Fallout 2 mod Fallout 2: Weapons Redone v2.3

Nnnggh... spotting a double post.... gaining 1 perception point..

(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)

huf... huf... need... more... action... points... to... run... from... Silencer... huf... huf... huf...
 
You do not need to fear Silencer as he is the good cop anound here. However he seems not to be so active anymore the last couple of weeks/months

Hey Silencer where art thou?

Anyway.. The weapon mod got me thinking. The damage of the weapons isn't so much to trouble, Its just the quantity. I think its far to easy to get weapons.. I think a nice feature would be having less weapons and ammo and making those far more expensive. weapons won during combat should be totally damaged by the fight or makeing the getting jammed faster. This would make the unarmerd melee trowing repair (maybe science) and skills more atractive. In combination with mr fixit by teamx that would make it better imo.

Get get me wrong, I like the work you're doing but the however in my case weapons like plasma and gauss rifle makes you just pick one of those 2 weapon skills. These should be lowerd. Also the pulse weapons could maybe be weaked aswell giving a higher penalty to range maybe?

There is also the bozar but you changed it already makeing the Big guns more ballanced since the often use much ammo (and heavy ammo)
 
@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.


@oracle.
All this mod's been doing is editing the item files. Any more and it'd not be compatible with any other mod. The repair idea is huge.
As for Big Guns, the LSW and M60 now have single and aimed shot so they can be used as a general weapon. If you have the RP the M60 is obtainable to get around Redding off Claim Jumpers.
 
oh yea the gausspistol... Way to overpowerd aswell...
I rather saw this weapon removed completly.
 
Why?
The endgame weapons are endgame weapons. They need to be powerful as by then you're facing Floaters, Centaurs, Super Mutants and Power Armored Goons.
The gausspistol is great, but it's balanced by the difficulty of obtaining it. Either fight the Deathclaw-summoning Mutant, or take it off an Enclave Patrol that would rather shoot you with it.
The Pulse Pistol's got a low clip size for an energy weapon as its downside. For balance, reducing the Pulse Rifle's range to 25 or its clip size to 6 or something would seem better.
 
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.

I guess the HK P90c using 9mmBall idea was a bit soda-headed. And it's true that with it using 9mmBall, there are no weapons using 10mm ammo that do good damage, meaning 10mm ammo eventually becomes useless. So the HK P90c will be changed back to 10mm ammo in v1.2, and 9mmBall's DR will also be lowered since the Mauser is now its sole user. 9mmBall will also be sold in packages of 25 instead of 20, but I cannot do anything with ammo amounts in crates without breaking compatibility. But hey, does Eldridge in New Reno sell 9mm ammo? In that case, there's nothing to worry about!

As for the late-game weapons, I personally never had any problems with them. Never thought anything was wrong, never thought "this is horrible and must be changed." 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.

Changes in v1.3: (so far)

A reworking of the Melee weapons' stats has been done:

Blunt:
Brass Knuckles / 5-6 / 3 / none
Wrench / 6-9 / 3 / none
Club / 6-8 / 3 / none
Crowbar / 8-10 / 4 / none
Sledgehammer / 12-16 / 5 / Knockback
Power Fist / 12-24 / 3 / no longer Penetrate
Louisville Slugger / 20-30 / 4 / Knockback
Mega Power Fist / 20-40 / 3 / no longer Penetrate
Super Sledge / 30-40 / 5 / Knockback

Sharp:
Sharpened Pole / 3-7 / 4(5) / none
Knife / 3-7 / 3(4) / none
Spiked Knuckles / 6-9 / 3 / none
Combat Knife / 6-10 / 3(4) / none
Switchblade / 7-9 / 3 / none
Shiv / 8-8 / 3 / none
Throwing Knife / 6-11 / (4) / Penetrate
Spear / 7-18 / 5(5) / none
Sharpened Spear / 7-18 / 5(5) / Penetrate
Little Jesus / 8-14 / 3 / no longer Penetrate
Wakizashi Blade / 6-10 / 3(4) / Penetrate
Ripper / 17-36 / 4 / Penetrate

Little Jesus is no longer throwable, because you might end up losing it in the woods and begin to cry like a little girl about it.

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.

The HK P90c uses 10mm ammo again.

9mmBall has a DR modifier of 15, and its clip size has been increased to 25.
 
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.

I think it should have Bonus Melee Damage from ST, perks and traits applied to it. After all a spear gets it and they can be naturally thrown too. When you think about it, it makes sense to be able to increase damage via throwing if you have a higher ST, coz higher ST = more velocity = more damage.
 
Magnus said:
But hey, does Eldridge in New Reno sell 9mm ammo? In that case, there's nothing to worry about!
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.
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.


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.
:crazy: 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.

Plasma Pistol: 15-35 Plasma dmg, clip size: 12 AP Cost: 4
YK32 Pulse Pistol SF (Brotherhood), Enclave 32-46 Electrical damage clip size: 5 AP cost:4
 
Minigun Jim said:
Magnus said:
But hey, does Eldridge in New Reno sell 9mm ammo? In that case, there's nothing to worry about!
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.
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.

Oops. There's a guy in VC who gives you a bunch of technical manuals and specifically calls them "books". 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.

The Plasma Pistol now does 25-35 damage, so it is not so weak anymore. I was always annoyed when an Enclave trooper shouted out "Hey, Lou, you ever seen what one of these babies do to naked flesh" and did 15 damage to me unarmored since I tried to take a short cut from Arroyo to San Francisco :P
 
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.
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.

The Plasma Pistol now does 25-35 damage, so it is not so weak anymore.
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 Puppycooker :P
 
Minigun Jim said:
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.
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.

The Plasma Pistol now does 25-35 damage, so it is not so weak anymore.
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 Puppycooker :P

I will morph the small dusty box into 9mmBall, but I'll have to look at it later, because I'm a bit confused myself as to where these things are found. Also, does Vic have the Energy Weapons skill?
 
I've only ever seen him use small arms, unarmed, and knives. Apparently he can use throwing too though. I will have to check the headers for that myself as i'm going to have to make a couple of new party npc's
 
Vic and Cassidy will both use any energy pistols. They'll even prefer them to many small guns. Since you made the Sniper Rife inaccurate up close (although is that only on the aimed shot?) and buffed energy pistols, I tend to like giving them energy weapons for many combats. Laser/Plasma Pistols are powerful, single-shot and can be fired twice per round by either NPC, although they are less accurate than Small guns (lower skill % for both NPCs). They also have the advantage of having ammo shared with other items, so I can just have a stash of SEC for those, Sulik's Ripper or refueling the car as I need.

Marcus will use the energy rifles, as they share the Big Gun animation, but not the pistols.
Myron will use energy pistols more effectively than Small Guns, but he's still a crappy shot.

Marcus and Vic will use grenades only if you don't give them any other weapons.
 
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.
 
Hey. Update on the Mauser.
Tested it by trying to use it as a weapon for my ST4 character.
By the time I'd got 36 rounds for the Mauser, I'd accumulated enough skill points to boost Energy Weapons to 105% and use the Laser Pistol as a superior alternative with ammo galore. 9mm isn't useful player ammo until SF or later because of that.

I doubt there's any way to balance it out. It'll work out fine as a fix to the .223 Pistol easy money trick, but it's never going to be a general player weapon.
 
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.

I know all of this. If Mikael Grizzly wasn't such a big mighty moderator, I'd call him a bit of a fat-head for how he acted in this thread, back when F2WR was a teeny-tiny spark surrounded by big fires and called MWR.

Also, I will be looking into the 9mm issue with every fiber in my body, but it'll not be until tomorrow.
 
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