Fallout 2 mod Change Weapon damage to real


Damage is to low for many weapons, why a Sledgehammer makes more damage than a pistol.

I see no one here have ever seen a real gun, AP armor is not only armor piercing its also deadly for unarmored people.

I know there are fixes for JHP and AP but this fixing nothing.

And Ok? Is not valid post.
 
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why a Sledgehammer makes more damage than a pistol.

Because otherwise nobody is using melee weapons.

It's a game, not real life.

And Ok? Is not valid post.
It's as much a valid post as your thread, because at this point it pretty much offers nothing substantial at all.
 
There is something to be said here about variable damage. Which is preferable(?)...getting shot, or getting slammed with a 20 pound sledgehammer (by an adult with intent to kill)?

Damage in RPGs usually varies due to user [character] skill, and/or [virtual] arbitrary circumstance; arbitrary here doesn't strictly mean 'random tough luck'—though technically it's indistinguishable from that. :( In this case it means that the minute circumstance of the moment affects the end result, and this is determined randomly—for sake of avoiding an insane amount of work. Though I'd say that it's now possible to extrapolate this (from the game state) for modern titles on modern hardware, and so remove the random element. This would mean that the PC could actually trip on a rock. It could mean that the PC could happen to get particle based dust in their eyes that affects aiming the shot (this might even be visible to the player); their PC could suddenly have a coughing fit. See why it's easier to use a random dice roll?

So by either method, a successful pistol shot to the head might still hit only the ear cartilage for instance and do almost no damage (this could be poor skill, trick of the light—the wind, at long range... it could be almost anything), or it could hit square in the forehead and do critical damage.

In PnP RPGs (and some cRPGs), the variable damage is often expressed as multiple dice; like 4D6 (meaning four random rolls of 1 to 6), others might be 2D12; two rolls of 1 to 12.
The potential for both in this case is 24 points of damage, but the 4D6 gives a minimum of 4, where it's minimum of 2 for the 2D12 roll. Even a 3D12 roll has a smaller minimum than 4D6.

FO3 has a vestigial RPG concept misused in a first person shooter. The damage dealt should reflect the accuracy of the PCs attack, but this cannot happen. The player sees the shot, they can be shown the gun touching the target point-blank, and still miss, or not deal critical damage. Fallout has the same concept, but the player can never see the attack visibly contradict the result. They don't pull the trigger themselves, the PC does it, and one cannot see exactly where they aimed.
 
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Because otherwise nobody is using melee weapons.

It's a game, not real life.


It's as much a valid post as your thread, because at this point it pretty much offers nothing substantial at all.

A game is a present of a world, it can have real elements like powerful weapons.

The Thread declares cleary its point, to make weapons more like real guns and fixes AP and JHP Ammo.

@Gizmojunk

A bullet is every time deadly.

Yes but its make no sense when you attack 4 raiders they are armed with hunting rifle, pistol, knife and spear and you take them out with a Sledgehammer.

You dont can say to me that a leather jacket can stop a bullet.

Fallout3 have nothing with a FPS, its like Skyrim.
 
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I bet this works out to be non-fun. For one thing, Fallout 1 & 2 combat is double edged... The PC will get one-shotted back—a lot.

You could consider also adjusting the probability to hit (with firearms), and have most people without high level of skill tend to miss rather a lot.... but this too would sink into extended periods of —nobody getting hit. This is very noticeable in certain D&D games, where the combatants might lack the skill rolls to hit their opponents... and just stand there swinging miss after miss after miss.
 
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I bet this works out to be non-fun. For one thing, Fallout 1 & 2 combat is double edged... The PC will get one-shotted back—a lot.

You could consider also adjusting the probability to hit (with firearms), and have most people without high level of skill tend to miss rather a lot.... but this too would sink into extended periods of —nobody getting hit. This is very noticeable in certain D&D games, where the combatants might lack the skill rolls to hit their opponents... and just stand there swinging miss after miss after miss.

It is a wasteland, and not Disneyland or a Hollywood movie. so you must take cover and use tactics to win fights and stay alive.

When you live in a wasteland you learn how to use guns,and i bet you dont attack a guy with a pistol, with your sledge.
 
I think it would be better to finish something first instead of making many "ideas" threads without much progress.
Or just a 'my modding journey' mega thread for all the ideas.
 
It's abstract. Just because you get hit by a pistol shot doesn't mean it was a direct hit. Might as well have been just a grazing shot or it bounced off of your belt buckle or whatever. This is the beauty of these old games - just use your imagination.
 
I think it would be better to finish something first instead of making many "ideas" threads without much progress.
Or just a 'my modding journey' mega thread for all the ideas.

I am making a mod this are things i like to change
It's abstract. Just because you get hit by a pistol shot doesn't mean it was a direct hit. Might as well have been just a grazing shot or it bounced off of your belt buckle or whatever. This is the beauty of these old games - just use your imagination.

@NovaRain why these are all different aspects.

@Lexx i was Soldier in the German Bundeswehr, a bullet pierce your body and that destroy the bullet to many pieces,in your body, you can die from infection or the parts can go to your heart etc, or you die by to many blood lose or you die by the shock of the bullet.So dont look to many Hollywood movies or Wikipedia experience.

When you think fallout its only a game,and not a simulation of a gameworld then take out all blood effects and the children. Like in fallout german version.
 
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You guys sure this thread shouldn't be on Arma forum?

Why Arma? A wasteland is not a location for kids, to play with super soakers and say this is a game.

This is a feature in my mod, who dont like real world dont play it. You can play original fallout with shitty ap and jhp broke and weapons like bb guns and good is .
 
The hard part with properly simulating realistic damage is that both melee weapons and firearms share the same damage type.

IRL, armor reacts differently depending on a bludgeoning (hammers and JHP bullets) or piercing (knives, AP bullets or straight up rifles) implements.

While guns can profit from ammo mods, melee weapons only have Normal damage to work with. Although you could cheat, I guess, and use the hidden Electrical damage for alternate behavior of either sharp or blunt weapons.

But even with all that, guns already deal a shit-ton of damage if your shot placement is good (consistent 95% eye-crits are laughably easy to achieve).
 
The hard part with properly simulating realistic damage is that both melee weapons and firearms share the same damage type.

IRL, armor reacts differently depending on a bludgeoning (hammers and JHP bullets) or piercing (knives, AP bullets or straight up rifles) implements.

While guns can profit from ammo mods, melee weapons only have Normal damage to work with. Although you could cheat, I guess, and use the hidden Electrical damage for alternate behavior of either sharp or blunt weapons.

But even with all that, guns already deal a shit-ton of damage if your shot placement is good (consistent 95% eye-crits are laughably easy to achieve).

I have solve the problem and it work very well.

The problem is guns are now so strong that you cant get near enough to use that melee. This will help you now only on critters with no weapons like animals or critters with only melee weapons.

JHP and AP ammo work now how that must work.

JHP is deadly to unarmored
targets but a little bit weaker against armor.

AP is dangerous against Armor, and unarmored Targets.
 
So basically you made unarmed / melee combat useless, because why would you use that against unarmed critters if you can kill them faster with guns anyway.
 
So basically you made unarmed / melee combat useless, because why would you use that against unarmed critters if you can kill them faster with guns anyway.

Not useless its now only secondary you still can fight against animals with it. But to go with a spear in a fight against a person with a gun, its not recommended.
 
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