My idea on how to ballance power armor

Post » Sat Jun 11, 2011 12:55 am

In my time on the forums here i have seen allot of discussion about PA and that it isn't good representation of what it used to be in the old games.
So my idea is make them walking tanks again but the needs to buy a new power armor micro fusion cells every in game month for a price between 5000 to 10000 caps.
This same system could also be used to make a better balance between chainsaws and knifes for example, but then with a cheaper form energy cells.

discuss :teehee:
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Tiff Clark
 
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Post » Sat Jun 11, 2011 11:50 am

Thats a very small price to be a walking battle tank for a month it also conflicts with established lore since PA has its own internal power supply. I think PA is fine how it is in 1&2 it made 99% of enemies into nothing in 3 it was way under powered due to the dr system new vegas struck a nice balance making it extremely good while still allowing enemies to continue to be a threat at a much reduced level.
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jessica Villacis
 
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Post » Fri Jun 10, 2011 10:20 pm

In my time on the forums here i have seen allot of discussion about PA and that it isn't good representation of what it used to be in the old games.
So my idea is make them walking tanks again but the needs to buy a new power armor micro fusion cells every in game month for a price between 5000 to 10000 caps.
This same system could also be used to make a better balance between chainsaws and knifes for example, but then with a cheaper form energy cells.

discuss :teehee:


Power Armor should be how it was originally intended. If the devs dont want the BoS to be kickin everybody's ass they shouldnt have them in the game at all instead of watering them down in the gameplay. 165 HP and 31 DT? Energy Weapons: 69 (most likely increased after DLC's) and Guns: 67 (they dont even use guns)? Wow, really?
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Stephani Silva
 
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Post » Sat Jun 11, 2011 2:49 am

Power Armor should be how it was originally intended. If the devs dont want the BoS to be kickin everybody's ass they shouldnt have them in the game at all instead of watering them down in the gameplay. 165 HP and 31 DT? Energy Weapons: 69 (most likely increased after DLC's) and Guns: 67 (they dont even use guns)? Wow, really?
Seconded.

Power armors were listed as having a 60,000 watt internal fusion pack, and would run indefinitely.
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Josephine Gowing
 
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Post » Sat Jun 11, 2011 2:31 am

how ever it was in fo and fo2 is how it should be. If ranger armour gives 28 dt them pa should give about 75 dt. I can care less how bad I get crushed. Getting crushed would be refreshing.

I think dt is better than dr, but fo nv did not give pa the justice it deserves. vet Ranger armour is better than t45d? are u kidding me?

What kind of riot gear is better than pa?


I don t know what the answer is, but something must be done in fo4. The answer most likely is in fo and fo2
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Richus Dude
 
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Post » Fri Jun 10, 2011 8:57 pm

Power armors were listed as having a 60,000 watt internal fusion pack, and would run indefinitely.

I agree.

What power armour needs is a) more DT (like 10 more, maybe just 5 more for the Salvaged); b ) add as much carry weight as the armour (aside from Salvaged); c) provide limb protection.
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Joey Bel
 
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Post » Sat Jun 11, 2011 2:43 am

Honestly, PA should have the kind of stats it had in F1/F2/Tactics. Blended DT/DR. Once you're in that stuff, you shouldn't be afraid of a guy with a 9mm or a giant ant. We don't need FPS style balance, where any weapon is always viable. If I'm stubbornly using a shovel and a Silenced .22 in an effort to make things harder, I should have to run from people in heavy armor due to being unable to breach their armor.

This isn't DOOM, I don't care about trying to get the Iron Mike award. (Old DOOM thing, it was basically a club for people who beat the game on Ultraviolent/Nightmare using only fists and pistol.)

That's why I mod out the DT bleedthrough, or sometimes reduce it to about 1% (to represent minor bruising and jolting from impacts).
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Elisabete Gaspar
 
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Post » Sat Jun 11, 2011 12:59 am

A better way to balance them would make them immune to small arms fire, take moderate damage from heavy weapons fire, specially the AMR, and finally, be weakened against energy weapons, specially plasma. Since in the fallout universe, plasma is a goo, it would cling to whatever it hits and just melt though.
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sophie
 
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Post » Sat Jun 11, 2011 6:52 am

In the old games, Plasma and Electrical (and high AP weapons) were the way to deal with PA. Lasers and Small Guns (barring the Gauss weapons) were nearly useless against it, and fire wasn't so hot either. It had high DT/DR against everything, but Plasma and Electrical (the YK-series pulse guns, and the cattleprod) were the lowest.

On the other hand, Tesla Armor (which was a varient of Metal Armor) was nearly immune to laser, plasma, and electrical. Normal damage, explosions, and fire would handle it nicely, though.

Hopefully F4 will restore armors to their old glories. And give us back the YK series pulse guns, and the m72 Gauss Rifle, and the PPK12 Gauss Pistol (as Guns, not EWeps).
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Devils Cheek
 
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Post » Fri Jun 10, 2011 7:24 pm

In the old games, Plasma and Electrical (and high AP weapons) were the way to deal with PA. Lasers and Small Guns (barring the Gauss weapons) were nearly useless against it, and fire wasn't so hot either. It had high DT/DR against everything, but Plasma and Electrical (the YK-series pulse guns, and the cattleprod) were the lowest.


The Tri-Beam is another league of laser rifles though. Enormous power output.
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katsomaya Sanchez
 
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Post » Sat Jun 11, 2011 9:32 am

So should we bring armour class back so light armour still work wonders?
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jadie kell
 
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Post » Sat Jun 11, 2011 6:35 am

i think it's good the way it is , now , offers alot of protection from small fire arms

max charged cells , and armor piercing for them , and EMP :|
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Iain Lamb
 
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Post » Sat Jun 11, 2011 7:40 am

i think it's good the way it is , now , offers alot of protection from small fire arms

max charged cells , and armor piercing for them , and EMP :|

It is not good now because vet ranger pre war riot gear is better than t45d pa whic first made men actual " walking tanks"

Bethesda is going to have to seriously think about how to handle pa. Not for my sake, but for NPCs sake. It is way better in this game than fo3, but not good enough.

They need to look at the old fo and fo players will have to understand people that dress up as tanks are not to be messed with. It would add a whole new level of difficulty to the game. It would also push the players fps skills to the max. Or you can still run if you don t have the weapons needed.
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stevie trent
 
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Post » Sat Jun 11, 2011 9:42 am

Walking out of the BoS bunker would be near impossible if what has been suggested here were to happen. If you chose to destroy them, that is. Screw it. Befriend them and you will never need to worry.
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Tom Flanagan
 
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Post » Fri Jun 10, 2011 8:41 pm

Walking out of the BoS bunker would be near impossible if what has been suggested here were to happen. If you chose to destroy them, that is. Screw it. Befriend them and you will never need to worry.


As it should be. That is the way of things. If that level of power doesnt fit the story than dont have them in it at all.
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Je suis
 
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Post » Sat Jun 11, 2011 9:42 am

Why? That'd take all the fun away... And fantastic reward after the huge hassle to get the training.
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Mandy Muir
 
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Post » Sat Jun 11, 2011 12:14 am

If you want to mass-murder walking tanks, use tank-buster weapons.

Missile Launchers, Plasma Rifles, Pulse Guns, Anti-Material Rifles, Gauss, Tesla, and high-powered rifles with AP rounds.

Fighting someone in Power Armor shouldn't be just like fighting someone in riot gear or leather.
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Ashley Hill
 
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Post » Sat Jun 11, 2011 4:37 am

A better way to balance them would make them immune to small arms fire, take moderate damage from heavy weapons fire, specially the AMR, and finally, be weakened against energy weapons, specially plasma. Since in the fallout universe, plasma is a goo, it would cling to whatever it hits and just melt though.
Agreed; but what I would also like to see, is (contrary to the earlier games :( ), that the big ones weigh more than most can carry, and so they either wear them or leave them behind ~and have situations where PA's just don't fit where you have to go (like crawling through a storm drain), or can't traverse the terrain. (Think... rickety stairs leading up into a bombed out Ten Penny towers, and a PA clad character could not make it up the stairs without falling through).
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Tiffany Holmes
 
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Post » Sat Jun 11, 2011 5:51 am

Agreed; but what I would also like to see, is (contrary to the earlier games :( ), that the big ones weigh more than most can carry, and so they either wear them or leave them behind ~and have situations where PA's just don't fit where you have to go (like crawling through a storm drain), or can't traverse the terrain. (Think... rickety stairs leading up into a bombed out Ten Penny towers, and a PA clad character could not make it up the stairs without falling through).

While that would be a nice touch, I suspect it would just turn people away from using the stuff in much the same way as the running speed hit turns some folks off in FO3 and F:NV. I'd still use it anyway, since the protection would be worth it.

Just finished a run through Honest Hearts with a T-51b-clad Infantryman, and even though I have the set modded to offer 40DT I was still getting hacked up by Giant Mantises with their 80-odd DAM chop attacks or White Legs wielding Brush Guns (if they had had AP ammo for the latter I wouldn't have minded as much). As such, I am thinking of adding another 10DT to all PA to really make it worth the extra weight. I am also considering adding a chunk of DR, since DT by itself really doesn't demonstrate just how tough PA is supposed to make you, but that may be pushing it. I've long since modded out the 'bleed-through' effect, as I felt it was directly counter to the purpose of wearing heavier armor in the first place.
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gemma king
 
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Post » Sat Jun 11, 2011 8:28 am

Or just remove the illogical 20% damage bleed through that cripples the DT system.
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Donald Richards
 
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Post » Sat Jun 11, 2011 10:04 am

Damnit! Cant mod on the Xbox and my PC is [censored]. :brokencomputer:
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Julie Serebrekoff
 
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Post » Fri Jun 10, 2011 9:46 pm

Or just remove the illogical 20% damage bleed through that cripples the DT system.

I would say it is the creatures' inhuman damage that cripple high DT armour.
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Louise Andrew
 
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Post » Fri Jun 10, 2011 8:16 pm

Or just remove the illogical 20% damage bleed through that cripples the DT system.

That was the first mod I did :biggrin:. It's not nearly enough, although it does eliminate the 'my tank died to a Raider with a pool cue' nonsense.

That's only part of the problem, though. Without modding, certain Combat Armors rival what PA can do with 20 less WGT, which really shouldn't be the case. Desert Ranger armor set, for example, gives 27 DT, the same amount you get from the T-45d PA set. Given the amount of protection PA is supposed to provide, the DT from the DRCA shouldn't even be close, let alone equal.

The obvious issue with jacking PA DT above about 50 or so is that only a handful of attacks can get through that; while that's as it should be, the fact that NPCs don't use AP rounds means that almost all combat would be trivial at that point. Of course, that's what PA is meant to do, but it's still a potential problem.

EDIT

@Valkebus: that's one of the things I'm wrestling with when debating whether or not to add a DR component, since you'd need a ludicrous amount of DT to deal with the burst damage some critters (notably Deathclaws) can output. The catch with DR is that as a percentage it scales with damage strength, and any decent amount of DR + Med-X would be around 40-50% reduction or more which could prove a bit excessive.
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Becky Cox
 
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Post » Fri Jun 10, 2011 10:07 pm

Well I would say the Gamebryo (or Bethesda's Gamebryo) is what make things hard. Although I think a bonus limb damage to Geckos or Nightstalkers would be a right to exchange for damage, and bring them in line with weapon used by human(iod).

Deathclaw on the otherhand should be ridiculous.

My proposal of tuning up their DT value is base on that the bleed through damage stays. If bleeding damage is completely cut than a buff of 2~6 should be sufficient.
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A Boy called Marilyn
 
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Post » Sat Jun 11, 2011 9:32 am

Well I would say the Gamebryo (or Bethesda's Gamebryo) is what make things hard. Although I think a bonus limb damage to Geckos or Nightstalkers would be a right to exchange for damage, and bring them in line with weapon used by human(iod).

Deathclaw on the otherhand should be ridiculous.

My proposal of tuning up their DT value is base on that the bleed through damage stays. If bleeding damage is completely cut than a buff of 2~6 should be sufficient.

I raised PA in my game by 10 with the 'bleed-through' modded out, and it still sometimes feels insufficient even though I can shrug off most attacks already. I think part of it is that those attacks that get through 40 or 50 DT do so by a large margin, and DT's 'all-or-nothing' nature means you take 100% of what does get past. Given that some weapons will punch 80-100DMG past the aforementioned DT values and the PC usually has about 300-350HP or so at higher levels, it often feels like all that DT isn't doing anything.

I'm just trying to figure out a way to put the 'armor' back in Power Armor without overdoing it. I might have to just 'bite the bullet', so to speak and do the modifications to see how it plays.
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Liv Brown
 
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