Why Throwing Knives Suck, and what to do about it.

Radrunner

First time out of the vault
Throwing knives suck. Alot. And one of the key reasons is that our lovely end-game perks, Slayer and Sniper, don't apply to them. Unarmed and melee weapons get slayer... which includes throwing knives if you use them as a melee weapon... and every range weapon except grenades gets sniper.

I was reading through the mods, and saw one of them allowed throwing knives to become *piercing*, like the wakizaki blade and therby bypass armor. While this would make them alot better, i'm wondering if anyone has made a mod, or can inform those less tec-savy how to tweak throwing knives so that a perk such as slayer or sniper applies to them when thrown.

Thoughts?
 
You can change weapons any way you want with the FO2 mapper. If you don't have that/have never tried it, an easier way to edit weapons is Cubik2k's f2wedit (available in the NMA files section). If you went that route, any weapons you already had or any weapons in towns you've already visited wouldn't be updated until you start a new game.
 
Endocore said:
If you went that route, any weapons you already had or any weapons in towns you've already visited wouldn't be updated until you start a new game.

Changing weapons stats by f2wedit or mapper doesnt need start new game. Weapons will be updated.
But be careful when you decide to edit weapons (or other items) stats with official mapper. Before editing you need to set "archive" attribute to *.pro files in Proto\Items files. After editing BEFORE start game you need to set "read-only" attribute to that files, because game delete not "read-only" *.pro files.
When using my F2wedit this operations are not needed. This happen automatically.
Be careful when you decide to edit armors stat: if you have worned (or your party NPCs) an armor then before edit armors put away them. This is because armorrs stats will be added to base/extra critters stats and with worned armor will be doubled for your hero or party mate.
 
It's not just the throwing knives that suck, it's the whole Throwing skill. There are some mods that deal with weapon balance, like Combat Overhaul, or Magnus' Weapons Redone, but I don't know if they fix the Throwing balance.

You can use f2wedit to make Throwing Knives do more damage. That will make them do more damage when used as a melee weapon as well, but just don't use them as a melee weapon if that bothers you. You can also change Sniper and/or Slayer to +100% critical chance, ask Nirran how to do this, this way you will have crit every time with all weapons, but I assume that by the time you pick the perk, you will have all your weapon skills (except Throwing) too low to have any use of them. Also, you may use a character editor (there are plenty in our download section) to add yourself 100% critical chance once you pick Slayer or Sniper.

I don't know if there is a chance to make Slayer apply to throwing knives, but maybe someone else will soon or later tell you how. I suppose that this would require some long coding, though.

[anyway, by the time you get Slayer, throwing knives are pretty pointless; yeah, I know this is not a good argument]

[also, you may want to have Slayer make spear and sharpened spear crit as well]

[if you want higher damage with your throwing knives, Melee Damage improves this; the perk for Melee Damage is never worth it; also, levels in Bonus HtH Damage add melee damage too]
 
Don’t under estimate the power of throwing…someone in a thread mentioned that with a very high throwing skill they were killing Enclave soldiers with flares and plant spikes (it could be bullshit), but they were pretty adamant that throwing was greatly undervalued. :confused:
 
That´s it, next game I will play a Throwing expert, just to see how useful and cool it is.

I´d guess, to make up for Sniper not working, I´d have to choose Finesse and More Criticals.

Does Bonus Rate of Fire and Bonus Ranged Damage work with Throwing?
 
.Pixote. said:
Don’t under estimate the power of throwing…someone in a thread mentioned that with a very high throwing skill they were killing Enclave soldiers with flares and plant spikes (it could be bullshit), but they were pretty adamant that throwing was greatly undervalued. :confused:

I made a save to give those ninja builds a go and its actually pretty fun, but i didn't get to the endgame with it, so im assuming its worth will drop off quick once you hit PA.
 
Wow, I diddn´t know spears were not effected by the good ol slayer perk !!
Im actually roleplaying a char right now wich only uses a sharpened spear.
I sort of counted on slayer for then end game...

Hmm, I hope the gods will give me the power to still rip em all to pieces.

On topic : I totally agree more can be done with the throwing skill, though I will never forget how many times a well placed plasma grenade has saved my ass playing a melee-unarmed char wich also used grenades for bigger mobs or potential lethal enemies.

I hope people will come up with good idears for the throwing skill, I will give it a good thought myself too.
& also hope spears will be added to the slayer list, I mean it only sounds logical it does.

Bye !
 
On a side note – when I was testing some of the maps for RP I boosted my PC skills way up onto 200% mark, and occasionally when I had an encounter I was punching holes in people, armor made no difference (add Enclave to the list)…so it’s possible to be a Bruce Lee if you put the points into it. :shock:
 
Thoughts?
I haven't ever used the throwing skill in Fallout 2 so forgive me if it works the same way as in Fallout Tactics. In Fallout Tactics, it seems to work like this: As your throwing skill increases, the AP cost to throw grenades decrease. That could make the throwing skill more useful (unless it already works that way...).

As for throwing knives - don't they suck in real life too?

I always thought the throwing skill in Fallout was pointless because you only got three tag skills and grenades and throwing knives played such a small role. If I would make a mod, I would remove the throwing skill entirely and instead make it a part of melee weapons. Then when you play a melee character you can automatically throw spears and other stuff too, so since you can do it at a decent % chance you'll naturally end up doing it when it's appropriate. I don't think throwing weapons would have to improved then, since that automatically would make them more useful. I guess the complete removal an entire skill wasn't the kind of fix you were looking for though.
 
Harold said:
I always thought the throwing skill in Fallout was pointless because you only got three tag skills and grenades and throwing knives played such a small role. If I would make a mod, I would remove the throwing skill entirely and instead make it a part of melee weapons. Then when you play a melee character you can automatically throw spears and other stuff too, so since you can do it at a decent % chance you'll naturally end up doing it when it's appropriate. I don't think throwing weapons would have to improved then, since that automatically would make them more useful. I guess the complete removal an entire skill wasn't the kind of fix you were looking for though.

Nice idea. I like it. Merging melee and throwing. Oh BIS, what were you thinking? Just like First Aid and Doctor....
 
I have thought about this for a while and come up with some suggestions.

- All weapon ranges should be multiplied by two, e.g. Throwing Knife should have a range of 32 instead of 16.

- Make Heave Ho! work like Sharpshooter, i.e. exceeding 10 if you have the perk for range calculations, e.g. someone with Strength 10 and the perk will have a range of (10+2)*3=36.
 
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