This game lacks reward and incredibly bias towards Guns

Post » Wed Dec 01, 2010 7:22 pm

It does, I don't think any creature in the entire game can survive a sneak attack to the head from .308 sniper rifle loaded with hand loaded rounds.


For now. There is talk of "nerfing" the weapon.

I wouldn't want to shoot an elephant or rhino at close range with a .308, whether I could hit it in the head or not. A .308 round is vastly insufficient to hunt elephants.I don't think you understood my point about this being a game. It's not Call of Duty or Medal of Honor, it's an RPG. The damage is not supposed to be realistic.To make a .308 sniper rifle kill anything in one shot, you would also have to make every gun that uses the same or larger rounds kill anything in one shot, including the brush gun, hunting rifle, this machine, and Ranger sequoia.Please explain why a sniper rifle deserves a 5x critical chance when other weapons mostly have 1x. You say snipers don't have to take second shots, but when a sniper shoots someone the target is not aware he's being shot at, so in game that's represented by the sneak attack critical (which would be the same whether they had a 1x or 5x modifier).


I wouldn't want to fire a weapon at a Elephant or Rhino at close range either. But 250 yards isn't exactly close range. The .308 Winchester is the commercial version of the military 7.62x51mm NATO center-fire cartridge. Basically the same round as used in the PSG-1 and various other high power, high accuracy weapons. A weapon that can easily kill a large land animal with a center head shot. In fact a skilled marksman could probably take down a Rhino with a M16 (5.56x45mm NATO). When I was in the ARMY I could place 3 holes in a quarter at 50 yards and I wasn't a sniper :cry: . As I said...I realize that almost any firearm will kill in a single shot to a human and therefore a balance must be reached within the game world. Sniper weapons are a special circumstance. The whole philosophy (yes there is a sniping philosophy) is based around only needing a single shot to accomplish the task at medium-long ranges when handled by a skilled sniper team. By weakening this fundamental truth of sniping, they are essentially reducing the sniper weapon to a scoped .22. It matters not if "game balance" is at issue. If they wish to include a rifled weapon and insist upon labeling it a "Sniper Rifle" then they (and everyone else) should respect the basic premise of that title. Also...no weapon has a 1x multiplier in game. That would be a critical error of mathematics. Any number multiplied by 1 is the original number (1 x 1 = 1, 2 x 1 = 2, 3 x 1 = 3) and so to assign a 1x multiplier would be the same as not applying a bonus at all. I think you meant that most weapons have a crit of 1.25x - 1.5x. In my post I suggested that a crit of 2.25x - 2.5x would be the best possible stat for the weapon. Any less defeats the purpose of a sniper weapon and any more simply overpowers even the hardest of targets. Finally..when I am referring to the sniper rifles crit I am not talking about crit chance, I am talking about the crit damage multiplier. No weapon should have a higher chance for a crit than any other weapon. Body locations should have varying crit chance though. A headshot is probably going to be critical, a leg shot...probably not.
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ezra
 
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Post » Wed Dec 01, 2010 11:27 pm

Dislike the pigeon pushing buttons to get corn style of reward that is far too common in rpg's and entirely in other computer games, Like the story guns are an added thrill.
Give me a good story or a fun game to play around with, unique guns turn things into a rush to cross things off a Xmas list imo.
Give more options to freely resolve situations in any style you like, like NV has justly attempted to do.
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Claudia Cook
 
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Post » Thu Dec 02, 2010 8:50 am

I say the game is bias towards melee.

They did over nerf the Fatman for some reason.

As for lack of reward.....you didn't even address the how is the game lack of reward.

P.S. Sawyer is also going to nerf sniper rifle in the up coming patch, start panic and :flamethrower: in 5,4,3,2,1......


If anything needs a nerfin', it's the sniper rifle. 5x crit mult. :wacko:
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Juanita Hernandez
 
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Post » Thu Dec 02, 2010 12:04 am

Tbh all i want is the *fixing* of the G M G ,i dont use gmg like a take care all weapon.Biggest use i found for this weapon is the removal of cazadores and thats about it lol.Considering the price of each 25mm grenade i assumed it would work well versus high dt threats and it doesnt not even close.Atleast make the Missile launcher capable of what it was designed for *destruction of high armour targets * and specific missile capable of aoe destruction. as in ap and he variants
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IM NOT EASY
 
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Post » Thu Dec 02, 2010 8:05 am

What FONV needs is a FWE-esque mod.

I'm sure somebody is working on it as we speak.
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Danger Mouse
 
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Post » Wed Dec 01, 2010 4:46 pm

Energy weapons are getting -DT to all ammo types excluding flamer fuel in the next patch.
And Explosives are also going to get tweaked a bit, how has not been explained.


Why exactly is Flamer Fuel not getting this buff? Flamers are just as useless against high DT enemies as the laser pistol or the RCW.
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carla
 
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Post » Thu Dec 02, 2010 5:40 am

Fire isn't going to get through steel, while a super-heated beam of energy or super-heated plasma will.
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Emma Copeland
 
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Post » Thu Dec 02, 2010 6:41 am

I hate it when my guns kill things in one shot.

I like a game to resemble real life at least a little, I mean come on.

Shooting someone in the head with a sniper rifle from a concealed position shouldn't kill them in one hit.

And I almost threw up in disgust when a point blank shot to a Raider killed him. I mean, who dies from guns when they're close to you?

Please, change the sniper rifle's stats in the upcoming patch.

The ammo isn't even realistic, guns don't shoot bullets.

JK: guys stop complaining, instead of lowering the power of a gun that works, raise the power of the weapons (such as explosives) that are broken. :cookie:
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Robert Bindley
 
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Post » Wed Dec 01, 2010 9:22 pm

I hate it when my guns kill things in one shot.

I like a game to resemble real life at least a little, I mean come on.

That makes as much sense as why sometimes NPC can't hear the explosive from ballistic fist right next to them with a dead body flying yet sometimes NPC can hear your punch before they die and make everyone in the approximately angry.
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Kevin Jay
 
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Post » Thu Dec 02, 2010 4:19 am

I say the game is bias towards melee.

They did over nerf the Fatman for some reason.

As for lack of reward.....you didn't even address the how is the game lack of reward.

P.S. Sawyer is also going to nerf sniper rifle in the up coming patch, start panic and :flamethrower: in 5,4,3,2,1......

He did actually. He was talking about how unrewarding it was to find these rare, expensive mini nukes to have them end up being worthless when used.
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amhain
 
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Post » Wed Dec 01, 2010 7:43 pm

He did actually. He was talking about how unrewarding it was to find these rare, expensive mini nukes to have them end up being worthless when used.

If he ever look up the DAM display on his Pip-boy then I think he knows why there is so little of them.
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Leilene Nessel
 
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Post » Wed Dec 01, 2010 10:10 pm

Crit. chance should depend on 5 things:

Character's Skill level in that weapon type
Power of projectile. A 12 guage shotgun at close range should have a higher chance to crit than a .22. Simple physics.
Any scoped weapon should have a higher crit chance when the scope is used (especially while crouched). Precise shot placement is easily as important as bullet size.
Movement. Shooting while running is a good way to miss and expecially to miss that head/heart/kneecap shot.
Actual shot placement. A shot to the gun an enemy is holding or to his big toe should not be a crit. A shot to the face of an unarmored enemy should always be a crit.


I agree that the AMR and Sniper should be an automatic kill on a lightly armored human or creature (if you hit center mass or head) . If you have ever held a .50 bullet in your hand you'll understand.
The .50 round was developed to be used against hardware, not people. It was intended to crater hard targets like truck engines and lightly armored combat vehicles (hence the name "Anti-materiel" as opposed to "anti-personnel") . It is WAY overpowered against humans. Red mist indeed.
As for sneak crits, being center punched by one of these high powered weapon should not be survivable whether you saw it coming or not. (not counting armor, of course)
And I don't agree with the arument that this is an RPG. Despite being an RPG there are elements of reality included. You eat, you drink, you sleep... based loosely on reality. If your RPG head gets hit with .50 round it should Role Play as an expanding pink cloud.

Sure, take away the automatic crit. bonus. A crit multiplier makes sense when you have time to aim a scoped shot at a vital point but not while standing/walking and ducking rounds.
If they want to keep these weapons from creating one man armies they should make the skill requirements higher for accurate long shots or make ammo more scarce or... something other than nerfing them.

Explosives certainly need help. I've thrown a live grenade myself and can, with certainty, attest that survival should be rare indeed. Truly a frightening weapon. At 250 caps each I don't think anyone is going to spam them if they are correctly powered.

/ Whine off

I love the game. Please don't ask them to break it.
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Josh Lozier
 
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Post » Wed Dec 01, 2010 8:33 pm

guys, are you aware that energy weapon and explosives damage are going to be improved in the next patch right?
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Nathan Risch
 
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Post » Thu Dec 02, 2010 12:45 am

It was probably biased towards guns originally because of Sawyer being a huge gun nut.
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katsomaya Sanchez
 
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Post » Wed Dec 01, 2010 7:41 pm

I understand that its an RPG, not an FPS, which is why I don't really complain when aI unload a 10mm mag into a Legionaire's face with minimal damage.

But I really think that the low rate of fire and low damage for most energy weapons makes them feel like you're shining a light at the enemy, rather than a stream of superheated plasma. In my first playthrough I used plasma weapons, at 100 skill, and in the final battle I was reduced to using a thermic lance that I had about 15 skill in, because plasma just wasn't damaging them.
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JERMAINE VIDAURRI
 
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Post » Thu Dec 02, 2010 7:54 am

Hopefully they do more to nerf Guns than just change the crit modifier from x5 to x2 on the Gobi/Sniper/Ratslayer etc.

.308 JSP ammo being a flat 50% dmg buff with no drawback is overpowered, especially when you consider that Contreras sells .308 ammo by the truckload to use as crafting mats.
This Machine should not be so good, or at least so easily obtained. It's an endgame weapon that you can get with ease.

Sniper rifle's rate of fire is a bit fast too. I'm all for a "the right tool for the right job" approach to balancing guns, and right now you can just use Sniper Rifle for everything. The low spread/high accuracy weapons need a slower rate of fire so that when you are in close you want to favor something high spread/high DPS. Right now the high rate of fire on This Machine/Sniper combined with DT making a lot of high rate of fire weapons useless just wrecks balance and makes anything with high DMG and a decent rate of fire > all.

Armor piercing ammo needs to just ignore DT entirely (which I guess it basically does now that they nerfed the DT on most "hard targets" down to 15), and there needs to be MORE OF IT. A LOT more.
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~Sylvia~
 
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Post » Thu Dec 02, 2010 5:37 am

That makes me sad that they lowered DT...
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Carlos Rojas
 
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Post » Wed Dec 01, 2010 10:46 pm

For now. There is talk of "nerfing" the weapon.



I wouldn't want to fire a weapon at a Elephant or Rhino at close range either. But 250 yards isn't exactly close range. The .308 Winchester is the commercial version of the military 7.62x51mm NATO center-fire cartridge. Basically the same round as used in the PSG-1 and various other high power, high accuracy weapons. A weapon that can easily kill a large land animal with a center head shot. In fact a skilled marksman could probably take down a Rhino with a M16 (5.56x45mm NATO). When I was in the ARMY I could place 3 holes in a quarter at 50 yards and I wasn't a sniper :cry: . As I said...I realize that almost any firearm will kill in a single shot to a human and therefore a balance must be reached within the game world. Sniper weapons are a special circumstance. The whole philosophy (yes there is a sniping philosophy) is based around only needing a single shot to accomplish the task at medium-long ranges when handled by a skilled sniper team. By weakening this fundamental truth of sniping, they are essentially reducing the sniper weapon to a scoped .22. It matters not if "game balance" is at issue. If they wish to include a rifled weapon and insist upon labeling it a "Sniper Rifle" then they (and everyone else) should respect the basic premise of that title. Also...no weapon has a 1x multiplier in game. That would be a critical error of mathematics. Any number multiplied by 1 is the original number (1 x 1 = 1, 2 x 1 = 2, 3 x 1 = 3) and so to assign a 1x multiplier would be the same as not applying a bonus at all. I think you meant that most weapons have a crit of 1.25x - 1.5x. In my post I suggested that a crit of 2.25x - 2.5x would be the best possible stat for the weapon. Any less defeats the purpose of a sniper weapon and any more simply overpowers even the hardest of targets. Finally..when I am referring to the sniper rifles crit I am not talking about crit chance, I am talking about the crit damage multiplier. No weapon should have a higher chance for a crit than any other weapon. Body locations should have varying crit chance though. A headshot is probably going to be critical, a leg shot...probably not.



Please leave out this whole Snipers are gods mumbo jumbo. This about respecting snipers is more important than game balance is the most ridiculous argument I've heard in a while. I don't understand your point about a sniper rifle the scoped .22, it's a large caliber gun, it should be very powerful compared to the other guns, a bit more powerful than the hunting rifle because it has a longer barrel. Even if there were some special mystique about snipers making them somehow more awesome than normal humans, it's not the gun that's causing it.

And yes, almost all weapons have a 1x multiplier, and yes multiplying by 1 gives you your standard critical chance (luck score + whatever perks and equipment you've got on)

There is no critical damage multiplier, it's a set number, almost all weapons give double damage on a crit. Only ones I can think of that don't do that are shotguns which give only a bit extra damage on critical, and the Abeline Kid BB Gun that does 4 damage with a normal shot but an extra 70 damage on critical.
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Jerry Jr. Ortiz
 
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Post » Thu Dec 02, 2010 5:32 am

Hmmm depends what you mean by 'incredibly bias', yes there's a lot more gun choice and they can be modded whereas Melee / unarmed doesn't have as much choice and I can't mod melee/unarmed either. So yes I spose there is some gun bias becasue of this.
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M!KkI
 
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Post » Thu Dec 02, 2010 2:31 am

One thing to note is fev infected the entire earth. It has mutated everyone and everything and it was designed to create super soldiers. While yes it didnt do as drastic a job as with super mutants even the little kids in freeside are more durable then any human before the war.
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emma sweeney
 
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Post » Thu Dec 02, 2010 7:56 am

Armor piercing ammo needs to just ignore DT entirely (which I guess it basically does now that they nerfed the DT on most "hard targets" down to 15), and there needs to be MORE OF IT. A LOT more.

If that is the case they need to lower the damage a lot more. The balance between the damage it does vs. it's DT bypass makes it almost a go to ammo.

That makes me sad that they lowered DT...

It's just that they fixed something that was giving creatures double their DT. This isn't a problem for late game guns, but EW and explosive have more trouble with it.
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Patrick Gordon
 
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Post » Wed Dec 01, 2010 10:20 pm

they should nerf the critical chance of sniper rifles. seeing that if you're sniping, critical chance means nothing since you'd be scoring that sweet sneak critical.

if they nerf the critical cahnce of the sniper rifle, then all it does is remove the fun playstyle of stocking up on 20% critical chance and firing a sniper rifle from the hip like a railgun. LOL
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Ross
 
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Post » Thu Dec 02, 2010 8:37 am

If that is the case they need to lower the damage a lot more. The balance between the damage it does vs. it's DT bypass makes it almost a go to ammo.


I'd be fine with that. It would then be "the right tool for the right job", as it should be. Right now it's "LOL I gotz mah .308 JSP rounds, game ovah man!"
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Alexxxxxx
 
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Post » Wed Dec 01, 2010 10:42 pm

I don't think the sniper should be nerfed its a long range weapon and should be able to kill people pretty easily , what should be nerfed is the ballistic fist , No melee weapon should be able to 2 hit someone in power armor the ballistic fist is basically a hand mounted shotgun and if the sniper is going to be nerfed the ballistic fist should be nerfed and should use shotgun ammo.
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Laura-Lee Gerwing
 
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Post » Thu Dec 02, 2010 3:28 am

Fire isn't going to get through steel, while a super-heated beam of energy or super-heated plasma will.


http://en.wikipedia.org/wiki/Thermite
http://en.wikipedia.org/wiki/Welding#Arc

Deathclaws and super mutant masters are mostly exposed flesh. Napalm should definitely hurt them.
People in metal armor and combat armor are not shielded at all against heat.
Heating up a big suit of metal (power armor) should cook the wearer inside.

The Flamer was awesome in Fallout 1 & 2 plus Tactics when there were both DT and typed DR. Most armor, even power armor, had less Fire resist than normal damage resist. But, the only game where the Flamer was actually overpowered was Fallout 3. I just want it to be viable so that Pyromaniac, my favorite perk since the first game, isn't a wasted perk.
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Caroline flitcroft
 
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