[WIP] Future Weapons Today (Energy Weapons megamod)

Post » Sun Aug 29, 2010 3:29 am

The patch has unfortunately come out at the most inconvenient time, as Twin is currently away for a bit and my hard disk just died, so I'm in the process of redownloading FNV across a suddenly inexplicably terrible internet connection.

Bah. We've all waited this long, we can wait a bit longer, right? :)
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Cat
 
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Post » Sat Aug 28, 2010 8:09 pm

My W7 system is acting balky lately too, so I'll be reconstituting my computer later this week.

No catastrophic failure, but I'm suspicious of the nature of my system's balkiness. Time for a wipe.
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Genocidal Cry
 
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Post » Sat Aug 28, 2010 10:57 pm

It never rains but it pours.
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Dalia
 
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Post » Sat Aug 28, 2010 10:51 pm

Damn you universe! :swear:
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Stu Clarke
 
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Post » Sun Aug 29, 2010 7:51 am

It never rains but it pours.

Ain't that the truth...


...been saving money for a while to build a new system... putting together the components list I want to order, after being delayed for six months due to one unexpected financial drain after another.

Then this weekend the fuel pump on my car dies. $800 parts and labor later...


*sigh*
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GPMG
 
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Post » Sat Aug 28, 2010 8:16 pm

think you could add novasurge mplx?


that was my absolute favourite gun from fallout 3. maybe it would consume like 20energy cells opposed to the 2 it consumed in Fallout 3 (since so many guns had greatly increased ammo usage) since pew pew uses 15 cells, I think it would be fair for novasurge to use 20, if it was a tad more powerful than pew pew but shot slower. you'd be my favourite modder ever. (or change the name to Astronauts plasma pistol, if you can't use names from Fallout 3 DLC legally)
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Kirsty Wood
 
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Post » Sun Aug 29, 2010 9:20 am

@madcat

With the recent patch for New Vegas Energy Weapons is the laser splitter actually effective?
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Rik Douglas
 
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Post » Sun Aug 29, 2010 12:46 am

From what I've read, no, it's still broken.

As for Novasurge, it was a prototype that ended up on Mothership Zeta, so it's implausible for it to end up in the Mojave.
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oliver klosoff
 
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Post » Sat Aug 28, 2010 11:22 pm

Another "theme" perk idea, this time for the wasteland medics, basically causes headshots with lasers to always cripple, with maybe an additional accuracy penalty, as well as removing the need to wear glasses if you have the "Four-Eyes" trait:

Laser Eye Surgeon (EW 60, Medicine 60)
Your steady surgeon's hands and skill with a laser mean you're now qualified to perform delicate laser eye surgery. Unfortunately, due to the nature of your facilities and patients (both abhorrent), you usually end up just aiming for the eyes. With a rifle. At extreme range. Needless to say, you're the only one still seeing when you're done.
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Neil
 
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Post » Sun Aug 29, 2010 8:39 am

As for Novasurge, it was a prototype that ended up on Mothership Zeta, so it's implausible for it to end up in the Mojave.


Technically it could if the player chose the Wild Wasteland trait and finds the alien encounter.
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Spaceman
 
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Post » Sun Aug 29, 2010 7:09 am

So have your computer woes been fixed? Any heads up on what you will be doing with the mod now, considering the Energy Weapon changes from the last patch?
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Mylizards Dot com
 
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Post » Sat Aug 28, 2010 10:34 pm

Hello, I'm back! It appears that Obsidian gave energy weapons a bigger boost than I could ever have hoped.

So I guess the focus of this mod will now be integrating classic weapons like the old Wattz lasers and YK pulse weapons, and weapon upgrades. The patch improved damage but doesn't change the lack of weapon mods for energy pistols. (Of course there will be a lot of crossover with Weapon Mods Expanded, but perhaps with a few differences.)

Also, special effects - rather than critical always causing complete disintegration/gooification, perhaps also people being turned to skeletons, or turned to crispy black charcoal.

Oh and improvements to Plasma Spaz and Meltdown perks. We've already got Meltdown with different explosions for different weapons, and we'll have Meltdown explosions doing less damage to the player and allies.

We've also thought about implimenting something to make it a little harder to steal stuff from the Silver Rush. ;)
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naomi
 
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Post » Sun Aug 29, 2010 11:36 am

Yep, I'm home for christmas now with windows reinstalled and working fine, so work can re-begin. With J E Sawyer doing most of our work for us, we'll have to alter the main thrust of our mod, but I figure fixing perks, adding new ones, and integrating new weapons would be enough for most people.
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Kelly Tomlinson
 
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Post » Sat Aug 28, 2010 11:51 pm

It certainly would.
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Chavala
 
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Post » Sun Aug 29, 2010 8:43 am

You know, you could make the Spasm-gun an electro-laser.
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IM NOT EASY
 
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Post » Sun Aug 29, 2010 8:26 am

The energy weapon boost by Patch 1.2 wasn't perfect. A simple example is the base Laser Pistol: same pitiful damage! Now with the Plasma Pistol boosted to nearly x3 DMG for x2 ammo consumption, I really don't see a practical use for the Laser Pistol. By contrast, the Laser Rifle is now truly viable as a mainstray weapon.
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chirsty aggas
 
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Post » Sun Aug 29, 2010 10:55 am

I was kind of wondering if you guys could give those awaiting this mod a bit of an update on what's going on.

Personally I think the Wattz 2000 should damage-wise be superior to the AER 14. So as not to encroach on it's role as laser sniper.
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JLG
 
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Post » Sun Aug 29, 2010 3:12 am

Yeah the Wattz 2000 will be more powerful than the AER14. After the patch the AER14 does 35 damage (compared to 22 before the patch, lol), while our Wattz 2000 will do somewhere between 40 and 45 damage, same league as the hunting rifle and sniper rifle.

The main advantage of the AER14 over the Wattz 2000 is that the AER14 can be fired rapidly, same speed as a normal laser rifle, while the Wattz 2000 has a firing speed like a hunting rifle.

The energy weapon boost by Patch 1.2 wasn't perfect. A simple example is the base Laser Pistol: same pitiful damage! Now with the Plasma Pistol boosted to nearly x3 DMG for x2 ammo consumption, I really don't see a practical use for the Laser Pistol. By contrast, the Laser Rifle is now truly viable as a mainstray weapon.


The most comomn type of laser pistol, simply called "laser pistol", is now the classic Wattz 1000, whose item description said it was a civillian laser pistol weaker than military models. So it makes sense for it to have that low damage, but we are still probably going to boost it from 12 to 14 damage. While the model of laser pistol seen in Fallout 3 and New Vegas (the AEP7) is now the "Combat Laser Pistol" and will be doing damage around 18 so it does as much damage as the post-patch Recharger Pistol. (The Combat Laser Pistol will be rare but you can find it for free, but you can only buy Recharger Pistol from the Silver Rush.)
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maria Dwyer
 
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Post » Sun Aug 29, 2010 1:55 pm

I'd say up the damage a little on the combat laser pistol (I dub thee CLP), depending on how soon you get it and how it's tiered.
The main advantage of the recharger pistol(and rifle) is that it cost no ammo and is therefor a cheap way of getting rid of lower leveled (low DT) enemies.
The CLP seem like higher tier laser pistol meaning that, depending on whether you make it the same or higher tier as the plasma pistol it should do damage more in it's direction. I know there is the laser rifle to content with, but it's a bit like the marksman carbine, so perhaps the pistol fires a bit slower.
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ezra
 
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Post » Sun Aug 29, 2010 1:26 pm

Sorry for the double post, but I was wondering how things were looking with FWT. Steady progress, looking at a release or experiencing the inconveniences of real-life :tongue:
Also this mod deserves a bit of a bump.
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Kelsey Hall
 
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Post » Sun Aug 29, 2010 1:42 pm

I think it's a bit of "real life" combined with decreased interest. Hell, I haven't played any New Vegas in weeks.

Energy weapons are quite usable since the official patch, and Weapon Mods Expanded (and the alternative Weapon Mod Expansion) provide a full set of weapon mods for all the energy weapons, so that changed FWT to stuff like improving Meltdown perk and doing different weapon mods just for the sake of it. And there's that classic Fallout weapons mod that includes all the classic energy weapons like the Wattz lasers.

The perk improvements and stuff are definately worth doing, and I think we could still make some small balance adjustments, but I haven't heard anything from my comrades in a little while either.
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Rhiannon Jones
 
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Post » Sun Aug 29, 2010 1:43 am

I for one am really looking forward to the ideas you guys put forth.
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Chase McAbee
 
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Post » Sun Aug 29, 2010 6:05 am

when is this gonna be released?
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Josephine Gowing
 
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