J.E. Sawyer discusses Damage Treshhold

Brother None

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It looks like J.E. Sawyer is returning to one of his pet peeves in the SPECIAL system, namely the way armor works. Specifically, it looks like Damage Treshhold will be back.<blockquote>I figure this is a good time to explain how the "red shield" (and also "HUD colored shield") works.

Imagine that there is an amount of damage that armor directly subtracts from damage... a "threshold" of damage, if you will. While a small percentage of damage may get through even the thickest armor, damage threshold can effectively neutralize a lot of small arms. Fallout 1 and 2 used numerical feedback to let the player know when their weapons weren't doing any damage. In F3 and F:NV, the player only sees enemy health meters that represent a percentage of total health rather than an exact value. This makes it difficult to tell how effective an enemy's armor is (as opposed to the target simply having a ton of health). In F:NV, the red shield appears next to a target's health meter when you hit it for damage that is equal to or less than the target's damage threshold. A HUD-colored shield appears next to the player's health meter when the player is hit for damage equal to or less than the player's damage threshold.

High RoF weapons typically have a low DAM, high DPS. E.g. 10mm SMG. Low RoF weapons are the opposite. E.g. Hunting Rifle. F:NV's Pip-Boy Weapons tab now cross-fades between DAM and DPS so the player can make more tactical choices about what weapon to use in any given circumstance. Having both of these values visible has also allowed us to revise the calculation of DAM/DPS values to be less abstract and more accurate. Using the weapons previously listed, a 10mm SMG would be best against unarmored/lightly armored targets at close range. The Hunting Rifle is ideal against armored targets at long range. But if the player wants to get fiddly with numbers, the Cowboy Repeater (mentioned in the Escapist preview) is better than either weapon against unarmored/lightly armored targets at long range since it is accurate, has a decent DAM and a better DPS than the Hunting Rifle. Add ammo subtypes and mods into the mix and there are a lot of ways to optimize the gear you carry and use. </blockquote>Continued.<blockquote>Damage Threshold is a new value for armor. It is directly subtracted from damage. That is, it is not a percentage reduction. I'll use an example of DR vs. DT to illustrate the impact it has.

Let's say you have a weapon with a DAM of 13 and a weapon with a DAM of 45.

Against armor with 20 DR, each shot from the first weapon will do 13 - 2.6 = 10.4 damage. The second weapon will do 45 - 8 = 37 damage per shot.

Against armor with 5 DT, each shot from the first weapon will do 13 - 5 = 8 damage. The second weapon will do 45 - 5 = 40 damage per shot.

Damage Threshold has a greater impact the lower the base damage is. Damage Resistance scales universally because it is a percentile reduction. </blockquote>Is it a replacement for all armor or will it be alongside DR?<blockquote>We're still experimenting with the right balance of DR/DT. The engine can support and display both.

BTW, the weapons that are easily neutered by even light armor are shotguns firing buckshot.

Which is why I always carry slugs. :disguise: </blockquote>Does the red shield only appear during VATS?<blockquote>It appears whenever you damage a target and remains for a few seconds after. </blockquote>Continued.<blockquote>There is a value in GECK we use for tuning that specifies a minimum percentage of damage an attack can do, regardless of DR/DT. We've adjusted it a few times and probably will continue to do so. But in all cases it has been a low percentage of an already low base value, so using something like a Varmint Rifle against high DT armor is a good way to get killed. </blockquote>Thanks The Vault.
 
That sounds promising. I hope Power Armor (specifically the T-51b) starts behaving more like POWER Armor. In Fo3 it was very disappointing to see how much damage I was taking from raiders with small arms after I retrieved the T-51b from that secret lab. It was not the walking tank that it had been prior and that was disappointing. Here's hoping we have decent armor that is worth wearing in New Vegas.
 
This is good, from reading this I guess players aren't going to be severing the heads of power armored enemies with a freakin' SMG.
 
It looks like a small tweak but it could have massive impact on gameplay, for the better.

I think we're not the only ones that felt Fallout 3's armor system was...not that good, and it's straight-line DPS system made weapon variance a bit pointless. Both can be improved massively by this simple tweak.
 
I wish it would be more like in FO2 for example with the different types of damage threshold (like energy or explosive type damage) rather than simply DT being a universal number.
 
I just hope it will make a difference if you shoot a unprotected and protected part of the enemy. I mean if his head has no visible protection ... a shootgun or what ever weapon you are using should do massive damage if it hits there. Regardless if the person is using a power armor or simple metal armor. Same to arms or legs.

Nothing kills immersion more for me then to see how headshoots do nothing to a target only cause his chest have the best armor protection ever ... I know neither F1 or F2 have been that acurate. But for that matter you had the chance to aim for the eyes and head and eventualy bypass armor calculation with a crytical shoot.

If they want Fallout vegas to give a better feeling compared to Fallout 3s combat they should work on that. Since a lot works now with visuals now unprotected areas should be well ... unprotected.
 
Jubal Quintus said:
That sounds promising. I hope Power Armor (specifically the T-51b) starts behaving more like POWER Armor. In Fo3 it was very disappointing to see how much damage I was taking from raiders with small arms after I retrieved the T-51b from that secret lab. It was not the walking tank that it had been prior and that was disappointing. Here's hoping we have decent armor that is worth wearing in New Vegas.

Huh ? I am playing FO3 now and just got T51b from that lab as well as from Anchorage lab, and I do feel kind of like walking tank - I am killing enclave left and right.
 
Exactly - power armored Enclave troops who shouldn't be so easy to kill in their walking tanks.
 
Yeah, but while this, you take much damage as well, if you are not that good in jumping their attacks.

To me, combat armor felt much stronger in Fallout 3, then power armor. Especially because you find them everywhere and therefore, repairing is no deal. And if your power armor was broken, you had to run to some NPC to let him fix it or you killed some people in power armor, to repair your power armor...
 
Paul_cz said:
Jubal Quintus said:
That sounds promising. I hope Power Armor (specifically the T-51b) starts behaving more like POWER Armor. In Fo3 it was very disappointing to see how much damage I was taking from raiders with small arms after I retrieved the T-51b from that secret lab. It was not the walking tank that it had been prior and that was disappointing. Here's hoping we have decent armor that is worth wearing in New Vegas.

Huh ? I am playing FO3 now and just got T51b from that lab as well as from Anchorage lab, and I do feel kind of like walking tank - I am killing enclave left and right.

So? His point was that he still took significant damage from weak rounds and melee when in power armor.

I was easily able to kill Enclave members with BRASS KNUCKLES. They designed it so that anyone can kill anything with any weapon, even bare hands. It's a joke.

DR/DT is a great idea, but like someone else said, there should be separate categories for projectile/energy/explosive/melee, etc.

Armor damage and specific hit locations would also be nice, but probably won't happen.
 
Against armor with 20 DR, each shot from the first weapon will do 13 - 2.6 = 10.4 damage. The second weapon will do 45 - 8 = 37 damage per shot.
This is wrong.
Correct one: 45 - 9 = 36

Also, when in Power Armor, you shouldn't take that much damage (if any) from 10mm Pistol and similar crappy weapons.
 
Blackened said:
Also, when in Power Armor, you shouldn't take that much damage (if any) from 10mm Pistol and similar crappy weapons.

I agree. That's why DR and DT are not entirely adequate. There should be a penetration or soft/hard value involved.

00 Buck and HP rounds should have very high damage values against soft targets, but low penetration, making them ineffective against hard targets. 00 Buck at close range into an unarmored target would be an instant kill, while it wouldn't even leave a scratch on PA. Damage should not get mixed up with penetration.
 
Paul_cz said:
Jubal Quintus said:
That sounds promising. I hope Power Armor (specifically the T-51b) starts behaving more like POWER Armor. In Fo3 it was very disappointing to see how much damage I was taking from raiders with small arms after I retrieved the T-51b from that secret lab. It was not the walking tank that it had been prior and that was disappointing. Here's hoping we have decent armor that is worth wearing in New Vegas.

Huh ? I am playing FO3 now and just got T51b from that lab as well as from Anchorage lab, and I do feel kind of like walking tank - I am killing enclave left and right.

Everyone else pretty much covered this already. I would simply add that in Fo2 when you got too close to Navarro too early in the game and hit one of the dozens of Enclave patrols you got zapped and killed, usually in the first shot. When I played through Fo3 and had to fight my way out of the Jefferson Memorial I saw my first Enclave trooper and my heart stopped. I had rushed through the story mode to get to PA training so that I could go get the T-51b, the only item in Fo3 that I felt really looked like it came from the other games. As a result of my rushing through the story I was ill equipped with weapons and armor; I wore the armored vault suit and was carrying that AK-47 looking assault rifle. I figured I was about to get my ass kicked and have to restart and then play through a bit more to level and grab new gear, so imagine my surprise when I started blasting off Enclave heads and made it out of the Memorial relatively unscathed.

TL;DR level scaling and weak armor make the game a cake walk and kind of ruin the fun of wearing or fighting badass power armor.
 
which proves again what kind of useless equipment powerarmor is in Fallout 3.

They simply copy pasted Oblivions "armor" system and used that for Fallout 3 more or less completely ignoring the Fallout 1 and 2 armor / damage system. For the better or the worse ? you decide.

But I doubt Bethesda would make a game that would be a challange to the player. "Its not something they do well"
 
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