Is the Damage Right?

Post » Sat Oct 10, 2009 2:56 am

One thing people didn't like in Point Lookout was that enemies had ridiculous amounts of health and that their damage bypassed the damage resistance on the player.
So beefing up their stats isn't always the best solution.


Oh, is *that* why? Freaking inbreds. There was this one part I just couldn't pass (in the house, after you fell through the floor), forcing me to go into a Stealth Boy rage.

I had easier times with Super Mutant Overlords.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Fri Oct 09, 2009 7:33 pm

Actually I break out my Linchon and PLK mods quickly scythed down by the Grim Reaper......this is just an example of bad balancing for bad game mechanics, really.

IMO Stealth is hard, harder than stealth orientate action games (MGS...not AC), if not broken, thanks to erratic AI (especially indoor).

As for stealth crit being too much, I agree; it should have be no more than 150% (if not dictated by Sneak), and improve by perk(s).
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Fri Oct 09, 2009 2:22 pm

If you have a good weapon and you sneak attack a person it's most likely they will die anyway so I think the system is fine where it is when it comes to damage dealt to NPC's.
But NPC's should get either better weapons or damage+ perks themselves as we level up cause they do way too little damage at lvl 30.


Very true bc there is nothing that can even come close to killing me while im at a 32 not even king or queen deathclaws.

and if you fight to get the best weapon you should be able to show it off but not every kill shoule me a one shot bc then the game just becomes boring.
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Fri Oct 09, 2009 9:13 pm

How would you feel about:
a) Reducing the multiplier on sneak criticals?
2) Reducing critical damage overall?
other) Doing either of the above, while jacking up the base damage accross the board?

Adjuct question #2, can the sneak critical and headshot multipliers even be changed in the geck? Is the only way to reduce the sneak headshot critical damage to reduce the weapon critical damage, and thereby nerfing regular crits?

-Gunny out.

I would reduce the multiplier and the bonus damage while not jacking the base damage upwards. If that seems a bit harsh, it's because it's supposed to be. The point of the reductions is to rein in the excesses promulgated by the sneak-sniping tactic, so I see no reason to 'compensate' for it in any way. NOTE: it's not the tactic itself I oppose, it's the disproportionate efficacy thereof. One weapon that might use a slight damage (and HP) increase is the Sniper Rifle, which really should be at around 50 instead of 42, however at the same time I would slap a +Wear penalty on .308JSP hand-load rounds as their +DAM comes at no cost.

While I have not tried to do so, I believe the multipliers can be altered. I know the 'regular' critical damage bonus can be altered in the individual weapon entries, and since the 'sneak' multiplier is applied after the 'regular' addition, lowering the latter would directly nerf the former as well as itself. Whether or not it is desirable to nerf non-sneak critical hits is another matter, and I don't see much reason to do so in most cases. That said, if the multipliers cannot be altered our options are rather limited.

One indirect 'nerf' I would implement would be a severe reduction in available scope mods, since those allow almost anything to be used to snipe with even though that may not be the primary use for that weapon. As to spread increases, I could see doing that to some pistols and a few auto- or semiauto- rifles since most of same aren't supposed to be accurate worth a damn past about 200yd or so.
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Sat Oct 10, 2009 1:03 am

Ok, vital organs should be able to be targeted to score a critical strike. Take luck right out of it.

Sneak attacks should do the same DAM as a crit - and is already easier to hit the target as they are casually walking around instead of sprinting At you like a hungry zombie with a lead pipe.

Raising the DAM across the board is the way to go - it makes it more dangerous for everyone, including the PC.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Fri Oct 09, 2009 7:06 pm

If you did that, then people would start using any old weapon to snipe with, because they could. It would make the low spread of the sniper rifles kind of useless. Kind of like people hip-firing the sniper rifle pre-patch, only turned on it's head.

That sir, is a brilliant point and the very reason I will remove "1. Change sneak attacks from damage multiplier to spread reducer" from my christmas list. Thank you.
Ok, vital organs should be able to be targeted to score a critical strike. Take luck right out of it.

Sneak attacks should do the same DAM as a crit - and is already easier to hit the target as they are casually walking around instead of sprinting At you like a hungry zombie with a lead pipe.

Raising the DAM across the board is the way to go - it makes it more dangerous for everyone, including the PC.

Well, I guess you could target vitals in VATS, but I don't see how they could easily model that outside of VATS, without it being a random dice roll like in the old PnP days. Nice though, make your own crits, but I don't think i'll ever happen

I'm with you on the sneak attack has 0 extra damage part. You just get an instant crit. That is powerful enough and plenty reward for a sneak/sniper.

Your last point is the thing i think a few have missed. I don't want to just make MY weapons' base damage more powerful, I want my enemies' weapons to be more powerful too, just like you said. That ought to make things a little more balanced. Reduce what they can't do, ie: sneak attacks, and increase what everyone can do. Kill or be killed.

-Gunny out.
User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Fri Oct 09, 2009 9:34 pm

Well, I guess you could target vitals in VATS, but I don't see how they could easily model that outside of VATS, without it being a random dice roll like in the old PnP days. Nice though, make your own crits, but I don't think i'll ever happen

Would also take much of the usefulness out of Luck.

I'm with you on the sneak attack has 0 extra damage part. You just get an instant crit. That is powerful enough and plenty reward for a sneak/sniper.

Agreed. Getting an autocrit is pretty powerful already, especially if you can aim it at the head.
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Sat Oct 10, 2009 1:42 am

At normal difficulty damage is a bit on the low side (for both me and the enemies), but alright. At very hard it's just stupid for the enemies, who would take way too many bullets to kill. Headshot damage in general could be higher, but not to the point where almost every headshot is lethal: It's still supposed to be balanced, and an RPG.
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Fri Oct 09, 2009 4:23 pm

I never understood why a sneak crit did more damage.

Whether your target is unaware of the bullet entering his body, or aware it still hurts the same.


I do understand crits though, its hitting a vital organ so it puts your target out of suitable shape to continue the battle. I do believe though that whther you were critically hit, or not you would still be on the ground if you had been shot. At least I think I would probably be on the ground.


I think its also way to easy to hit in the game. Enemies dont take cover adn I dont need to either. They just stand there as I run up to them and blast them witht the AMR, and I have to many hitpoints to care whether they shoot em cause tehn I just spam stimpacks If i need to.
So I think attacks need to be more lethal, but cover should be used more often. The Mojave is barren, so there is not much natural cover but the LEgion should not just allow me to walk inot teh raid camp and kill them. They should have fortifications, use cover adn nto allow you to waltz in on them while they are all sleeping. Sneaking shoudl also be harder. Im not a trained ninja or anything, but I find it hard to sneak up on people or have them sneak up on me.
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Fri Oct 09, 2009 8:11 pm

Maybe they should remove stimpacks altogether and add a faster healing rate. That is, you'd regen health at a fair clip (not super fast, but not game-hours either) over time but only if you weren't in combat/near enemies. I learned a long time ago that being able to hotkey heal in combat (even slow healing) makes most battles feel non-terrifying. If your health during a battle is your health, it's a lot more intense. But that style probably isn't fallout-y or rpg-y or something and wouldn't fly. What do I know. :)

I also don't really understand the sneak-critical in terms of logic....but I do understand it conceptually in terms of wanting to give a sneak crit some kind of extra reward for getting one. Extra damage for sneak hits is kind of a rpg staple, in one form or another...without it, a thief in many games would be a rather pointless chr in combat. If you wanted to change the sneak-crit in FO, perhaps what should be done is make it so they can be done only if you have a certain combo of skills all at higher levels...not just because you're crouched and have 20 in Sneak.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Fri Oct 09, 2009 10:00 pm

A very good point there, I think you're on to something.
I understand in fantasy RPG's ( mostly ) it was due to the idea that a skilled sneak had knowledge of dirty tricks.
That and may have been a form of assassin, so in close combat and given a suprise attack could in theory..
1. injure any one of the vital organs.
2. Slash an artery.
3. Cut the wind pipe.
4. Strangle or gorotte.
5. Just Injure a sensetive spot, such as the tendons or joints.

However it relied on certain weapons, mostly small blades.
Ranged was excluded unless pigeoned in with a sub class and specialty, that imposed weak points and restrictions.
When fantasy CRPG's became established they made ranged attacks deal lesser amounts of critical damage as standard.

In FO you allways had a chance to score a critical.
However maybe if they went back to making H2H sneak crits deal the standard bonus damage ( after all it's balanced by having to close the foe ).
Then had less chance or damage for ranged attacks, unless having a specialistion perk with heavy requirements.
As hitting the exact spot on a living target requires a fair bit of skill and expertise.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Fri Oct 09, 2009 3:03 pm

Your last point is the thing i think a few have missed. I don't want to just make MY weapons' base damage more powerful, I want my enemies' weapons to be more powerful too, just like you said. That ought to make things a little more balanced. Reduce what they can't do, ie: sneak attacks, and increase what everyone can do. Kill or be killed.

-Gunny out.

I suspect more people got it than you might think; the opposition to that part is based on the fact that increasing the enemies' output will not help until/unless they learn how to properly apply it. Given the current 'tactically declined' state of the AI, all increasing base weapon damage will really do is make it even easier for the player to wipe out hordes of opponents.

I truly wish it were otherwise, as I would love to see an ambush actually act like an ambush, or an assault on your position employ flanking and cover fire, but sadly, the current extent of AI tactics can be summed up in one word: BANZAI!

It would be nice if they also took your current equipment into account when deciding if they want to fight you in the first place; a bunch of Fiends should be thinking twice about attacking my character in Tesla Armor wielding a YCS/186, because I'm gonna wipe the pavement with 'em (yeah, I know, they're basically crackheads, but still).
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Fri Oct 09, 2009 5:35 pm

I truly wish it were otherwise, as I would love to see an ambush actually act like an ambush


LOL. The best ambush the game threw at me was when I was "marked for death" by legion assassins.
How did I know I was marked for death? They told me so - right before I blew their heads off with a .357
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Fri Oct 09, 2009 10:49 pm

First off, I would like to thank ya'll for the input. It was helpful to hear what other's perspectives on this stuff was. I do intend to take everyone's comments under consideration. The reason why I asked this question, if you haven't figured it out yet, is that I'm seriously considering changing the damage of all weapons so that they more accurately reflect (my opinion) real life performance. Using a blend of real life ballistics performance criteria I have come up with very preliminary damage stats for all rifles/pistols/SMGs. Please note, damage is not the only thing I would wish to change. I know weapon spread numbers would have to be adjusted, as well as some other stats, like reload speed, rate of fire, etc... I also would like to remove the additional 100% damage multiplier from the sneak critical, but don't know if that is a variable you can change. If not, the only method I can think of to reduce the overpowering effects of a sneak critical headshot is to lower the critical damage stat for each weapon. I'm open to suggestion on that topic.

Without further ado, here are my current working numbers for base damamge (*noted where unchanged):

Pistols_______________DAM
Silenced .22 Pistol______9*
9mm Pistol____________16*
That Gun______________18*
Police Pistol___________19
.357 Magnum Revolver___21
10mm Pistol___________26
.44 Magnum Revolver____31
Hunting Revolver________46
12.7mm Pistol__________55

Submachineguns________DAM
Silenced .22 SMG_______10*
9mm SMG_____________14
10mm SMG____________22
12.7mm SMG__________50

Rifles/MGs_____________DAM
BB Gun________________4*
Assault Carbine_________18
Minigun________________20
Marksman Carbine_______22
Service Rifle____________25
Light Machinegun________24
Varmint Rifle____________26
Cowboy Repeater________32*
Trail Carbine____________45*
Automatic Rifle__________50
Hunting Rifle____________56
Sniper Rifle_____________60
This Machine___________65*
Brush Gun_____________70
Anti-materiel Rifle_______148

As I said, these are preliminary working numbers. Now I gotta DL the geck, plug them in and get a feel for how the guns work. I'm sure there will be many who completely disagree with me, so all I can say is that these are my opinions. If yours differ, fine. I'm not asking you to change your game. I just wanna change mine.

-Gunny out.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Fri Oct 09, 2009 3:38 pm

First off, I would like to thank ya'll for the input. It was helpful to hear what other's perspectives on this stuff was. I do intend to take everyone's comments under consideration. The reason why I asked this question, if you haven't figured it out yet, is that I'm seriously considering changing the damage of all weapons so that they more accurately reflect (my opinion) real life performance. Using a blend of real life ballistics performance criteria I have come up with very preliminary damage stats for all rifles/pistols/SMGs. Please note, damage is not the only thing I would wish to change. I know weapon spread numbers would have to be adjusted, as well as some other stats, like reload speed, rate of fire, etc... I also would like to remove the additional 100% damage multiplier from the sneak critical, but don't know if that is a variable you can change. If not, the only method I can think of to reduce the overpowering effects of a sneak critical headshot is to lower the critical damage stat for each weapon. I'm open to suggestion on that topic.

Without further ado, here are my current working numbers for base damamge (*noted where unchanged):

Pistols_______________DAM
Silenced .22 Pistol______9*
9mm Pistol____________16*
That Gun______________18*
Police Pistol___________19
.357 Magnum Revolver___21
10mm Pistol___________26
.44 Magnum Revolver____31
Hunting Revolver________46
12.7mm Pistol__________55

Submachineguns________DAM
Silenced .22 SMG_______10*
9mm SMG_____________14
10mm SMG____________22
12.7mm SMG__________50

Rifles/MGs_____________DAM
BB Gun________________4*
Assault Carbine_________18
Minigun________________20
Marksman Carbine_______22
Service Rifle____________25
Light Machinegun________24
Varmint Rifle____________26
Cowboy Repeater________32*
Trail Carbine____________45*
Automatic Rifle__________50
Hunting Rifle____________56
Sniper Rifle_____________60
This Machine___________65*
Brush Gun_____________70
Anti-materiel Rifle_______148

As I said, these are preliminary working numbers. Now I gotta DL the geck, plug them in and get a feel for how the guns work. I'm sure there will be many who completely disagree with me, so all I can say is that these are my opinions. If yours differ, fine. I'm not asking you to change your game. I just wanna change mine.

-Gunny out.



Looks pretty good, but -
wouldn't the longer barrel on an SMG give it 1-2 more DAM than its pistol counterpart,
to account for more complete power burn and the additional velocity/ft lbs of energy generated by it [the longer powder burn]?
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Fri Oct 09, 2009 10:38 pm

Looks pretty good, but -
wouldn't the longer barrel on an SMG give it 1-2 more DAM than its pistol counterpart,
to account for more complete power burn and the additional velocity/ft lbs of energy generated by it [the longer powder burn]?

Yes, and it does on the .22 which is obviously longer. I looked at the barrel lengths and I'm not really sure that the barrels on the 9, 10 and 12.7mm are longer than the pistols and in some cases seem shorter. I will be looking at this closer as I plan on comparing barrel lengths better if I can. If there's any fancy way someone can compare the barrel lengths in real units, please let me know.

-gunny out
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Sat Oct 10, 2009 4:41 am

Well, you got the M3 and BHP for 9mm; 12.7mm Pistol should be somewhat like an Desert Eagle (not really sure about other pistol with .50AE) and SMG should be like a P90 (with the top load clip etc); 10mm Pistol should be some sort of heavy frame Colt and the SMG looks like a Scorpion.
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Sat Oct 10, 2009 3:01 am

Well, you got the M3 and BHP for 9mm; 12.7mm Pistol should be somewhat like an Desert Eagle (not really sure about other pistol with .50AE) and SMG should be like a P90 (with the top load clip etc); 10mm Pistol should be some sort of heavy frame Colt and the SMG looks like a Scorpion.

A) I physically looked at the weapons in question and compared the barrel length, as close as I could figure, judging by the magazine feed/ejection port and realized that I was correct on the 9mm weapons. The pistol clearly has a slightly longer barrel than the SMG. The 10mm looks like the SMG is slightly longer and the 12.7mm is clearly longer, so I've adjusted the stats accordlingly. I was just running some DPS numbers on the spreadsheet and the 12.7mm SMG is going to be a beast with the highest DPS of any weapon, and quite frankly rightly so. A .50 cal smg? A beast I say, a beast. I will look at the DPSs more closely later to see if I feel any rof should be altered. I think the lever-actions might have to go a little slower, sorry to say for the lever-action buffs. You just can't accurately fire a lever and regain your sight picture that quickly.

2) I just finished looking at the shotguns. This was a little more difficult, as I had to do some serious hunting to find the base info I needed to do them this way. Conclusion: They're actually pretty close to where they should be. The only real fault I found was all shotties in game fired 7 pellet loads. 00 buck in a 12ga usually has 8 or 9 pellets, and you can't get 00 in a 20ga. 20ga buck usually uses much smaller shot size. I settled on #3 buck, with 20 pellets. But the numbers came pretty close anyways. I might change the shot numbers, as that might factor into criticals. Does anyone know what happens when you roll a crit with buckshot? If you hit, does all the shot get the crit multiplier or does each individual shot get it's own roll?

Other) I'm going to look at the magnum loads and slugs later tonight. I can't wait to see how the slugs come out. The problem with the magnums, as I see it, is that in a magnum load, you usually see more of the same size shot, as well as higher velocities, but I don't know it I can change the number of shot by just the ammo alone. I think I can, since they did it with the slug, so I'll see.

-Gunny out.
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Fri Oct 09, 2009 7:12 pm

Ok if I remember right outside of V.A.T.s in FO3 all projectiles had an independant bonus to critical damage.
I don't think however each projectile had a unique chance of scoring a critical.

A single shotgun with 7 projectiles has one critical roll chance for all 7.
It deals base damage of 7.5, so 52.5 in total.
Its critical damage bonus per projectile is 7, so if all hit that's 49.
So in total on a critical you're looking at 101.5 damage if all hit.
Then if the head gets hit by any, I would presume that bonus is added per projectile that strikes it.

Inside of V.A.T.s in FO3 I think only one projectile has a critical chance.
So you may only get 59.7 on a full strike critical in V.A.T.s using a single shotgun if the same applies.
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Fri Oct 09, 2009 3:07 pm

True... criticals, especially sneak criticals were beastly with a shotgun close range in FO3.
I could kill a behemoth with the terrible in one sneak crit.
But with the DT system in NV they [buckshot criticals] really aren't that powerful anymore, against anything with a good DT - slugs are better.
Even with shotgun surgeon.


But here are my thoughts - why don't we have separate DT for different body parts?
That T51-b isn't going do do you any good when you get shot in the face while wearing a cowboy hat,
but strangely it does - hmmm - shouldn't a couple of buck pellets catch them [the enemy] in a vulnerable spot, i.e. face, neck, etc?
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Fri Oct 09, 2009 4:21 pm

However it relied on certain weapons, mostly small blades.
Ranged was excluded unless pigeoned in with a sub class and specialty, that imposed weak points and restrictions.
When fantasy CRPG's became established they made ranged attacks deal lesser amounts of critical damage as standard.

In FO you allways had a chance to score a critical.
However maybe if they went back to making H2H sneak crits deal the standard bonus damage ( after all it's balanced by having to close the foe ).
Then had less chance or damage for ranged attacks, unless having a specialistion perk with heavy requirements.
As hitting the exact spot on a living target requires a fair bit of skill and expertise.

Yes, H2H/melee should deal extra sneak attack damage, it makes more sense. Think of it as stabbing a vital point and then twisting the blade! Plus it is much more balanced, because close range sneaking is hard.

The real issue is how easy it is to get sneak attacks at range. Even with a BASE sneak of 15 I can still long distance snipe. There is a big distance range where the AI has no chance to detect you, even if you are not sneaking. So you can easily just run around, spot a monster, crouch and head shot - instant 800% damage. Even with an extremely low sneak skill. It is a beyond [censored] mechanic. The game would be much better and difficult if they fixed this broken thing.
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Fri Oct 09, 2009 4:07 pm

In Oblivion sneak criticals were based on how high your sneak skill was.
At sneak skill 100 with a melee weapon you'd get a X8 multiplier and ignore any armour making it very deadly.
At under 25 you'd get no critical damage bonus at all, and armour would still have its full effect untill you maxed sneak out at 100.
Base damage was based on weapon type and weapon skill.
Ranged attacks maxed sneak criticals at X4 I think.

In AD&D games like Baldurs gate, you were required to have a light melee weapon, be undetected in stealth, and strike the rear.
The damage multiplier was level based X6 / X8 at max level 30.
The base damage weapon damage and a slight skill bonus if cross classed and specialised in that weapon.
Ranged had no sneak critical damage.
However to hit bonuses were applied, due to being undetected and having a free shot.
All this means that weapons are not the only factor to damage, rather skills that apply to stealth deal the with stealthy parts of combat.

If we take all these into account and try to JR them into NV, it may look like this.

Melee deals X amount of damage on a sneak critical, and could gain a DP bonus maybe based on how high sneak is.
Ranged under 50 - 75 no sneak critical allowed, but less spread ( an automatic hit ).
If over that skill level and equiped with a scoped and or silent weapon a bonus amount is added to damage.
Reflecting the weapon and skill you have are designed to one shot enemies.

@ SniperBOb I was thinking that about with higher difficulty settings, torsos and limbs gain the DR effect but heads don't.
Applied here it would make a lot of sense.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Fri Oct 09, 2009 3:59 pm

The combat isn't so exciting anymore. Even with advanced power armor you were always afraid if some lucky bastard is going to score a critikal hit that deals hundreds of hit points of damage.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Sat Oct 10, 2009 1:54 am

.46ACP, the DAM numbers look balanced...but how bout numbers for Unique variants of the guns? Also, have finished assigning spread values to the weapons?

But yeah, this is amazing. svcks that I'm on console.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sat Oct 10, 2009 6:38 am

True... criticals, especially sneak criticals were beastly with a shotgun close range in FO3.
I could kill a behemoth with the terrible in one sneak crit.
But with the DT system in NV they [buckshot criticals] really aren't that powerful anymore, against anything with a good DT - slugs are better.
Even with shotgun surgeon.

Slugs are better. I finished running the numbers for slugs and 12ga slug should get a x1.5 dam modifier and 20ga a x1.2.

.46ACP, the DAM numbers look balanced...but how bout numbers for Unique variants of the guns? Also, have finished assigning spread values to the weapons?

But yeah, this is amazing. svcks that I'm on console.

I've been collecting accuracy data as I've been doing this. I'm pretty much done with all the base guns and ammo types. I'll be working on accuracy modifiers later. I gotta get more beer first. Serious SCIENTIFIC! data is fueled by the proper beer and cigars, you know. I got two things to get your opinion on first:

A) My numbers for the AMR should have it at 338 DAM. This would be in scale with how I did the other weapons, but I knocked it down to 148 on a lark. Should I stick with the SCIENTIFIC! approach and raise it to 338? It would have a DPS of only 151 because of the slow ROF. Should I make the change, or is it too much?

2) The only uniques I've done so far were those that didn't have a base model. How should I approach them? Should the ones that have a damage boost originally retain a similar boost, even though there's no real SCIENTIFIC! reason for it? I'm leaning towards keeping the extra damamge for the uniques. They are unique, and if they're no better than the originals, why bother with them?

-Gunny out.
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

PreviousNext

Return to Fallout: New Vegas