Laser weapons against Armor's DR and DT

General9913

First time out of the vault
Hi there.

I'm thinking about a change in armors values. Looking to critter's resistance to laser weapons, I can see that almost all critters have somenthing in common, their laser resistance is usually just 10% higher than plasma values. I believe there is somenthing wrong about Power armor and Metal armor values, I can't really see how an armor can reduce 80% to 90% a damage. In my opinion there is an error in pattern here, it sure needs a balance.

First of all I'd like to say I plan to alter all this stuff in Fallout2 Mapper, but I have some questions. Sure, you need to start a new game to see all these changes but is there any other work I have to do? For example in a Map... Do I need to alter stuff in maps too? I know how to alter stuff in maps, I did some work in Navarro as you can see here: http://www.nma-fallout.com/showthrea...40#post4008840 and here http://www.nma-fallout.com/showthrea...37#post4008937 but honestly I'm not an Expert modder, I don't know how to make new scripts, only know how to assign them to items and critters.

Here some new items values:


  • Adv. power armor mkII laser dt 19 dr 70

  • Adv. power armor mkI laser dt 16 dr 70

  • Hardened power armor laser dt 14 dr 70 and +45 radiation, maybe.

  • Power armor laser dt 12 dr 65

  • Metal armor mk2 laser dt 6 dr 60

  • Metal armor mk1 laser dt 5 dr 50

  • Combat armor mk1 laser dt 7 dr 50

  • Combat armor mk2 laser dt 8 dr 55

  • Brotherhood armor laser dt 9 dr 60 and AC25 as it looks like a modified Combat armor mkII (look at the shoulders). Explosive dt 9 dr 50 and +20 radiation resistance. It's value should be 9000 chips.

  • Tesla armor laser dt 12 dr 80 and normal dt 4 dr 35 and not forgeting explosive dt 4 dr 30 fire dr 15 (All those are Metal armor mkII values)

  • Bridgekeeper's robes laser dt 7 dr 50

Okay, but why no changes to leather armors? Well they already have 10% more resistance compared to plasma. Combat armors sure had right values, but lowering Power armors values, I need to lower these too, besides Combat armor resistance to fire damage is quite low and since lasers burn too, I found these values to be good in my opnion.

And here some new critters values:


  • Floating eye bot laser dt 6 dr 60 and electrical dt 3 dr 20

  • Mister handy bot laser dt 6 dr 60 and electrical dt 3 dr 20

  • Sentry bot mkI laser dt 12 dr 65

  • Sentry bot mkII laser dt 14 dr 70

Floaters, well maybe a lower laser resistance.

So, what you peole think about it?
 
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Stupid Idea because Laser Weapons are only so weak against Armored and Strong Monsters ..while you find better Plasma Weapons in same Time so it make no sense...:wink:
 
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First off, you don't need to start new game to see armor/critter stat changes.
You will have hard time editing all armor stats by hand in mapper (you will need to adjust several hundred similar humanoid critters). Instead, I recommend using f2wedit to edit armor item stats and then there is a tool that will apply armor changes to all appropriate critters (it is set up for restoration project, you might need to remove some extra lines from .bat file). After that you can fine-tune critter stats in mapper or external critter editor.
And lastly, there are already mods that address laser resistance values (look for Weapons Redone and my Economy and Combat rebalance).
 
Hi there.

I'm thinking about a change in armors values. Looking to critter's resistance to laser weapons, I can see that almost all critters have somenthing in common, their laser resistance is usually just 10% higher than plasma values. I believe there is somenthing wrong about Power armor and Metal armor values, I can't really see how an armor can reduce 80% to 90% a damage. In my opinion there is an error in pattern here, it sure needs a balance.

First of all I'd like to say I plan to alter all this stuff in Fallout2 Mapper, but I have some questions. Sure, you need to start a new game to see all these changes but is there any other work I have to do? For example in a Map... Do I need to alter stuff in maps too? I know how to alter stuff in maps, I did some work in Navarro as you can see here: http://www.nma-fallout.com/showthrea...40#post4008840 and here http://www.nma-fallout.com/showthrea...37#post4008937 but honestly I'm not an Expert modder, I don't know how to make new scripts, only know how to assign them to items and critters.

Here some new items values:


  • Adv. power armor mkII laser dt 19 dr 70

  • Adv. power armor mkI laser dt 16 dr 70

  • Hardened power armor laser dt 14 dr 70 and +45 radiation, maybe.

  • Power armor laser dt 12 dr 65

  • Metal armor mk2 laser dt 6 dr 60

  • Metal armor mk1 laser dt 5 dr 50

  • Combat armor mk1 laser dt 7 dr 50

  • Combat armor mk2 laser dt 8 dr 55

  • Brotherhood armor laser dt 9 dr 60 and AC25 as it looks like a modified Combat armor mkII (look at the shoulders). Explosive dt 9 dr 50 and +20 radiation resistance. It's value should be 9000 chips.

  • Tesla armor laser dt 12 dr 80 and normal dt 4 dr 35 and not forgeting explosive dt 4 dr 30 fire dr 15 (All those are Metal armor mkII values)

  • Bridgekeeper's robes laser dt 7 dr 50

Okay, but why no changes to leather armors? Well they already have 10% more resistance compared to plasma. Combat armors sure had right values, but lowering Power armors values, I need to lower these too, besides Combat armor resistance to fire damage is quite low and since lasers burn too, I found these values to be good in my opnion.

And here some new critters values:


  • Floating eye bot laser dt 6 dr 60 and electrical dt 3 dr 20

  • Mister handy bot laser dt 6 dr 60 and electrical dt 3 dr 20

  • Sentry bot mkI laser dt 12 dr 65

  • Sentry bot mkII laser dt 14 dr 70

Floaters, well maybe a lower laser resistance.

So, what you peole think about it?

Make like Fallout 1 there are the Laser Weapons same but all Critters have less HP ...so change this with Proto Editor and that is.
 
Stupid Idea because Laser Weapons are only so weak against Armored and Strong Monsters ..while you find better Plasma Weapons in same Time so it make no sense...:wink:

Not really, well you see even Deathclaws don't have a high resistance against laser, it is around 10 to 20% more than plasma resistance. And don't forget that Laser Rifle is more accurate than Plasma Rifle, not entirely bad if you have a crap energy weapons skill at this stage of the game.

First off, you don't need to start new game to see armor/critter stat changes.
You will have hard time editing all armor stats by hand in mapper (you will need to adjust several hundred similar humanoid critters). Instead, I recommend using f2wedit to edit armor item stats and then there is a tool that will apply armor changes to all appropriate critters (it is set up for restoration project, you might need to remove some extra lines from .bat file). After that you can fine-tune critter stats in mapper or external critter editor.
And lastly, there are already mods that address laser resistance values (look for Weapons Redone and my Economy and Combat rebalance).

But if, for example, I've been to a map and saved the game, stuff in that map, including items and critters... everything updates?

Yes that would be a lot of work, thanks for advice.

I will check out your mod, I was unaware of it. Pretty good stuff really. May I ask you, did you use some game aspects from the game Stalker when you did this mod? It makes me remember it.
 
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But if, for example, I've been to a map and saved the game, stuff in that map, including items and critters... everything updates?
As far as I tested, yes. Every time you re-load a savegame, all (or at least most of it) prototype data is reloaded from PRO files. I only tested with NPC skills, but I think it will apply to DR/DT values as well. Items are reloaded 100% (except in some cases game might remember what ammo type you loaded into a gun and if you change weapon caliber, it might remain with old ammo type until you reload it).

I will check out your mod, I was unaware of it. Pretty good stuff really. May I ask you, did you use some game aspects from the game Stalker when you did this mod? It makes me remember it.

Interesting, why is so? ) I was a fan of STALKER and did small mods for it too, but it doesn't mean I will go ahead and make fallout more like Stalker. My love for fallout is much stronger and older :)
 
But if, for example, I've been to a map and saved the game, stuff in that map, including items and critters... everything updates?
As far as I tested, yes. Every time you re-load a savegame, all (or at least most of it) prototype data is reloaded from PRO files. I only tested with NPC skills, but I think it will apply to DR/DT values as well. Items are reloaded 100% (except in some cases game might remember what ammo type you loaded into a gun and if you change weapon caliber, it might remain with old ammo type until you reload it).

I will check out your mod, I was unaware of it. Pretty good stuff really. May I ask you, did you use some game aspects from the game Stalker when you did this mod? It makes me remember it.

Interesting, why is so? ) I was a fan of STALKER and did small mods for it too, but it doesn't mean I will go ahead and make fallout more like Stalker. My love for fallout is much stronger and older :)

He have Stalker at Mind while you have This new Ammo and Grenade arts that looks like Stalker Icons...
 
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I agree 100% with you. The Laser weapons are pathetic in FO2, since so many enemies have high resistances. I do think the Plasma should have it's advantages (high power, high damage), but at some point the laser rifle becomes useless.


There's no need to go through all this trouble though, just use Magnus' Weapons redone mod. I've had it for about 3 years now, and wouldn't play without it. It works with the newest RP just fine.

Mod:
http://www.nma-fallout.com/showthread.php?181694-Fallout-2-Weapons-Redone-v2-2


You can still use the item editor to tweak things you don't like. I usually buff the combat armor a touch, but that's me.
 
I agree 100% with you. The Laser weapons are pathetic in FO2, since so many enemies have high resistances. I do think the Plasma should have it's advantages (high power, high damage), but at some point the laser rifle becomes useless.


There's no need to go through all this trouble though, just use Magnus' Weapons redone mod. I've had it for about 3 years now, and wouldn't play without it. It works with the newest RP just fine.

Mod:
http://www.nma-fallout.com/showthread.php?181694-Fallout-2-Weapons-Redone-v2-2


You can still use the item editor to tweak things you don't like. I usually buff the combat armor a touch, but that's me.

He could use the mod.

Or we could encourage some competition and see what other stats he comes up with.
 
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