Move Flamer/Incinerator to Explosives?

Post » Sat Apr 25, 2009 8:36 am

Science put it in science..
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CHARLODDE
 
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Post » Sat Apr 25, 2009 2:23 am

Chemical weapons makes equal amounts of sense in both Explosives and Energy, since it has attributes of both. Put them in Explosives, that is the skill that needs love. Does Explosives have anything that is as useful as the YCS/186? No. Not even close.

Why ain't Guns Explosive???

At least if you turn up the temperature of your flamer you get plasma.
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Adam Baumgartner
 
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Post » Sat Apr 25, 2009 12:25 am

Again, raise the Explosives damage, now as useful if not more useful than YCS considering it has AOE attacks.


pretty much this.
would be nice, if they could double the missile damage plz. those missiles are pretty heavy stuff to carry, so give us as at least a reason to bother.
and for heavens sake, apply some nukeworthy damage to mini nukes, they are rare as hell anyway. the damage needs to be tripled
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Mark Hepworth
 
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Post » Sat Apr 25, 2009 12:37 pm

No, Energy Weapons need the short range supression and long range bombardment weapons Flamethrower and Incinerator provide. Multiplas and Tesla Cannon somewhat fill those roles, but the flame weapons do it much better. And the DoT effect of Incinerator kills Giant Radscorpions :flamethrower:

Explosives need a damage boost, though. Firing a 40mm grenade into a group of unarmored Viper Tire Iron Slinger doesn't accomplish much :shrug:
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Gavin Roberts
 
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Post » Sat Apr 25, 2009 7:12 am

On my new character I started using explosives. I have managed a single 1-hit kill with the Dynamite, it blew up right in the guys face.
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Robert DeLarosa
 
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