Throwing sucks! Any Mods?

Svankensen

First time out of the vault
Jesus christ, im now playing another Hardcore character and i decided to Tag Throwing for the lulz. I knew it was pretty bad, but it is AWFULL. Throwing knives cost 200 a piece, deal about as much damage as a strong kick, and the enemy picks them up and throws them back at you! The Duntons almost killed me! I know its realistic, i mean being good with guns is obviously better than being good at chugging stuff, but there should be something better than a sharpened spear to throw that isnt expendable. A Javelin maybe, or a Harpoon with a rope so that you can "reload" for 1 AP, or Shuriken, i dont know. Hell, maybe even a bow and arrows...

I mostly wanted to blow some steam, but i wonder if someone out there has made a Mod to make throwing a passable weapon skill. Maybe allowing you to pick what to throw without having to access your inventory for 4 AP? I mean, you are throwing the things, its not like you always have one in your hand...

Hell, even lowering the AP cost... I mean, i have fast shot and throwing knives spend 4 AP! Rocks at least spend 3, wich, by the way, doesnt make any sense, since the knives are made for throwing!


Edit: Just found the "Fallout 2: Weapons Redone v2.2" mod. Is it good? It seems to fix the problem, but im wondering if it wont unbalance the whole game.

It says its compatible with killaps 2.1, will it work with 2.2?
 
IMHO throwing should never been made a skill. It is about as useful as smoking. The few times I found throwing to be remotely useful is when I was fighting in dark caves and need to throw flare to get better visual. This skill really sucks big time and should be removed completely from the combat skills section.
 
Svankensen said:
Edit: Just found the "Fallout 2: Weapons Redone v2.2" mod. Is it good? It seems to fix the problem, but im wondering if it wont unbalance the whole game.

It says its compatible with killaps 2.1, will it work with 2.2?

If Weapons Redone resembles the version I played a long time ago, it should be modular, so you should be able to just patch the throwing weapons. Also, if you only install the throwing weapons package, it should work just fine with the new RP.

Worst case scenario, download f2wedit (by Cubik2k), which is an uber-awesome and user friendly tool that will enable you to change the statistics of thrown weapons. For Mutants Rising, we pumped up the damage on most throwing weapons and made other tweaks, which now makes them pretty darn useful.

Here's a quick list:
Code:
Throwing Knife - 4-6 dmg, 3 AP Throw, 4 AP Swing, Perk: Weapon Penetrate, price: $30
Molotov Cocktail - 20-40 dmg, 4 AP
Frag Grenade - 35-50 dmg, 4 AP
Plasma Grenade - 60-100 dmg, 4 AP
 
Welp, i have to retract my words a bit. Frag grenades are readily available at Vault city in both shops, and while a tad expensive, they certainly are within the realm of the affordable. I stopped to buy all the grenades on the shops while doing the fix gecko quest, and wound up with 9 or so. They are particularly usefull for killing merchant parties, at least if you have fast shot, wich reduces the AP cost to 3. I chugged 3-4 grenades (around 1k in total) to their tight formation, and killed all 3 metal armor guards. It is expensive, but deals ~23 damage in average to everyone in the formation, and you can use them 3 times per turn. Not too shabby, tho its obviously not your main weapon. Im using Hunting rifle in one hand and grenades in the other, so far so good. I have tagged E-Guns, Throwing and Lockpick, i got outdoorsman to 80 the old fashioned way, throwing to 92, small guns to 91 with help from manuals, and with this setup I plan on raiding the Toxic caves for a nice glock pistol as my main, pulse grenades absolutely trash robots.
 
I tend to think of throwing as akin to Big Guns. There's not a lot you can do with it in the early game, it's by no means a must-have, and those looking for surgical precision or limited collateral damage need not apply, but it can be fun and useful once you get to the point where you can reliably keep yourself stocked with the proper weapons/ammo.
 
Well, for what its worth, this is the earliest i managed to raid the toxic caves (I play hardcore, so thats a pretty important acomplishment, specially for the combat armor Mk II). With 102 Throwing, fast shot and 10 AP (from buffout) I managed to go down the elevator, enter combat mode, take 4 move and throw 2 pulse grenades at 90% chance to hit without risking a sneak. He didnt manage to take a single shot at me, wich is good, since i had 74 HP and metal armor Mk II. Had he gotten even one turn in, i suspect i wouldve been done for, altrough with a single grenade hitting he wouldve been down to 20 HP, so if you manage to survive even a single turn you could probably finish him off with a hunting rifle or something similar, maybe with a little help from your friends.

Since ive got E-Guns tagged, the Glock will come mighty handy, specially since its upgradeable to a whooping 32 ammo capacity.

BTW, after that i went to Klamath to try and steal a cats paw to get the E-Guns magazine, since I needed 1 more, and i didnt want to steal from gecko and turn it hostile (that store sometimes carries grenades, i believe), so i went to a town i wouldnt mind not visisting again. The drunk hooker noticed, the town turned against me, and then Sulik turned against me... First time I've had to kill one of my companions... A shame too, ill have to take in Myron until i can do the EPA, i dont want loose triggers like Marcus around until i can get him a single shot weapon (at wich point his lack of armor usually makes him a glass canon anyway).
 
Whoa, Myron? If there is literally anyone else alive that you don't have to marry to get in your party, I'd take them instead.
 
Well, it COULD be Lenny, but he has as bad AP as Myron and cant use E-Guns. I already got the EPA from a traveler (luck 10 working), but the encounters around it are pretty dangerous, as is the Wanamingo floor. So that leaves, ATM, Marcus, Myron and Lenny, with Marcus trigger happy nature making him a danger. At least Myron can run, so im taking him in until i become a Made Man. I dont know when ill be ready to do the SAD, since small guns is at 91 and will stay so, so no Sniping, and those turrets deal boatloads of damage. I guess itll be NEw reno, some levels, and EPA.
 
Back
Top