the red shield, it haunts me!

Post » Wed Sep 08, 2010 1:12 am

most of the enemies i run into these days have that little red shield that pops up whilst i'm busy trying to pop them. i get that some creatures and humans are armored and that this is playing a factor. i like how armor works out for me in all honesty, but i feel like it's almost everybody now. i even tried getting at a deathclaw and apparently, they're armored too! furthermore, i understand if i'm taking limb and body shots at a person that their armor would be a factor. but what about their heads!!?!?! what about their damn heads!?!?!
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Miguel
 
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Post » Tue Sep 07, 2010 2:45 pm

Helmets, and deathclaws have natural armor.
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Nitol Ahmed
 
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Post » Tue Sep 07, 2010 12:30 pm

well all right, helmets i can understand. but i'm talking about dudes with no helmus!
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JAY
 
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Post » Wed Sep 08, 2010 12:07 am

well all right, helmets i can understand. but i'm talking about dudes with no helmus!

Yeah I noticed that too. I just figured it was too hard/the devs too lazy to program DT to only effect areas that the armor cover. As it is now I think that it's applied to the body as a whole. It would have been better if you could headshot someone in power armor and completely ignore the DT if they didn't have a helmet on.
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BrEezy Baby
 
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Post » Tue Sep 07, 2010 1:44 pm

Super Mutants?
They got super skin.
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Jesus Duran
 
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Post » Tue Sep 07, 2010 8:21 pm

so does this mean then that i have to use armor piercing rounds on everything that has the little red shield pop up?
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Nadia Nad
 
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Post » Wed Sep 08, 2010 12:43 am

so does this mean then that i have to use armor piercing rounds on everything that has the little red shield pop up?


No, you could get a better weapon :wink_smile:
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Ice Fire
 
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Post » Tue Sep 07, 2010 3:55 pm

well, i've got a .44, some rifles, some lazers and junk, and THAT gun. what's it take, huh!?
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Ron
 
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Post » Wed Sep 08, 2010 12:39 am

Higher gun skill, or maybe your weapons are (almost) broken?
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Joe Alvarado
 
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Post » Tue Sep 07, 2010 11:20 pm

Yeah I noticed that too. I just figured it was too hard/the devs too lazy to program DT to only effect areas that the armor cover. As it is now I think that it's applied to the body as a whole. It would have been better if you could headshot someone in power armor and completely ignore the DT if they didn't have a helmet on.

Probably "not possible" given the way the game engine works.

Unlike some other RPGs where you can mix and match outfits, FO:3/FO:NV really only give you 3 clothing slots (body / head / face). So while it would have been nice if there were varying DT values per body part, I can see why they didn't bother. Too hard to explain to the player and it would take a dozen or two lines in the code where the current calculation can be done using a single line.

A combat overhaul, using a script extender like FOSE, can probably expand that. Maybe calculate a basic "body part A gets X% of the body slot's DT" or "the head only gets DT if a helmet is worn". Especially since it already keeps track of damage-per-limb to calculate crippled limbs. But there would be a lot of special cases for enemies that aren't humanoid, or their model has special armor on one limb and not another.
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Markie Mark
 
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