No love for Explosives

Post » Tue May 10, 2011 8:27 pm

Would have loved for explosives to get revamped in the latest patch. As far as I know things are pretty much the same, meaning that explosives still blows, pun intended :)

I hope they make some adjustments to explosives sooner than later.
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Bek Rideout
 
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Post » Tue May 10, 2011 12:51 pm

Yeah I know this is kinda powerful but Explosives should always negate at least 20 points of DT.
The DT system we all love kinda [censored]s Explosives over.
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Ashley Tamen
 
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Post » Tue May 10, 2011 1:17 pm

Hopefully it will come in due time.

Just strange to me that the devs recognized the problem in EW but for some reason didn't address the same problems with explosives.
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Kate Norris
 
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Post » Wed May 11, 2011 1:25 am

J.E. Sawyer mentioned tweaking explosives. However, I think he intended to tweak blast radius (AOE) not damage. They seem to have sufficient damage for the most part, but need too much precision in placement.
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D LOpez
 
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Post » Wed May 11, 2011 3:52 am

Hopefully it will come in due time.

Just strange to me that the devs recognized the problem in EW but for some reason didn't address the same problems with explosives.


This, I guess I will have to hold off on building my crazy bomber build.
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Josh Dagreat
 
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Post » Wed May 11, 2011 12:18 am

Hopefully it will come in due time.


I think it will.
There is only so much they can do in one patch, especially since they are still working on getting the game more stable.

I have a feeling that Obsidian will be tweaking the game in future patches. With all the "inaccessible" doors and areas, I think there will be tons of DLC and the company will be fixing as they go.
I'm cool with that, too.

As long as they keep listening ... which, in my opinion, this last patch shows they are ... then I'll keep playing and looking forward to each new fix.
:)
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Barbequtie
 
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Post » Wed May 11, 2011 2:42 am

J.E. Sawyer mentioned tweaking explosives. However, I think he intended to tweak blast radius (AOE) not damage. They seem to have sufficient damage for the most part, but need too much precision in placement.


Some explosives are fine, some are really weak. The grenade launcher isn't as powerful as it should be (the machinegun is overpowered, however) (imo) with 3 ranks of demo expert. Same goes for frag grenades, dynamite, and land mines; they aren't powerful enough.

Usually I'm for realism be damned, but in the case of explosives it makes me go "whaaat..." when I see a grenade go off between somebodies legs and it takes off 15% of their hp. It really cripples the skill from being a main-weapon type and puts it into the category of "I pull enemies with this, and hope I cripple a leg, then I use a real weapon".

Furthermore; blast radius is fine. Any more and you'll be in greater danger of hitting NPCs you don't intend to (allies, companions, neutrals etc.).

VATS is all the precision -any- weapon needs. Manually aiming grenades isn't really that difficult either. Not hurting allies that melee on the other hand... is. =P
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Nymph
 
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Post » Tue May 10, 2011 10:01 pm

Explosives should have a knockdown effect (like Super Slam) rather than a DT-penetration effect. I would be more comfortable with a deathclaw eating my missile in the face as long as it at least slowed him down.
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Kahli St Dennis
 
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Post » Tue May 10, 2011 10:16 pm

Explosives also is the only skill that got three books the rest got four :shrug:


bigcrazewolf
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Lovingly
 
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Post » Tue May 10, 2011 2:24 pm

Explosives should have a knockdown effect (like Super Slam) rather than a DT-penetration effect. I would be more comfortable with a deathclaw eating my missile in the face as long as it at least slowed him down.


That's a great idea! If you can knock them down with a melee weapon, why not an explosive? Would off-set the low damage for some explosives. :)
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Nauty
 
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Post » Wed May 11, 2011 3:05 am

Explosives also is the only skill that got three books the rest got four :shrug:
Five, actually, on PC. Four on console, I think.

Spoiler
Two at Foxtrot, one in Pearl's Barracks in Nellis, one in Mojave Outpost and one in the worker's barracks near Quarry Junction.

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Nathan Hunter
 
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Post » Tue May 10, 2011 1:56 pm

Yeah I know this is kinda powerful but Explosives should always negate at least 20 points of DT.
The DT system we all love kinda [censored]s Explosives over.


The way that explosives are used to kill people in real warfare is by lucky shrapnel or huge quantities of the explosive. Land mines and grenades typically don't result in immediately fatal injuries. The explosive pressure wave simply isn't a very effective way to try to kill someone.

In Fallout 1 and 2 armor had both Damage Resistance AND Damage Threshold, so explosives were incapable of harming a character equipped with decent armor. They've always been about dealing with swarms of weaker enemies rather than individual powerful foes.

That said, it would be nice if you could get higher yields (i.e. combine a bunch C4 bricks into a single 50lb. charge capable of vaporizing the entire Deathclaw Promontory.)
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marie breen
 
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Post » Tue May 10, 2011 8:18 pm

The way that explosives are used to kill people in real warfare is by lucky shrapnel or huge quantities of the explosive. Land mines and grenades typically don't result in immediately fatal injuries. The explosive pressure wave simply isn't a very effective way to try to kill someone.

In Fallout 1 and 2 armor had both Damage Resistance AND Damage Threshold, so explosives were incapable of harming a character equipped with decent armor. They've always been about dealing with swarms of weaker enemies rather than individual powerful foes.

That said, it would be nice if you could get higher yields (i.e. combine a bunch C4 bricks into a single 50lb. charge capable of vaporizing the entire Deathclaw Promontory.)


Weapons like Frag Grenades and Dynamite should be stopped by heavy armor. Direct hits from a missile should be catastrophic. No amounts of personal armor should stop something like that. Anti Material Guns are not punching a whole in a tank, but Missiles can. It is [censored] that a 50 cal bullet has more pentration then missile. I would like to see some explosives have a huge damage but small radius for armor piercing effect. I seem to remember that Super Mutants with Missile Launchers where one of the few critters that could kill my character in Fallout 2 once he got Power Armor.

I am still hoping that Obsidian will get around to patching explosives.
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Kelsey Anna Farley
 
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Post » Tue May 10, 2011 4:29 pm

One thing I noticed was that centuars were virtually immune to grenades, timebombs, and dynamite.
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Matt Bigelow
 
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Post » Tue May 10, 2011 2:26 pm

Five, actually, on PC. Four on console, I think.

Spoiler
Two at Foxtrot, one in Pearl's Barracks in Nellis, one in Mojave Outpost and one in the worker's barracks near Quarry Junction.



I haven't bothered to find them all yet but I am just going by the official game guide CE...yea I spent a few extra caps.But it is four http://fallout.wikia.com/wiki/Fallout:_New_Vegas_books_and_magazines even explosives has four so one source is wrong. WIKI says five for the Big Book of Science though :shrug:


bigcrazewolf
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Doniesha World
 
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Post » Tue May 10, 2011 5:50 pm

It is [censored] that a 50 cal bullet has more pentration then missile. I would like to see some explosives have a huge damage but small radius for armor piercing effect.



This. Missiles were kind of pathetic in baseline Fallout 3, and they remain pathetic in F:NV. The only enemies that the missile launcher can efficiently take down are lightly armored ones, and why on earth would you waste missiles on fiends and coyotes. The enemies you carry the missile launcher for are the big ones; deathclaws, radscorps, super mutants, guys in power armor. You carry a missile launcher to deal with enemies that laugh at bullets! ...And it utterly svcks when used against those types of enemies. It really needs a shaped charge warhead, to do much higher damage (200?) but only at the point of contact. If it did that, it would be a worthwhile weapon. More clumsy than the railgun using max charge ammo, but should kill anything at all if you have points in Demo Expert.

(The launcher also needs to be MUCH more durable. Every shot with the thing takes a sliver off its durability. What exactly is wearing out? It's a solid metal tube!)
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Kim Kay
 
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Post » Tue May 10, 2011 9:59 pm

I haven't bothered to find them all yet but I am just going by the official game guide CE...yea I spent a few extra caps.But it is four http://fallout.wikia.com/wiki/Fallout:_New_Vegas_books_and_magazines even explosives has four so one source is wrong. WIKI says five for the Big Book of Science though :shrug:

bigcrazewolf


By a glitch, bug, whatever, its 5.

Reason being is that:

Spoiler
The ones at Foxtrot at actually stacked on top of each other. I noticed this when I picked up one skill book to have another appear in the same spot. It had the same "animation" of when you take something off of a shelf and everything seems to magically move.


The 5 is legitimate on the Big Book of Science on the wiki.

Edit: / kinda off-topic post.
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мistrєss
 
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Post » Tue May 10, 2011 1:52 pm

The way that explosives are used to kill people in real warfare is by lucky shrapnel or huge quantities of the explosive. Land mines and grenades typically don't result in immediately fatal injuries. The explosive pressure wave simply isn't a very effective way to try to kill someone.

In Fallout 1 and 2 armor had both Damage Resistance AND Damage Threshold, so explosives were incapable of harming a character equipped with decent armor. They've always been about dealing with swarms of weaker enemies rather than individual powerful foes.

That said, it would be nice if you could get higher yields (i.e. combine a bunch C4 bricks into a single 50lb. charge capable of vaporizing the entire Deathclaw Promontory.)


"Lucky" shrapnel? If the grenade is near you, or you trigger a land mine, you're dead or rendered incapacitated. You'll usually be in pieces.

Real explosions:

http://www.youtube.com/watch?v=xdbcacasmU8&feature=related
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Laura Richards
 
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Post » Tue May 10, 2011 10:07 pm

This would also be alot better if you had different missile types too like in FO2 and Tactics. However I guess it's limited to how the missiles work in code. It's not the missiles themselves but some type of effects attached to them thats giving them all these problems. Would also help alot if they actually flesh out the DT system to be like it was in the originals. With each armor having independent DT and DR for each damage type.
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Antonio Gigliotta
 
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Post » Tue May 10, 2011 5:03 pm

This. Missiles were kind of pathetic in baseline Fallout 3, and they remain pathetic in F:NV. The only enemies that the missile launcher can efficiently take down are lightly armored ones, and why on earth would you waste missiles on fiends and coyotes. The enemies you carry the missile launcher for are the big ones; deathclaws, radscorps, super mutants, guys in power armor. You carry a missile launcher to deal with enemies that laugh at bullets! ...And it utterly svcks when used against those types of enemies.

(The launcher also needs to be MUCH more durable. Every shot with the thing takes a sliver off its durability. What exactly is wearing out? It's a solid metal tube!)

A 300dmg explosion from annabelle using HE missiles doesn't sound that pathetic.
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Natasha Callaghan
 
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Post » Wed May 11, 2011 3:19 am

A 300dmg explosion from annabelle using HE missiles doesn't sound that pathetic.


That is not true, having full Explosives skills + all three ranks of Demo Expert, HE missiles fired from Anabelle the damage is only just the 150ish mark on the pipboy.
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maya papps
 
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Post » Tue May 10, 2011 11:14 pm

That is not true, having full Explosives skills + all three ranks of Demo Expert, HE missiles fired from Anabelle the damage is only just the 150ish mark on the pipboy.

Do you have the latest patch? have you equipped annabelle with max explosives? Or are you just reading the wiki which wasn't right before the patch. let alone now. Notice how it lists the same damage for the missile launcher and annabelle but says annabelle deals more in t

I'm telling you 300dmg. If you need more proof I'll upload a picture.
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lucile
 
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Post » Tue May 10, 2011 4:46 pm

Do you have the latest patch? have you equipped annabelle with max explosives? Or are you just reading the wiki which wasn't right before the patch. let alone now.

I'm telling you 300dmg.


Xbox user so no patch yet, If the 300dmg you say is true after the patch that is a huge welcome increase in power.
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casey macmillan
 
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Post » Wed May 11, 2011 4:14 am

Not trying to be a doushe but isnt the problem not the dge but how distance from the epicenter is brutal in regards to how much dge is put on target? aka Beyond 10 feet it becomes a sudden flash of air but nothing more/My pip boy tells me diff dge when i have items in a storage/So watch ur ass with the dge being shown its bsey lol/MY gmg says something on the likes of 90 dge non mercy and we all know thats impossible *inside a storae box* i have the maximum possible dge for explosives
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GabiiE Liiziiouz
 
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Post » Tue May 10, 2011 7:38 pm

????????


If I understand what you just typed, the radius of the explosions may also add to the problems, hopefully as someone mention the damage at least has been upgraded by the patch.
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Eileen Collinson
 
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