I guess the thread went dead. But since I only stumbled upon the whole project now, and have always been a major Fallout2 weapon nut, I still wanted to pitch in.
The original developers really messed up the ammunition system and weapon balance in Fallout2. This is not to bash the game. I wouldn't be here writing about Fallout2 16 years after its release if it wasn't one of the best (if not the best) computer games ever made. This is a feat which is especially impressive considering how badly the developers botched the ammo system and weapon balance.
It's really cool to see a serious effort to fix the many issues in the game's combat mechanics and weapon balance.
If the aim is to fix all issues in weapon balance that most likely were not intended by the weapon authors, then we have several guidelines to go by. I would argue that the main factors to consider when determining how powerful a weapon in Fallout2 was supposed to be are the following:
1.The Weapon's Price -- this should give some idea of how good the Makers intended a given weapon to be, with few exceptions.
2.How soon or late the weapon becomes available -- the earlier a weapon appears, the less good it should generally be.
3.The Weapon's Base Damage -- In many cases, this equates to How Much Damage the Weapon Does in Fallout1. Though it makes sense that JHP does bonus damage against soft targets but suffers against armor and AP does the opposite, ammo types that increase a weapon's damage without any penalties don't make sense. If the weapon was intended to always do 1.5x or 2x the base damage (like the Gauss guns and the Needler respectively), it makes sense that the developers would have just increased the base damage directly.
4.The Weapon's In-Game Description.
I think these four guidelines should be kept in mind when deciding on modifications. We should be making changes in order to make the weapons' combat value better reflect the one intended by the authors, the clues to which are the 4 above criteria. If a weapon ain't broke, don't fix it. And if something must be fixed, ammo modifiers should be our primary tool. Changing the stats of the weapon itself is more drastic, and ought to only be done as a last resort, IMO.
Lowering the $$$ value of weapons is cool if you're trying to tone down player wealth, as long as the original values are kept in mind as a reflection of the weapons' intended combat value.
I emphatically second the concerns expressed by some in this thread that game balance must come before realisticness. For example, the 14mm Pistol, though using a huge caliber, was NOT INTENDED to be more powerful than it is in Fallout1. This is supported by both its price and the stage of the game where it becomes available. Its stats should NOT be boosted beyond fixing the ridiculous ammo modifier, IMHO.
You seem to have done a good job overhauling the laser resistances of all types of armor, though I was surprised by how weak you made all Combat Armor against laser. Myself, I would prolly just have made the laser resistances equal to the plasma resistances, and moved on.
About your changes to different ammunition types' AC MODs:
You do know that the AC only affects your chance to hit, right? The AC MOD is of little importance to a player with a sufficient Skill to always get a 95% chance to hit. I'd just leave the AC MODs intact.
Magnus said:
The 14mm Pistol does 15-21 damage.
Disagree. The only modification should be normalizing the DMG MOD to 1/1. The DR MOD of -50 is already appropriate. The weapon costs $1100 and is available early, so its base damage shouldn't be boosted at all IMO.
Magnus said:
The Needler Pistol does 12-18 damage, has a range of 20 and an AP cost of 4. It also has a base price of 1300 instead of 2200.
Disagree. Since the gun originally costs 2200, becomes available somewhat late, and is rare, it should be a good weapon. Its combat value should reflect the fact that it costs twice as much as the 14mm Pistol. Its base damage of 12-24, as well as the range of 24, should be kept intact. The weapon has Weapon Penetrate and a good magazine capacity. These factors, coupled with your modifications to the ammunition types, make the weapon's combat value correctly reflect the pricetag of $2200.
Magnus said:
The Desert Eagle and the .44 Magnum do 12-17 and 13-19 damage, respectively.
These weapons originally cost $800 and $600 respectively, and they are available very early, so their stats need no boosting. Furthermore, the Magnum's AP cost should be increased to 5. It is, by default, way too powerful both for its low price and early availability. That is what needs fixing, the weapon is too good. Correcting .44 JHP's overly favorable modifiers (which you have done) and normalizing the pistol's AP cost would fix this sufficiently.
Magnus said:
Putting a speed loader on the .44 Magnum no longer increases its range from 15 to 20. Instead, both versions of the weapon have a range of 20.
The weapon's monetary value is very low. Thus the gun shouldn't be given the benefit of the doubt but vice versa. Therefore both the unmodded and modded Magnum should have the same short range of 15, IMO.
Magnus said:
The 10mm Pistol does 7-13 damage and has an AP cost of 4.
It should be the crappiest pistol in the game, judging from its immediate availability in Fallout1 and its low price. The stats should be kept intact, just with the ammo modifiers corrected (which you did).
Magnus said:
The 9mm Mauser now has a damage of 10-16 and a range of 25. It still has an accuracy bonus of 20% and an AP cost of 4.
The .223 Pistol has been swapped with the Mauser, meaning you will only find one .223 and many Mausers.
Nice work!
Magnus said:
The Assault Rifle and its upgrade have a hit bonus of 20% instead of 40%, and their single shot range is reduced to 40. They also have a burst range of 35.
The Assault Rifle and its upgrade fire 9 bullets per burst instead of 8.
The Assault Rifle now has a capacity of 27, which gives three bursts per reload. Putting an extended magazine on it yields a capacity of 90 and ten bursts per reload.
Hmmm...I guess the really long range was a bit weird. But generally I think this is an unnecessary change -- fixing the ammo would have been enough. Your choices for 5mm ammo modifiers were good tho!
Magnus said:
The Sniper Rifle does 17-34 damage.
Acceptable. Its damage was a little bit low considering the increased AP cost.
Magnus said:
The Hunting Rifle and its upgrade do 10-20 damage. The Hunting Rifle also has a hit bonus of 20% instead of 40%.
A minor and unnecessary change imo. It wasn't broke.
Magnus said:
The FN FAL fires 11 bullets per burst, with or without a night sight. The HPFA does 14-22 damage up from 11-22. It fires 18 bullets per burst, which is less than its default 20, but the HPFA now has a 20% bonus to hit that the other FN FALs do not.
The FN FAL has a capacity of 33, with or without a night sight. The HPFA has a capacity of 36.
I don't agree that these weapons needed fixing. The ammo modification was ok tho.
Magnus said:
The Combat Shotgun, H&K CAWS and Pancor Jackhammer now have burst ranges of 18, 23 and 26.
The Combat Shotgun, H&K CAWS and Pancor Jackhammer now fire 4, 6 and 8 shots per burst.
The HK CAWS and Pancor Jackhammer now carry 12 and 18 shots, and weigh 12 and 15 pounds.
The Shotgun does 15-22 damage and its range is now 18.
The Sawnoff Shotgun does 19-24 damage, uses the Pistol animation, has a 20% hit bonus like all other shotguns and its range is now 9.
The Combat Shotgun's single shot range is now 20.
The HK CAWS now does 16-27 damage.
The Shotgun should be left intact IMO. It's not supposed to be very good at 800 bucks of value. The Sawed-Off Shotgun, being of the same monetary value but having only half the range, should indeed have a more significant damage edge than it does by default. I'd say 15-25 for the Sawed-Off Shotgun (same damage as the Combat Shotgun). Making it a one-handed weapon is cool.
Good work on the high-tech shotguns. They were underpowered for their price in the original.
Magnus said:
The 10mmSMG does 7-13 damage.
Disagree. No need for a change beyond fixing the ammo (which was well done IMO).
Magnus said:
The HK P90c does 9-14 damage.
It costs 2.75 times the price of the 10mm SMG. I agree with this change, but only if the 10mm SMG's base damage is the original 5-12, so that the difference reflects the price difference. The weapon did need some downgrading, it was way too powerful for its price in the original. So the general direction of this change is good.
Magnus said:
The Tommy Gun does 8-18 damage instead of 3-20, as I cannot imagine how a firearm could do 3 damage unless it just clipped your toenail or something. It also has a burst range of 25 instead of 16.
.45 caliber "man-stopper" bullets doing 3 hp of damage is ridiculous, but game logic is game logic. This weapon is slightly less expensive than the Assault Rifle, and so should be only slightly worse. I think your change makes it too powerful. The weapon already has a huge magazine and shoots 2 more rounds a burst than the Assault Rifle. I think its stats should be kept intact, aside from the ammo improvement. Or, at the most, keep the average damage the same (11,5) but reduce its massive spread. To 8-15, for instance.
Magnus said:
Gauss ammo (2mmEC) no longer increases the weapon's base damage, but its DR modifier has been increased to a muscular -50.
Excellent! That's exactly how I would have done it, and was in fact thinking not long before stumbling upon this thread that this would be the perfect way to amend the Gauss Weapons' excessive dominance while having them remain top-notch Small Guns with all the qualities touted in the in-game description still intact. Good work!
Magnus said:
The Minigun and the Avenger have one more point of maximum damage. The Avenger now also has a 40% bonus to hit like the Minigun.
Ok, but they'll still do no damage against Advanced Power Armor or better. AP ammo or not. I guess this is because we can't have a DT MOD like New Vegas does.
Magnus said:
The Rocket Launcher does 45-100 damage.
Fine I guess. The randomness was annoying, and considering the high AP cost, a slight boost is alright.
Magnus said:
The M60 now has a single-shot mode that costs 5AP and has a range of 40. Its ammo capacity is increased to 60, and it fires 12 bullets per burst instead of 10.
I like the single shot, but otherwise I think this weapon's stats should have been left alone. At 3500 bucks, it's supposed to be the weakest machine gun, and that's what it is in the original.
Magnus said:
The Light Support Weapon now has a single-shot mode that costs 5AP and has a range of 45. It also has a 20% bonus to hit, due to its small scope.
Nice work.
Magnus said:
The Bozar is now single shot only, uses 14mmAP ammo, has a range of 36 and sounds like a Sniper Rifle. It does 38-76 damage, has a capacity of 10 and a 40% bonus to hit. Its AP cost is still 6.
Good call making it use the biggest caliber in the game, that makes a world of sense. I initially thought the gun should average 70 to 80 hitpoints of damage to make it relevant compared to the Gauss Rifle, but since the latter's damage was already toned down with the change to 2mm EC's modifiers, this is no longer necessary. 38-76 is fine, though reducing the random variation to 48-66 would be preferable in my opinion, since high-end guns tend to perform consistently rather than displaying extreme variation between one round and the next. The only real issue I have is with the range. As someone already aptly pointed out, the kind of real-world weapons the Bozar was clearly inspired by have extremely long ranges, from 2km upwards. The range should absolutely not be anything less than the maximum seen in the game (50 hexes). These weapons are heavy and cumbersome. Their selling point is the range, accuracy, and ability to pierce armor. With the range appropriately increased, it would be pretty much perfect.
As for the weakness of laser weapons in Fallout2, I think changing armor stats is enough, and that changing weapon stats is unneeded. The Laser Pistol, at $1400, was evidently not intended as a very powerful weapon. In Fallout1 it averages one point less of damage per attack than the .14mm Pistol, which costs $1100, but vastly outperforms it in range and magazine capacity. This is entirely consistent with its monetary value, so the weapon doesn't need fixing. What needs fixing is all the disproportionately laser-resistant armor found in the game. The same goes for the Laser Rifle. No changes needed, except to various types of armor.
Armor stat fixes go a long way to make the Salvatores more fearsome. Giving Magneto-Lasers to most of the gang finishes the job IMO. If it's deemed necessary that the gang members be able to fire two shots per turn, then changing the weapon stats isn't the solution, but one should rather give the gangsters one more action point, so that weapon balance is not affected.
Increasing the range of the Pulse Pistol does make sense. The weapon is hugely expensive and becomes available very late, so it should have significant combat value. However, it also receives a lot of flak in the in-game description, so a bigger stats improvement would be unfounded.
I think the Plasma Rifle's original stats should be kept intact. With a pricetag of $4000, it was clearly not intended as a super energy weapon, but a competitor to the Laser Rifle.
I agree with reducing the AP cost of the Turbo Plasma Rifle. It is consistent with the weapon's very high price. However, the change creates a game balance problem. Since the first Plasma Rifle is available mid-game (in Sierra Army Depot), that means the Turbo Plasma Rifle is obtainable just as early (through Algernon). Thus, changing the AP cost the way you did would equip the player with a veritable super weapon at way too early a stage -- much like the Bozar in unmodded Fallout2. So, the modder faces a choice: whether to honor consistency&continuity between FO1 and FO2 as well as the pricing (and give the TPR the AP cost reduction) or put game balance before consistency and keep the TPR at 5 AP a shot. Ultimately, game balance should be the higher priority. However, I would suggest sidestepping the issue altogether by simply replacing the Plasma Rifle in Sierra Army Depot with a Laser Rifle. That way, the TPR can keep its low AP cost, and game balance is not compromised.
Welp, this was fun to write about. Hopefully the thread comes back to life someday.