Fallout 2 1.05 and AP ammo

Lys

First time out of the vault
The main patch topic was getting too big, so I'm making a new topic so it is easier to read.

Has the usefulness of AP ammo been improved in the 1.05 patch? The readme didn't give specifics, and other posts say that .233 is too powerful, but not whether AP ammo is now worth using.

Are they useful in the patch, overpowered or the same as in the official patch?
 
Lys said:
The main patch topic was getting too big, so I'm making a new topic so it is easier to read.

Has the usefulness of AP ammo been improved in the 1.05 patch? The readme didn't give specifics, and other posts say that .233 is too powerful, but not whether AP ammo is now worth using.

Are they useful in the patch, overpowered or the same as in the official patch?

Ap ammos will do MORE damage compared to their normal counterparts

the .223, .44 and 12ga was tweaked for more power (i may be wrong)
 
Ap ammos will do MORE damage compared to their normal counterparts

the .223, .44 and 12ga was tweaked for more power (i may be wrong)[/quote]

So against armoured targets AP will do more damage than normal rounds now? Or AP does more damage always?
 
thats kinda stupid

a hollow point will do much more damage to an unarmored target then an AP round would

same goes for armored targets (only the fact that the hollow point has much less probability to get through the armor)

PS: this is meant for simpel bullets, do not start compairing heavily ingenered bullets like the 5.7mm from a P90 (made to go through up to 5 bullet proof vests, yet it will not go entirely through a soft body, nor through a wall (to prevent collateral damage))
 
How they should have been worked in the game engine:

1) Standard bullets have average damage and penitration

2) Hollowpoint rounds do more damage to soft targets

3) Armour Pericing should do a little less damage but increase the chance of hitting a heavly armoured target. ie it subtracks a number from the targets Armour Class and thereby lowers it and increases the chance of hitting
 
Yeah... Full Metal Jacket is balanced, though it can't penetrate most heavy vests or even some light vests.

How come there is no solid slug rounds for the .12ga? I mean, if it could be added, why not make it go say, five hexes more than the average shot.

Also, how come the shotguns (Double barrel) can't double fire?
 
Wild_qwerty said:
3) Armour Pericing should do a little less damage but increase the chance of hitting a heavly armoured target. ie it subtracks a number from the targets Armour Class and thereby lowers it and increases the chance of hitting
It shouldn't affect how often you hit. It should effect how often you penetrate the armour.
I never "got" AC. How the fuck can it be harder to hit somebody in Power Armour than somebody in a standard Vault Suit? It should be much, much easier (bigger target, less agility/speedIRL, not in game)).
 
Yes that is true, its a rip off of how D&D and a lot of other RPGs handles armour. But as the engine handles that way and since in theory AP rounds reduce the effectiveness of armour then therefore AP rounds should drop the targets Armour Class. Or you just say:

Hollow point:
- 100% damage vs fleshly targets
- 50% damage vs armoured targets

FMJ:
- 75% damage vs fleshly targets
- 75% damage vs armoured targets

Armour Peircing:
- 50% damage vs fleshly targets
- 100% damage vs armoured targets

Or somthing similar maybe drop the ammounts to 25% damage for the weak attack
 
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