Stonewall perk still bugged

Post » Wed Dec 14, 2011 7:45 pm

From the changelist of the most recent patch:

Hit the Deck and Stonewall now properly work with player’s weapon condition. Hit the Deck is now +25 DT vs. Explosives instead of +50% vs. Explosives.

Well, I don't know about Hit the Deck, but Stonewall is definitely not fixed. The perk reads: "+5 to DT versus Unarmed attacks and Melee Weapons." This isn't what occurs. I just tested on a recently created character. I had a base DT of 3 before selecting the perk. As soon I selected the perk, my DT increased to 8, which isn't supposed to happen (I wasn't even in combat at the time). It remains at 8 provided that I'm not equipped with a gun. If I equip a gun, it drops back to 3. If I switch from the gun to a melee weapon, an unarmed weapon, or to no weapon at all, it goes back up to 8 again.

This is exactly how it behaved before the patch. I'm not sure what they did, but I see no evidence of a fix.

EDIT: Just checked Hit the Deck, and it's not fixed either. My character gains 25 DT while equipped with an explosive weapon.
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Crystal Birch
 
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Post » Thu Dec 15, 2011 8:09 am

LOL, nice fix :celebration:

Do you have any other mods installed that overwrites the patch ?
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El Khatiri
 
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Post » Thu Dec 15, 2011 2:40 am

LOL, nice fix :celebration:

Do you have any other mods installed that overwrites the patch ?


Nope. I play it on XBox.
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Kate Murrell
 
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Post » Thu Dec 15, 2011 7:28 am

You know, I've given this some thought, and I don't think there's any way these perks can be made to work as they're described.

Of all the available perks in FNV, only three of them are intended to give the player additional DT under certain specific conditions. These perks being "Hit the Deck", "Stonewall", and "Nerd Rage"

Nerd Rage is straight-forward enough. The player gains +15 DT once their health drops below a certain level. The +15 goes away once the player's health gets back up over that level again. No problem there.

But Hit the Deck and Stonewall both amount to "Player gains +(value) DT versus (weapon type being used against the player)." How can that possibly work? I mean, think about it. Theoretically, this should mean that if your base DT is 10, and you're in a fight with a pack of Viper Gang Members, some equipped with guns and others equipped with knives, and you have the Stonewall perk, this should mean that the guns will treat your DT as the value of "10" but the knives will treat your DT as if it were "15?" Simultaneously? I'm no programmer, but that doesn't seem possible to me. It's easy for me to understand DT fluctuating in value (i.e. Nerd Rage!), but I just don't see how DT can be read as two different values at the exact same time (e.g. being shot at and hit with a baseball bat at the same moment).

Perhaps it's possible, but so far, the game seems to agree with me, because these perks still don't work, in spite of claims that they've been "fixed."
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Lily
 
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Post » Wed Dec 14, 2011 8:18 pm

You know, I've given this some thought, and I don't think there's any way these perks can be made to work as they're described.

Of all the available perks in FNV, only three of them are intended to give the player additional DT under certain specific conditions. These perks being "Hit the Deck", "Stonewall", and "Nerd Rage"

Nerd Rage is straight-forward enough. The player gains +15 DT once their health drops below a certain level. The +15 goes away once the player's health gets back up over that level again. No problem there.

But Hit the Deck and Stonewall both amount to "Player gains +(value) DT versus (weapon type being used against the player)." How can that possibly work? I mean, think about it. Theoretically, this should mean that if your base DT is 10, and you're in a fight with a pack of Viper Gang Members, some equipped with guns and others equipped with knives, and you have the Stonewall perk, this should mean that the guns will treat your DT as the value of "10" but the knives will treat your DT as if it were "15?" Simultaneously? I'm no programmer, but that doesn't seem possible to me. It's easy for me to understand DT fluctuating in value (i.e. Nerd Rage!), but I just don't see how DT can be read as two different values at the exact same time (e.g. being shot at and hit with a baseball bat at the same moment).

Perhaps it's possible, but so far, the game seems to agree with me, because these perks still don't work, in spite of claims that they've been "fixed."



Whenever they were designing the perk, it must have worked correctly at one point if they put it in the final build.
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Jhenna lee Lizama
 
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Post » Wed Dec 14, 2011 6:18 pm

Whenever they were designing the perk, it must have worked correctly at one point if they put it in the final build.


Why? There's been plenty of other things in this game that didn't work correctly until they were patched.

These two perks didn't exist in Fallout 3. They existed in Fallout games previous to that, but the mechanics were different. Hit the Deck reduced damage taken from explosives by 50%. Stonewall made you less likely to be knocked down, period. This is the first time these two perks have had the "+ DT versus certain-weapons" factor, and it doesn't work. It's never worked.
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Miranda Taylor
 
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Post » Wed Dec 14, 2011 7:15 pm

Well, at least Hit The Deck does something now! Before the perk did nothing.

Now, you can get some serious DT: 71 I think is the most you can maintain. Remenants Power Armor, Toughness 1 & 2, Hit the Deck and subdermal implant. That is a tough sob!
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Silencio
 
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Post » Thu Dec 15, 2011 7:07 am

Seems easier just to fix the perk description, doesn't it? Just have Stonewall say: When equipped with a melee or unarmed weapon, you become more resistant to damage, gaining +5 DT against all incoming attacks. I don't know, throw a line in about how the adrenaline from charging into a hail of bullets or into the gaping maw of an Alpha Deathclaw lets you shrug off attacks that would fell a normal person, or something. Easy fix.
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Luna Lovegood
 
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Post » Wed Dec 14, 2011 8:25 pm

Wouldn't it be hard to tell if it's actually working just via the description in the PipBoy, tho? I mean, it'd have to change with every hit an enemy puts on you, or give a large list of all possible weapons affected etc., if that makes sense. It's possible it's fixed, but the description doesn't reflect it.

A better test method would be to use the console debug text (and have it set to write the info to a text file since it scrolls too fast to read) and check the damage numbers from individual enemies during actual combat & hits.
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Milad Hajipour
 
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Post » Wed Dec 14, 2011 8:04 pm

Wouldn't it be hard to tell if it's actually working just via the description in the PipBoy, tho? I mean, it'd have to change with every hit an enemy puts on you, or give a large list of all possible weapons affected etc., if that makes sense.


If it worked as intended, I wouldn't be expecting to see the DT changes in my PipBoy display, because as you've said, it could be flickering constantly depending on what's hitting you (especially when you add Hit the Deck into the mix and you go up against enemies with guns, melee weapons, and grenade rifles all at once).

I was actually expecting the PipBoy's reading of my DT to remain unchanged upon acquiring Stonewall. I figured the +5 versus melee/unarmed would be a hidden value which would be in effect against such weapons but not visible in the PipBoy.

It's possible it's fixed, but the description doesn't reflect it.


Assuming it's been fixed, then the PipBoy is reading wrong. It shouldn't display my DT as being +5 higher than it actually is at all times, irrespective of what I happen to be doing. Nor should it reduce to normal once I equip a pistol.

So, either it's working just fine and the PipBoy is giving bugged readings, or the PipBoy is correct and the perk remains bugged. If the PipBoy is correct, then Stonewall isn't really Stonewall. What it really is, is some kind of anti-NRA perk, geared to weaning the player off of guns. "Here, take this perk. It gives you +5 DT against anything! How does that sound? Oh, but it won't work if you equip a gun, by the way. The moment you put a gun in your hands, the +5 bonus goes away. Sorry, but you really shouldn't be carrying guns. They're bad."

A better test method would be to use the console debug text (and have it set to write the info to a text file since it scrolls too fast to read) and check the damage numbers from individual enemies during actual combat & hits.


Perhaps someone would be kind enough to do this? I would, but I don't have the PC version.
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Bambi
 
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