Fixing Explosives!

Post » Fri May 29, 2009 9:35 am

Guys this thread is about Explosives, not EWs. Explosives are much worse off than EWs IMO, and need a major buff, what they really need is a high direct DMG for direct hits and headshot bonuses, along with partially negating DT.
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Jamie Moysey
 
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Post » Fri May 29, 2009 4:25 am

OP bring flame weapons (currently EW) on the table, not us.

Explosive should have some -DT because of rapid change in pressure/temperature ; frag shrapnels are far less lethal in comparison.
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Kelly Upshall
 
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Post » Fri May 29, 2009 11:17 am

They allready they have a strong chance of crippling limbs.
However instead of negative DT applied why not enough bonus limb damage to cripple the entire body rather than just one or two parts per shots.
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Tom Flanagan
 
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Post » Fri May 29, 2009 3:07 pm

Yeah, blast waves [censored] up a lot of internal parts, an explosive should have bonus limb DMG and bonus direct hit DMG
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Honey Suckle
 
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Post » Fri May 29, 2009 9:09 am

@valkebus - But EW already have a great early level high damage against unarmored weapon - The Laser RCW. Why mess with the Incinerator when I could use that?

@Madocmayhem - I like the idea of extra limb damage. I will have to test that out in a mod. Also, how about giving explosives in auto knockdown?
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Donald Richards
 
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Post » Fri May 29, 2009 11:37 am

@valkebus - But EW already have a great early level high damage against unarmored weapon - The Laser RCW. Why mess with the Incinerator when I could use that?

@Madocmayhem - I like the idea of extra limb damage. I will have to test that out in a mod. Also, how about giving explosives in auto knockdown?


Actually this is a good idea, I'm not sure about a 100% chance though as it would ruin combat for me personally.

I would go for it on a critical strike to make up for no extra damage, and would make a sneak attack seem more realistic.
I.e get hit with an unseen frag you're not going to stay up for long, whether the shock makes you cover or the blast wave knocks you down.

I did this a while back on sledge hammer and powerfist for FO3.

Or have the KO on a head / torso cripple.
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Erika Ellsworth
 
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Post » Fri May 29, 2009 3:45 pm

Hmm... Missile Launcher should have 100% knockdown on all enemies who are close to the explosion.
Why?
HAVE YOU SEEN THE BLAST!?
IT'S ENORMOUS!!!
Anyone, EVEN a Legendary Deathclaw would be tossed away like a mitten from that blast.
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Sara Lee
 
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Post » Fri May 29, 2009 6:26 am

@valkebus - But EW already have a great early level high damage against unarmored weapon - The Laser RCW. Why mess with the Incinerator when I could use that?

Cause Incinerator is a mortar, AOE and DOT; while Laser RCW is a SMG/Assault Carbine?

You are just saying why do we have revolver as well as semi-auto pistol.
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koumba
 
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Post » Fri May 29, 2009 10:14 am

Started a new game with a custom mod. Made just a few changes - mainly dropping the prices of explosives tremedously, making explosive ammo much more common, and increasing the range of the Grenade Launchers. I did not increase the damage at all on explosives, but I did add some DT reduction to the weapons. I took energy weapons as a backup/close range.

Made it to level 6 so far and made a few observations. First, Dynamite and Grenades are MUCH more effective then a laser pistol. All of the Poweder Gangers even the boss in Primm dies to 1 or 2 sticks of Dynamite. So for all you EW people, keep those sticks of Dynamite in the begining. Also, Dynamite is really the safest Explosives weapon to use in close range. For high HP/DR critters Incinderary Grenades are extremely useful - since the burning bypasses DR. And the 40MM Grenade can 1 or 2 shot most any normal guy. All in all, very useful - not really using the EW at all (Except the Incinerator. Man, I love the Flame Weapons.) Of course I am using a run and gun playstyle - no sniping here. Weight is an issue though.

One thing that is funny is the loot pickup - it feels like I have been in a War Zone - there are blown apart bodies everywhere - half of them on fire!

Close range is a problem, and I am not really sure moving the Flamer to explosives will fix it. They are just really rare. I made a run to Silver Graffs but no Flamer.
:unsure: So the skill will probably remain a secondary backup. That is why I am thinking Demolition Expert needs to buffed up two just two ranks at 30% each.

So, in the early levels the main problem is just availability and cost. Make the weapons a whole lot cheaper and a whole lot more available and they do just fine.
:nuke:
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Shirley BEltran
 
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Post » Fri May 29, 2009 12:04 pm

Posted this in "what weapons you want in the future" thread, i guess it deserves to be here instead:

More Grenade Rifle/Launcher options =
(speed/ROF mods, range mod for the rifle,lighter stocks, better uniques (thump-thump made me cry),a 6-8 round launcher)
More Grenade launcher Ammo options=
(HE, CRYO, etc)
...and i know this is a perk/talent thing but this above all else would make me (and im sure all the other 25mm/40mm users very happy=
The ability to make your own 25mm/40mm rounds at the work bench...tied through a perk or a quest

Oh, and fig the bug that makes launcher seem to do zero damage to most critters :sadvaultboy:

I agree with the OP, And as a player i really want to make an explosives focused toon but the inconsistencies with explosives makes this a tough sell as the game is currently.
Iv'e had many a time, just playing around, where a 40mm grenade wipes out a human target...but utterly bugs out on something simple as a low end gecko or other critter (health bar reads no ticks, 10 40mm grenades later and a small scorpion is undamaged...switch to a pistol and enter VATS and the health bar is "fixed"...showing no damage :/)

So heres hoping this thread gets read.
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sunny lovett
 
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Post » Fri May 29, 2009 5:07 am

So heres hoping this thread gets read.


I like your ideas! I have ran into the invulnerable Gecko as well while using the Grenade Launcher. I added that one to the list to fix!

I would also like to see some plasma Missiles/40MM/25MM Grenades!

But I do not think they are going to add a whole lot of features in a patch. So at a minimum they need to cut the price of explosives considerably. Like Frag Grenades should cost 20 and Dynamite cost 10.

BUt I do hope this read gets read. If not for the PC players there is mods.
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Olga Xx
 
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Post » Fri May 29, 2009 7:39 am

Anf here i thought it was just becuase my explosives skill wasnt past 50. Jeeze thats real gay. I just tend to
Sell all my explosives becuase there so useless to my character. Tho in the dlc i was useing gas bombs and landminds like crazy becuase ammo and other weapons are few and far between untill the end of the dlc.
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sam westover
 
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Post » Fri May 29, 2009 12:52 pm

Posted this in "what weapons you want in the future" thread, i guess it deserves to be here instead:

More Grenade Rifle/Launcher options =
(speed/ROF mods, range mod for the rifle,lighter stocks, better uniques (thump-thump made me cry),a 6-8 round launcher)
More Grenade launcher Ammo options=
(HE, CRYO, etc)
...and i know this is a perk/talent thing but this above all else would make me (and im sure all the other 25mm/40mm users very happy=
The ability to make your own 25mm/40mm rounds at the work bench...tied through a perk or a quest

Oh, and fig the bug that makes launcher seem to do zero damage to most critters :sadvaultboy:

I agree with the OP, And as a player i really want to make an explosives focused toon but the inconsistencies with explosives makes this a tough sell as the game is currently.
Iv'e had many a time, just playing around, where a 40mm grenade wipes out a human target...but utterly bugs out on something simple as a low end gecko or other critter (health bar reads no ticks, 10 40mm grenades later and a small scorpion is undamaged...switch to a pistol and enter VATS and the health bar is "fixed"...showing no damage :/)

So heres hoping this thread gets read.

Actually, I like your idea for different ammo types. Being able to freeze enemies and pick them off with a pistol or smash them to bits with a sledge would truly make explosives a versatile anduseful secondary combat skill.

And what about the concussion grenade? It's already in the game files; I think every weapon group should have a weapon that deals fatigue damage.
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Jerry Jr. Ortiz
 
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Post » Fri May 29, 2009 5:43 am

Shameless necromancy, as the subject in question is still a current issue and should have the attention of Josh "Elvis" Sawyer, as to properly diagnose and treat the poor performance of explosive weaponry.
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Sophie Morrell
 
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Post » Fri May 29, 2009 12:42 pm

I want my dynamite to work like dynamite damnit! :banghead:
Not some damn firecracker.
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Dalia
 
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