010 10:35 am

Please re-read the OP. The stats are accurate. The only thing that can possible make it less effective, is rather it being less efficient with ammunition.

Exactly. Tesla 80/5>Tesla-Beaton 90/6
Before it was Tesla 40/45
Also, didn't question the charts.
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Lou
 
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Post » Wed May 19, 2010 5:02 am

Most of the time it is the Poweder Gangers hitting ME around the corner with Dynamite!

The projectile arc is entirely driven by projectile speed. Mod the 25 mm grenade to have a speed of 10000(which is most gun bullets) and you have a cannon of death. Blasting everything into peices at a good range.


Powder Gangers must love me then indoors. Outdoors, they just chuck dynamite at my feet always.

Oh, really? Interesting to know but wouldn't the projectile speed just determine how fast the projectile goes through the arc, rather than adjusting the arc itself? Sounds silly but that's how I perceive it to work. The latter is what I want more than just speed. Sometimes, aiming gets to the point that I am just staring at the sky at a 50 degree angle just to get the explosive to land within reasonable distance and by then, my FOV does not have me seeing where my enemies are. I'll try it out regardless.

Exactly. Tesla 80/5>Tesla-Beaton 90/6
Before it was Tesla 40/45
Also, didn't question the charts.


Well 'effective' and 'efficient' are two different things. 'Effective' being an instantaneous thing, where as 'efficient' is long term, in my opinion. Though, it's best not to get into definitions on here, as well.. one of the threads from yesterday. Anyways, that's just how I perceived your post so sorry about that.

In my opinion, the Beaton bests the normal Cannon by far, including have a higher Kill Impluse, which according to the wiki page IPodge linked, refers to DoT duration. I don't think that single EC round is cost inefficient as the boosts that come with it are quite high.
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jasminε
 
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Post » Wed May 19, 2010 12:12 pm

Double Post; My bad
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Dalton Greynolds
 
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Post » Wed May 19, 2010 10:45 am

Powder Gangers must love me then indoors. Outdoors, they just chuck dynamite at my feet always.

Oh, really? Interesting to know but wouldn't the projectile speed just determine how fast the projectile goes through the arc, rather than adjusting the arc itself? Sounds silly but that's how I perceive it to work. The latter is what I want more than just speed. Sometimes, aiming gets to the point that I am just staring at the sky at a 50 degree angle just to get the explosive to land within reasonable distance and by then, my FOV does not have me seeing where my enemies are. I'll try it out regardless.

The weapon mod - Grenade Rifle Long Barrel just ups the speed of the projectile. Setting it to 10000 makes it fly like a bullet. I want to say in my mod I made it 5000 and it gave you some solid range. And no aiming at a 50 degree angle. The default speed is 1800 I want to say.
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Ebou Suso
 
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Post » Wed May 19, 2010 4:19 am

Well, physics tells us how it's supposed to work:

Once an projectile leaves the muzzle of the gun, gravity will begin to pull it down (gravity pulls it down before, too, of course, but the barrel tends to be in the way).
So assuming a simple horizontal flight path (and frictionless vacuum ;) ), the time it takes to fall to the ground depends only on the strength of the gravitational force.
How far a projectile will fly depends on the horizontal component of its velocity.
If you increase (horizontal) velocity of the projectile, it will travel a greater distance before hitting the ground.

If you add a tilt (vertical component) to it, it gets a bit more complicated, but the basics stay the same.

For further reading see e.g. http://www.regentsprep.org/Regents/physics/phys06/amonkdrop/default.htm
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Dylan Markese
 
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