I had a look at the options to fix ammo (sfall 1.8), trying to figure out what option I would like to use and the following are thoughts and points I came across - some general and some regarding to Fixt specifically:
- F2balance adjust BB's to 2/1 and 50 DR. This keeps the ammo the same versus “naked” but is a nerf versus armour. This may make sense in FO2 (not sure) where the LE is more common, but definitely not in FO1. The Red Ryder LE can only be found in a special encounter. And making that gun less attractive (through the ammo), would make the special encounter less attractive. Which is not good. I really like the option to play a LK 10 character that plans to find the Alien Blaster or Red Ryder LE. Changing BB's would remove that character build somewhat. Besides, BB's are already rare in FO1, aren't they? So a nerf would make even less sense.
Second, the adjustment to 12.ga shotgun shells (to 3/2 and DR 35) is a nerf throughout. And, honestly, I don't understand why 12.ga weapons needed to be nerfed (?).
- YAAM has improved 9mm (1/1 & DT 2) and the 9mm ball (3/2 & DT 2). However, that is a FO2 adjustment in which 9mm was weak (1/2 & DR 10) and 9mm ball the better version (1/1). FO1 only uses 9mm ball. Which raises the question if FO1 should use the improved 9mm ball (3/2 & 2), or scale it back to 9mm (1/1 & 2)?
If there is only the Mauser I would say go with (3/2 & 2), if it includes the Uzi, it's more tricky. Currently the role the of Uzi is that of a special weapon (and the ammo for it really seems to be scarce, which means maintained bursts should be a short lived fun). In this scenario, with the Mauser being underrated, and the Uzi ranking among weapons like the Alien Blaster & Red Ryder LE, i.e. an unique and powerful weapon, with a drawback in limited ammo supply, I wouldn't mind if the 9mm ball uses the buffed version (3/2 & DT 2). If the ammo situation changes it may need another look, but even then it's not an obvious decision imo.
- Last, I thought that using no ammo modifiers (FO1 default) is also a legitimate option, especially as many NPCs have very low HP and adding more damage output to Small Guns may upset the game balance somewhat. But then again, not using ammo modifiers is a nerf to Small Guns, making them even worse compared to Energy Weapons (which have no ammo modifier). Adding in ammo modifiers restores balance between those weapon types somewhat. However, not sure, really.
Small points:
- Rocket Launcher may need rolling back. The adjustment from 35-100 damage to 75-100 is basically making up for the lack of ammo modification. But when using F2default/balance or YAAM, the 35-100 modified by the ammo, is similar to an unmodified 75-100.
- Ammo will nerf the flamer (F2default/balance & YAAM) and after I saw so many companions die to it, I actually like this. Some mods (like Resurrection) buff the flamer, but I'm not sure I would do that in FO1. Especially, as Resurrection is based on FO2 where NPCs have in general more HP than they do in FO1. So a buff to the flamer may make less sense, and the nerf (+20 DR) may actually be needed.
- Minigun will still struggle to beat the DT of power armour. In fact, neither ammo mod seems to favour AP over JHP particularly. The main difference appears to be that AP is almost as good rather than useless. An option may be to give the Minigun Penetrate (like the Gatling Laser), but giving mutants another one shot weapon sounds scary, besides the Minigun could become extremely deadly in many scenarios. Perhaps it would be better to increase the damage ever so slightly instead. For example, changing it to 7 to 13 starts to show differences versus power armour. Not much (1 point of damage in average) but it's 40 bullets, which may add up. But it's also important that it doesn't start to shred Combat Armour into pieces. Last, I do think mutants should have a “weak weapon”, that can be ignored while trying to focus down gatling laser and rocket launcher.
- Last, but not least: Neither ammo mod version appears to add any in-game information. Which may need adjusting, especially when tinkering, as the player may need the disclaimer of what solution Fixt is using and if there had been any changes made to it (BB's, 9mm etc.).
I have three spread-sheets I use to calculate weapon damage (roughly) (but I'm no expert) there may be errors in the formula (I'm not sure if YAAM applies penetrate first (DT/5) and then subtracts the DT mod, or the other way round (which would make a difference). I assume it does, but I may be wrong) and the design of the spreadsheet itself is a bit amateurish (some results (especially Penetrate) are calculated by hand (as it was faster than trying to figure out the formula) and there are no fancy features), so it may be prudent to check occasionally. Anyway if nothing else it may explain why I'm talking nonsense (lol): http://www.filedropper.com/fo1weaponaverages
- F2balance adjust BB's to 2/1 and 50 DR. This keeps the ammo the same versus “naked” but is a nerf versus armour. This may make sense in FO2 (not sure) where the LE is more common, but definitely not in FO1. The Red Ryder LE can only be found in a special encounter. And making that gun less attractive (through the ammo), would make the special encounter less attractive. Which is not good. I really like the option to play a LK 10 character that plans to find the Alien Blaster or Red Ryder LE. Changing BB's would remove that character build somewhat. Besides, BB's are already rare in FO1, aren't they? So a nerf would make even less sense.
Second, the adjustment to 12.ga shotgun shells (to 3/2 and DR 35) is a nerf throughout. And, honestly, I don't understand why 12.ga weapons needed to be nerfed (?).
- YAAM has improved 9mm (1/1 & DT 2) and the 9mm ball (3/2 & DT 2). However, that is a FO2 adjustment in which 9mm was weak (1/2 & DR 10) and 9mm ball the better version (1/1). FO1 only uses 9mm ball. Which raises the question if FO1 should use the improved 9mm ball (3/2 & 2), or scale it back to 9mm (1/1 & 2)?
If there is only the Mauser I would say go with (3/2 & 2), if it includes the Uzi, it's more tricky. Currently the role the of Uzi is that of a special weapon (and the ammo for it really seems to be scarce, which means maintained bursts should be a short lived fun). In this scenario, with the Mauser being underrated, and the Uzi ranking among weapons like the Alien Blaster & Red Ryder LE, i.e. an unique and powerful weapon, with a drawback in limited ammo supply, I wouldn't mind if the 9mm ball uses the buffed version (3/2 & DT 2). If the ammo situation changes it may need another look, but even then it's not an obvious decision imo.
- Last, I thought that using no ammo modifiers (FO1 default) is also a legitimate option, especially as many NPCs have very low HP and adding more damage output to Small Guns may upset the game balance somewhat. But then again, not using ammo modifiers is a nerf to Small Guns, making them even worse compared to Energy Weapons (which have no ammo modifier). Adding in ammo modifiers restores balance between those weapon types somewhat. However, not sure, really.
Small points:
- Rocket Launcher may need rolling back. The adjustment from 35-100 damage to 75-100 is basically making up for the lack of ammo modification. But when using F2default/balance or YAAM, the 35-100 modified by the ammo, is similar to an unmodified 75-100.
- Ammo will nerf the flamer (F2default/balance & YAAM) and after I saw so many companions die to it, I actually like this. Some mods (like Resurrection) buff the flamer, but I'm not sure I would do that in FO1. Especially, as Resurrection is based on FO2 where NPCs have in general more HP than they do in FO1. So a buff to the flamer may make less sense, and the nerf (+20 DR) may actually be needed.
- Minigun will still struggle to beat the DT of power armour. In fact, neither ammo mod seems to favour AP over JHP particularly. The main difference appears to be that AP is almost as good rather than useless. An option may be to give the Minigun Penetrate (like the Gatling Laser), but giving mutants another one shot weapon sounds scary, besides the Minigun could become extremely deadly in many scenarios. Perhaps it would be better to increase the damage ever so slightly instead. For example, changing it to 7 to 13 starts to show differences versus power armour. Not much (1 point of damage in average) but it's 40 bullets, which may add up. But it's also important that it doesn't start to shred Combat Armour into pieces. Last, I do think mutants should have a “weak weapon”, that can be ignored while trying to focus down gatling laser and rocket launcher.
- Last, but not least: Neither ammo mod version appears to add any in-game information. Which may need adjusting, especially when tinkering, as the player may need the disclaimer of what solution Fixt is using and if there had been any changes made to it (BB's, 9mm etc.).
I have three spread-sheets I use to calculate weapon damage (roughly) (but I'm no expert) there may be errors in the formula (I'm not sure if YAAM applies penetrate first (DT/5) and then subtracts the DT mod, or the other way round (which would make a difference). I assume it does, but I may be wrong) and the design of the spreadsheet itself is a bit amateurish (some results (especially Penetrate) are calculated by hand (as it was faster than trying to figure out the formula) and there are no fancy features), so it may be prudent to check occasionally. Anyway if nothing else it may explain why I'm talking nonsense (lol): http://www.filedropper.com/fo1weaponaverages