Fallout 1 mod (SFall) What are common values for custom accuracy penalties?

dudejo001

It Wandered In From the Wastes
If it matters, I'm talking about the ddraw.ini settings in Fallout FIXT

I've been playing around with the accuracy penalties for aimed shots and I was wondering if there are popular value choices and why.

ATM, I simply added 140% to every existing penalty, followed by a 20% bonus to aimed torso shots. In the context of Fallout 1, I'm hoping to prevent snipers from dominating everything.
 
In the end, I went with more progressive penalties...

I found it more fun to be "rewarded" with increasingly better crit zones instead of all at once.
 
Oh, an actual reply :O

I went with :
BodyHit_Eyes=-150
BodyHit_Head=-100
BodyHit_Left_Arm=-75
BodyHit_Right_Arm=-75
BodyHit_Groin=-75
BodyHit_Left_Leg=-50
BodyHit_Right_Leg=-50
BodyHit_Uncalled=0
BodyHit_Torso=20
 
Whoa those values are very high. -150 doesn't that mean only 50% chance to hit at skill level 200?
 
Sounds good. Hitting the eyes should be hard, even with high skills.
 
You wouldn't miss 95% chance to hit everything in the eyes? Not even a little ? :lol:
If it means no more complain about eyeshots abuse, I guess I wouldn't miss it. Still, I think 150% penalty is rather overkill, maybe 125% is fine. But if 150% is the final accuracy penalty, I'd suggest bump the damage done if the eyeshot connect.

Also, maybe have some perk that reduce aimed shots penalty. I suggest tweaking/reworking Sniper feat for that purpose.
 
Whoa those values are very high. -150 doesn't that mean only 50% chance to hit at skill level 200?

Not exactly.

You still get a +8% bonus, per point of Perception, to your ranged hit chance.

Assuming a target with 45 AC (Power Armor, Dodger max, Agility max), if your character has max Perception and Small guns, you get a 50% chance to hit the eyes out to 9 hexes.

While those penalties are indeed very high, it's laughably easy to land eye crits in the vanilla game.
 
Oh okay, thanks for breaking down the math. That actually does sound pretty reasonable. I'll make sure to include this as an optional customization in the next Fixt release!

:hatersgonnahate:
 
Don't forget the +20% bonus to aimed torso shots ;)

Too bad no one else seems to use that function of sfall1...

BTW, will the next release of FIXT feature sfall1 v1.8? Personally, I copy/pasted it to the existing FIXT 0.81 alpha and it seems to be holding together well enough. The main feature that I noticed is a fully functional ammo code. It even optionally features the (imo) superior YAAM code.
 
Don't forget the +20% bonus to aimed torso shots ;)

Too bad no one else seems to use that function of sfall1...

BTW, will the next release of FIXT feature sfall1 v1.8? Personally, I copy/pasted it to the existing FIXT 0.81 alpha and it seems to be holding together well enough. The main feature that I noticed is a fully functional ammo code. It even optionally features the (imo) superior YAAM code.
Yes 1.8 will be included in next release if I can confirm it doesn't introduce bugs / issues / crashes.

What's the thought process behind +20 to torso? I have theories but wanted to hear your rationale :)
 
My guess is that non targeted shots and targeted to the torso do practically the same, so it's a waste of an action point in order to target torso, hence the bonus to targeted shot. Since one focuses more to take a shot, he/she should have higher chance to hit (assuming one knows how to handle a gun). Seems pretty rationale, although i'm not sure about the amount of bonus. Maybe +10% or +5% bonus would've been less op.
 
I figured that +20% was fair. You use more AP, which can mean anything from losing inventory access to losing an extra attack.

One-Hander provides the same bonus with the cost of penalties to two-handed attacks.

Both penalties can be compensated for but not without long-term investments.
 
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