Oracle
Vault Senior Citizen
Nnnggh... spotting a double post.... gaining 1 perception point..
(psssst....don't double post or you get in trouble)
(psssst....don't double post or you get in trouble)
Oracle said:Nnnggh... spotting a double post.... gaining 1 perception point..
(psssst....don't double post or you get in trouble)
Minigun Jim said:@Magnus
The problem is that by SF you can have a Gausspistol, and where you get it in NR, you have to "farm" the Gangs for a meager amount of ammo. I'd suggest increasing the ammo box size to 50 or 100 and the price accordingly, rather than having it as "unload this weapon". That way the 9mm in Eldridge's is a useful amount. of ammo to take. The biggest problem is this turns the p90 from a useful general late-game gun and big bother to the 10mm SMG, to a very powerful weapon with *extremely* limited ammo. It's basically become the G11 on steroids. More powerful, even more limited ammo until SF.
Not for long.Slaughter Manslaught said:In RP, you get it in the EPA, I think.
Throwing Knife has Penetrate for game balance reasons, not because it deserves it. It does not receive Bonus Melee Damage from ST, perks and traits.
No, he doesn't. Hence the worry. However he has a box in his bedroom with a clip of 20 9mm Ball rounds, where the .223 is in this mod. For "ammo box" i meant "clip size". I wanted to not confuse it with the weapon clip size.Magnus said:But hey, does Eldridge in New Reno sell 9mm ammo? In that case, there's nothing to worry about!
Pulse Pistol? WEAK? I either give it to Vic or Cassidy or keep it myself as a rapid-fire pistol or backup weapon. It's outclassed by the Gauss guns on accuracy and range, but it uses cheap, common ammo, making it a better "wasteland gun". Sure beats the Plasma Pistol in buildings and bases too, where range is less of an issue.Magnus said:I did, however, find the Pulse Pistol too weak for any kind of use, but I cannot remember its stats right now, and my character is only in Modoc yet. So it will be changed, but not really soon.
Minigun Jim said:No, he doesn't. Hence the worry. However he has a box in his bedroom with a clip of 20 9mm Ball rounds, where the .223 is in this mod. For "ammo box" i meant "clip size". I wanted to not confuse it with the weapon clip size.Magnus said:But hey, does Eldridge in New Reno sell 9mm ammo? In that case, there's nothing to worry about!
The problem with the Mauser is although the concept is good, there's no effective way to get ammo in the same place as the gun.
Could you replace, say the Technical Manual with 9mm? I say that because Eldridge apparently stocks it according to the walkthrough.
Yeah, it's got the name Technical Manual. I was looking at the useless items list. You could either swap the items so that the Technical Manual turns up in Eldridge's footlocker, or try swapping with Small Dusty Box of Some Sort instead. It appears in the right sort of locations to be more useful (VC vault and Ghost Farm). Plus swapping with the Box would stop the .223 being in a box with uselesss odd ammo.Magnus said:Or are you thinking about the power armor repair manual? In that case I might do it, but I think the megamod uses power armor repair manuals in Mr. Fixit.
Ooops. I took the values from the Walkthrough, but forgot you changed the dmg as well as the AP cost. It's much appreciated on Vic as an anti-critter gun. I call it the PuppycookerThe Plasma Pistol now does 25-35 damage, so it is not so weak anymore.
Minigun Jim said:Yeah, it's got the name Technical Manual. I was looking at the useless items list. You could either swap the items so that the Technical Manual turns up in Eldridge's footlocker, or try swapping with Small Dusty Box of Some Sort instead. It appears in the right sort of locations to be more useful (VC vault and Ghost Farm). Plus swapping with the Box would stop the .223 being in a box with uselesss odd ammo.Magnus said:Or are you thinking about the power armor repair manual? In that case I might do it, but I think the megamod uses power armor repair manuals in Mr. Fixit.
Ooops. I took the values from the Walkthrough, but forgot you changed the dmg as well as the AP cost. It's much appreciated on Vic as an anti-critter gun. I call it the PuppycookerThe Plasma Pistol now does 25-35 damage, so it is not so weak anymore.
Mikael Grizzly said:It doesn't make a speck of sense. Leave the ranges alone, or, better, make them equal.
Remember, the current longest-range kill wasn't done with a Barrett, but with this, a regular sniper rifle.
Barrett said:Mikael Grizzly said:It doesn't make a speck of sense. Leave the ranges alone, or, better, make them equal.
Remember, the current longest-range kill wasn't done with a Barrett, but with this, a regular sniper rifle.
That one is in the same category as the Barrett. It fires .50 BMG round which makes it a 'large caliber sniper rifle' aka 'anti materiel rifle'. That type of bullet has 4x of the energy of the 7.62 NATO (.308 winchester) used by the standard us sniper rifles. (M40, M21, M110)
These large caliber rifles are used for extremely long range sniping (1000-2000 meters opposed to the 600-1000 meters achievable by the aforementioned round) and/or making short work of military equipment like radios, unexploded mortar shells and even lightly armored military vehicles with the right type of ammo. The TAC-50 is in this category of rifles, I'm afraid so it is NOT a regular sniper rifle. Another common 'feature' of these rifles that they're huge and heavy, not really suitable for today's ever popular urban warfare.
So it's pure real world numbers which would make it more powerful in the game if it would use a larger cartridge than the .223. But as I haven't tried it yet if it has a new ammo type (14 mm everyone? )
I would say it doesn't need a huge boost in power compared to the regular rifle. (it still looks more... modern)
Have a nice day.