Frame delay.

requiem_for_a_starfury said:
How do you mean looked at? FOT uses a slightly different system so if you are looking at them in the FT Tools then I guess the equivilent for most of them would be under weapon mode the range type. Short, long, only long, and scoped.

What I mean is, there is lots of different FO2 weapon perks, and there doesn't seem to be an obvious pattern. It's not clear which weapons should have the "weapon penetrate" perk or even "weapon accurate" or "weapon long range". In other words, not all long range weapons have the "weapon long range" perk, just some do. And I'm definitely not a weapons expert so I don't really know these weapons. These are the weapon perks:

Weapon Long Range
Weapon Penetrate
Weapon Accurate
Weapon Knockback
Weapon Enhanced Knockout
Weapon Scope Ranged
Weapon Night Sight
Weapon Fast Reload
Weapon Flameboy

Looking at this it appears straightforward, but if you look at the FO2 weapons, I don't really know why certain guns should get the "weapon accurate" and others don't, and many of the long range weapons don't have the "weapon long range" perk for example. I'll just have to make some guesses.
 
requiem_for_a_starfury said:
Try making several test protos of the same armour and then add a different perk to each and see what
it changes.

The diffculty with these armor and weapon perks is that there is likely some modifiers which are impossible to observe without seeing the combat rolls/modifiers/to hit etc in action, or having source code or specifications for the perks. So I'll do a best guess at assigning them to the FoT items. People can change the protos as they desire in the FO2 mapper proto editor if they want to modify them.
 
I'd presume that if you keep the same types of weapons with the same perks as the FO2 weapons, if it's an assault rifle give it the same perk as the assault rifle in FO2, if it's an smg give it the same perk as a similar smg from FO2 etc and you should be okay.

Otherwise I believe the long range on the sniper rifle affects or prevents targeting close by enemies, but I never really used it much prefering the scoped hunting rifle for my sniper characters. So give that to the FOT sniper rifle.

The knockback sounds like it's for the rocket launcher, so give that to any explosive weapon, the penetrate for the gauss weapons, accuracy for semi automatic rilfes like the garand? and the rest probably don't need perks.
 
requiem_for_a_starfury said:
I'd presume that if you keep the same types of weapons with the same perks as the FO2 weapons, if it's an assault rifle give it the same perk as the assault rifle in FO2, if it's an smg give it the same perk as a similar smg from FO2 etc and you should be okay.

Otherwise I believe the long range on the sniper rifle affects or prevents targeting close by enemies, but I never really used it much prefering the scoped hunting rifle for my sniper characters. So give that to the FOT sniper rifle.

The knockback sounds like it's for the rocket launcher, so give that to any explosive weapon, the penetrate for the gauss weapons, accuracy for semi automatic rilfes like the garand? and the rest probably don't need perks.

Unfortunately there are no such generic perk "rules" by type of weapon. To see what I mean, these are the weapon perks assigned in FO2. These weapons have been deemed special in some way, all of the others have not ....

Weapon Long Range
Laser Rifle
Plasma Rifle
Dual Plasma Cannon (Turret)
Gatling Laser
Minigun
Rocket Launcher
Assault Rifle
Sniper Rifle
Hunting Rifle
Red Ryder LE BB Gun

Weapon Penetrate
Pulse Rifle/Pistol
Mageneto-Laser Pistol
223 Pistol
Needler Pistol
Ripper
Little Jesus Knife
Wakizashi Blade
Power Fists
Holy Hand Grenade
Deathclaw Claws
Horrigan's Knife

Weapon Accurate
Heavy Dual Minigun (Turret)
Gauss Rifle/Pistol
Alien Blaster
Phazer
Solar Scorcher
All Shotguns
14mm Pistol
9mm Mauser
Cattle Prod

Weapon Flameboy
Improved Flamer

Weapon Night Sight
FN Fal Night Sight

Weapon Scope Range
Scoped Hunting Rifle

I am dealing with a LOT of new weapons from FoT. I have no idea which weapons should have the weapon accurate and weapon penetrate perks. I can make good guesses for most of the other perks.
 
I'm working on a flamer mod, so naturally I was curious about the effects of the Weapon FlamerBoy perk.
I did some testing with the flamer and it's improved counterpart, but I didn't manage to find something interesting.

Out of 30 shots with the flamer on a spore plant I did 53.5 average damage (50% skill, 78% chance to hit) and with the imp. flamer an average of 50.1.

Also tried setting my dear Aunt on fire (86% to hit) for 46.6 average out of 10 with the flamer and 53.1 with the imp. No change on death animation either; whenever she died, the flaming dance animation kicked in.

Maybe it has a DR change (which I couldn't test at the time), but no AC or +DMG coefficients as far as I can tell. No crits at all during testing though, so it could be that it changes the crit chance a bit (had 8% on the char I was testing).
 
There is a hell of a lot wrong with damage calculation with regards to weapons, as you can see by reading these threads:

http://www.nma-fallout.com/forum/viewtopic.php?t=10538
http://www.nma-fallout.com/forum/viewtopic.php?t=34876

So you shouldn't expect to necessarily get better damage by adding a perk, there is a lot more to it.

I am not trying to discourage you from experimenting, by all means please do, you may run into something others have not. Just take into consideration what others have been trying to tackle for some time.
 
as long as you are making a flamer mod, download 'hero attack animations" FRM pack I made, it contains the art for a hand (pistol) type flamer in it.
 
Thanks for letting me use your resources, it's highly appreciated :)

Right now I'm trying to introduce a decent flamer for near endgame purposes (military base ++), since the existing fire weapons don't do jack.
 
It would be cool if the flame could 'flow' or 'stream' around corners like a real flame thrower, it would ake for a very usefull weapon then as you could fill a bunker/room with a fireball. Too bad this is hard coded :(
 
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