No love for Explosives

Post » Tue May 10, 2011 2:46 pm

Keep in mind they are not going to change the game engine at this point to improve explosives. They will only tweak a few values like damage and radius to make them more useable.
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Jeff Tingler
 
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Post » Wed May 11, 2011 1:19 am

I'd really like to have explained to me what was so perverse about the Fat Man in Fallout 3 that there was so desperate a need to remove its single purpose as a one-shot kill weapon suitable for any situation, ANY SITUATION, that small arms cannot handle.
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lisa nuttall
 
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Post » Tue May 10, 2011 5:53 pm

Bring back the ammo variants to the rocket scene again.

http://fallout.wikia.com/wiki/Rocket_AP#Rocket_AP

High X and AP have always been in the game. Tactics added a few variants too. (Electrical and Sabot)

Would be kinda cool to see plasma warheads too. However I don't see a point as long as we have universal DT for all damage types. Unless it's just an "upgrade" to a standard HE rocket in effect.
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alyssa ALYSSA
 
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Post » Tue May 10, 2011 12:45 pm

Keep in mind they are not going to change the game engine at this point to improve explosives. They will only tweak a few values like damage and radius to make them more useable.

I don't think it needs in engine change. Most Explosive weapons already have a base damage. It is just really low - like 20 to 30 points. Just ramp that up, and add some AOE and I think explosives will be a lot better. Plus, it will reward players who put points into explosives for better aiming and not just aim at a targets feet or close by.
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Pants
 
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Post » Tue May 10, 2011 9:55 pm

I'd really like to have explained to me what was so perverse about the Fat Man in Fallout 3 that there was so desperate a need to remove its single purpose as a one-shot kill weapon suitable for any situation, ANY SITUATION, that small arms cannot handle.

Because they don't want it to be a goto weapon for everything. Though their scarcity and a small nerf would have been more than enough.
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Tai Scott
 
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Post » Tue May 10, 2011 3:41 pm

I'd really like to have explained to me what was so perverse about the Fat Man in Fallout 3 that there was so desperate a need to remove its single purpose as a one-shot kill weapon suitable for any situation, ANY SITUATION, that small arms cannot handle.


What I would have liked to see is NO nerf to the Fat Man. But maybe only 3 or so Mini Nuke shells in existence. I'd even go with 2.
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brian adkins
 
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Post » Tue May 10, 2011 10:42 pm

The fact that Sawyter actually interacts and posts is great! the game may not of been perffect on release but its getting much better and with this type of input im sure it will be even better in the future. :foodndrink:
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BlackaneseB
 
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Post » Tue May 10, 2011 1:16 pm

Damage scales from the center of the explosion to the outer radius with an inversely square progression. This means that it drops very quickly. The initial tuning I did for explosives was based off a misunderstanding of how the explosion radii worked. I addressed the Missile Launcher and Fat Man for the most recent patch, but did not get a chance to tune other explosives.

EDIT: Also, the Gobi doesn't hit an area the size of a small city park. Fat Men and Missile Launchers aren't intended to be used against single targets. From the way some of you guys talk, I get the impression you won't be happy unless Fat Men/Missile Launchers one-shot every BoS Paladin in T-51b and Deathclaw Alpha Male in a 100 yard radius.


Firstly thank you for replying and clarifying :)

Secondly also thanks for tuning the Missile Launcher and Fat Man.

Thirdly are you planning to tune the other explosives at a later date then?
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Lizs
 
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