Fallout V23: "I got another thread that needs your help."
5,002 replies, posted
Those are actually pretty good, he's clearly got an eye for it.
[QUOTE=Samiam22;49321070]Or you could just take psycho and have 25% increased damage applied to everything you do.[/QUOTE]
Or you could have psycho adds more 25% damage to your 30% + perks damage from the special ammo? Or have more damage without needing to buy and use addictive drugs? I'm seriously not getting your point. It's not even that hard or expensive to do JHP and JSP anyway
The caliber variations on each weapon should have been a separate mod type, not a receiver mod, imho
Could have also lead to some interesting variations, like instead of having ammo types separate from the weapon it's the mods themselves that decide the caliber and ammo type.
[QUOTE=Samiam22;49321070]Or you could just take psycho and have 25% increased damage applied to everything you do.[/QUOTE]
Those are not mutually exclusive, which means it's entirely irrelevant what psycho does when talking about ammo types. It's like saying "Why wear Power Armour when Med-X gives you damage resistance?"
[QUOTE=Ruh-roh;49321150]Or you could have psycho adds more 25% damage to your 30% + perks damage from the special ammo? Or have more damage without needing to buy and use addictive drugs? I'm seriously not getting your point. It's not even that hard or expensive to do JHP and JSP anyway[/QUOTE]
I didn't say it was hard. I said it was finicky, and it's also pretty inefficient, especially since disassembling the ammo and reassembling it, even non hand-loaded variants, will give you less of it. I haven't even mentioned how hand-loaded requires more resources. If you disassemble all your 5mm bullets, say, and make them into hand-loads, you'll only have the materials for about 2/3 of them, if the math off the top of my head is correct. It has the same kind of problem that power armour does in FO4 in that you have to go back and make some more every time you get new rounds.
And buying chems? What? The damn things are literally more common than water. And even if you do buy them, they're dirt cheap.
[QUOTE=Ganerumo;49321154]The caliber variations on each weapon should have been a separate mod type, not a receiver mod, imho
Could have also lead to some interesting variations, like instead of having ammo types separate from the weapon it's the mods themselves that decide the caliber and ammo type.[/QUOTE]
It would make sense for calibres (usually) but not for ammo types. The point of a receiver is that all ammo that fits the dimensions, usually diameter, can be fired from it. It wouldn't make sense for a gun to suddenly only be able to use armour-piercing rounds.
It would have made things simpler and would have maybe given more importance to ammo types.
It would have also meant we could have had more interesting ammo types than AP/HP, stuff like coin shots and dragon's breath were great in NV and Bioshock had some really fun ammo types that I fondly remember.
Imagine an ammo mod that electrifies bullets on a combat rifle, for instance.
[QUOTE=Ganerumo;49321197]It would have made things simpler and would have maybe given more importance to ammo types.
It would have also meant we could have had more interesting ammo types than AP/HP, stuff like coin shots and dragon's breath were great in NV and Bioshock had some really fun ammo types that I fondly remember.[/QUOTE]
The one I liked the most in Bioshock was how the chemical thrower thing could switch between those three elements. That would have been a cool idea for the flamer.
[QUOTE=Samiam22;49321181]I didn't say it was hard. I said it was finicky, and it's also pretty inefficient. It has the same kind of problem that power armour does in FO4 in that you have to go back and make some more every time you get new rounds.
And buying chems? What? The damn things are literally more common than water. And even if you do buy them, they're dirt cheap.[/QUOTE]
I don't really think it was inefficient. You made your batch of .308 JSP before going into a quest and could do more damage anytime, any shot, without needing to pop drugs (and the occasional fixer between the psycho doses) and without any kind of time limit. Pumping yourself full of drugs to do 5% less damage and getting addicted in the process is way less efficient in any case.
Cheap ammo that you could disassemble to make your special ammunitions were cheaper and more common to find than Psycho anyway so there's that too. You could buy a lot of cheap rifle ammo to make a bunch of .308 JSP to use anytime or you could buy 3 psycho and have less extra damage for a limited time.
And the "you have to go back everytime!" point doesn't really matter when you have ED-E or Veronica (for special energy weapon ammo) around.
Again, i really don't get your point.
[QUOTE=Samiam22;49321181]I haven't even mentioned how hand-loaded requires more resources[/QUOTE]
1 more rifle powder unit and 2 more lead (which you can get 100 with one single piece of scrap metal)
barely an issue, seriously
If anything ammo crafting (and special ammo crafting) was more efficient because you could find a lot more 5.56mm around and you could break it to make .308 and .308 JSP if you had the cases (which contreras and the quartermaster always sold in case boxes)
[QUOTE=Samiam22;49321199]The one I liked the most in Bioshock was how the chemical thrower thing could switch between those three elements. That would have been a cool idea for the flamer.[/QUOTE]
EMP shells for the shotgun were really fun, the particle effect was amazing for the time.
[QUOTE=hypno-toad;49321048]Robotics expert doesn't seem to have much use beyond a novelty, and it really requires stealth skills to be fully useful.
[/QUOTE]
Actually I take this back, I turned KLEO into a follower.
[QUOTE=Ruh-roh;49321206]I don't really think it was inefficient. You made your batch of .308 JSP before going into a quest and could do more damage anytime, any shot, without needing to pop drugs (and the occasional fixer between the psycho doses) and without any kind of time limit. Pumping yourself full of drugs to do 5% less damage and getting addicted in the process is way less efficient in any case.
Cheap ammo that you could disassemble to make your special ammunitions were cheaper and more common to find than Psycho anyway so there's that too. You could buy a lot of cheap rifle ammo to make a bunch of .308 JSP to use anytime or you could buy 3 psycho and have less extra damage for a limited time. Again, i really don't get your point.
1 more rifle powder unit and 2 more lead (which you can get 100 with one single piece of scrap metal)
barely an issue, seriously
If anything ammo crafting (and special ammo crafting) was more efficient because you could find a lot more 5.56mm around and you could break it to make .308 and .308 JSP if you had the cases (which contreras and the quartermaster always sold in case boxes)[/QUOTE]
What I meant by efficiency was disassembling a .308 will give you 4 powder but you need 6. If you don't buy additional powder, or disassemble other rounds, then you'll lose about 1/3 of your rounds when you make them into hand loads.
And for all your "it's barely an issue" talk about my point, you're putting too much stock in psycho addiction. Not only is psycho's base addiction a staggering [I]10%[/I], a single dose lasts 4 minutes, and even if you do get addicted, the withdrawal penalty is almost nothing, -1 to PER and END is not that scary, and neither is flinging 100 caps (or something, I forget how much) toward a doctor towards fixing it.
[QUOTE=Samiam22;49321248]What I meant by efficiency was disassembling a .308 will give you 4 powder but you need 6. If you don't buy additional powder, or disassemble other rounds, then you'll lose about 1/3 of your rounds when you make them into hand loads.
And for all your "it's barely an issue" talk about my point, you're putting too much stock in psycho addiction. Not only is psycho's base addiction a staggering [I]10%[/I], a single dose lasts 4 minutes, and even if you do get addicted, the withdrawal penalty is almost nothing, -1 to PER and END is not that scary, and neither is flinging 100 caps (or something, I forget how much) toward a doctor towards fixing it.[/QUOTE]
The point is that you can have %5 more damage (which is affected by gun perks unlike drugs) without any of psycho disadvantages, and all the time. And the money you could use to buy Psycho you can buy ammo to use for JSP crafting anyway. Or you could just use psycho and special ammo for even more damage. I don't see how using psycho makes the special ammo redundant or useless [I]at all[/I].
The only reason you should be breaking 308 down is for the cases anyway. You use 5.56mm or other stuff for the powder and the primers. So you can break 50 .308 and make 50 .308 JSP the same way. Not an issue.
[QUOTE=Samiam22;49321199]The one I liked the most in Bioshock was how the chemical thrower thing could switch between those three elements. That would have been a cool idea for the flamer.[/QUOTE]
Speaking of Bioshock, I really wish we had some more bioshock tier upgrades on small arms.
stuff like
[t]http://i.imgur.com/p0j7ZEQ.jpg[/t] and [IMG]http://i.imgur.com/ywlKGcA.jpg[/IMG]
[editline]???[/editline]
Since when did people not like these?
[QUOTE=AntorkaDelta;49321302]Speaking of Bioshock, I really wish we had some more bioshock tier upgrades on small arms.
stuff like
[t]http://i.imgur.com/p0j7ZEQ.jpg[/t] and [img]http://i.imgur.com/ywlKGcA.jpg[/img][/QUOTE]
god no
[QUOTE=Ruh-roh;49321270]The point is that you can have %5 more damage (which is affected by gun perks unlike drugs) without any of psycho disadvantages, and all the time. And the money you could use to buy Psycho you can buy ammo to use for JSP crafting anyway. Or you could just use psycho and special ammo for even more damage. I don't see how using psycho makes the special ammo redundant or useless [I]at all[/I].
The only reason you should be breaking 308 down is for the cases anyway. You use 5.56mm or other stuff for the powder and the primers. So you can break 50 .308 and make 50 .308 JSP the same way. Not an issue.[/QUOTE]
My point the whole time was that it added cruft. Things that just add small multiplicative damage bonuses are not things that should be in ammo types. Having a hand-loaded bullet that adds 30% damage and having a new receiver that adds 30% damage is almost the same thing, but one requires you to go to a reloading bench every once in a while.
Ammo types should be things like armour-piercing bullets, or those pulse slug and explosive bullets I talked about earlier. They shouldn't be just + damage, mods can take care of that far more conveniently.
[QUOTE=Samiam22;49321321]My point the whole time was that it added cruft. Things that just add small multiplicative damage bonuses are not things that should be in ammo types. Having a hand-loaded bullet that adds 30% damage and having a new receiver that adds 30% damage is almost the same thing, but one requires you to go to a reloading bench every once in a while.
Ammo types should be things like armour-piercing bullets, or those pulse slug and explosive bullets I talked about earlier. They shouldn't be just + damage, mods can take care of that far more conveniently.[/QUOTE]
I disagree specially because one never stopped the other from existing (you could still have more damaging bullets AND special bullets like flechette in the same weapon for example) but i can see your point, fair enough. Mods in NV usually didn't focused in more raw damage anyway so the more damaging bullets fitted fine. It would be redundant in F4 though, i agree.
It's added flavour that doesn't cater to you and that's fine, but that doesn't mean it's useless. It's as "useless" as using a police pistol over the 357 magnum pistol because it has more damage, for example.
[img]http://puu.sh/lWbTo/f1730c461b.png[/img]
[IMG]https://dl.dropboxusercontent.com/u/11648828/Misc/1450169501024.png[/IMG]
lol whatever nerd who cares about your rpg lore!!
thanks vice president of bethesda
tbh Pete Hines didn't specifically write that and he's part of the company so ofc he's going to defend it
He's right about the ghoul thing though, it's really not that important considering the quest's obviously supposed to be a joke.
Meanwhile, the other Fallout dev
[img]http://i.imgur.com/dFx8yiB.png[/img]
I just fended off a super mutant attack on a settlement, and then died by walking into a truck.
why
Should've looked both ways
[QUOTE=Ganerumo;49321435]tbh Pete Hines didn't specifically write that and he's part of the company so ofc he's going to defend it
He's right about the ghoul thing though, it's really not that important considering the quest's obviously supposed to be a joke.[/QUOTE]
If that's Bethesda writers' idea of a joke, I never want them to make any more ever again.
[QUOTE=Samiam22;49321446]Meanwhile, the other Fallout dev
[img]http://i.imgur.com/dFx8yiB.png[/img][/QUOTE]
not only that but
[url]http://jesawyer.tumblr.com/[/url]
where he still answers any shit you want to ask about the games and admits when the team screwed up without any problems, even when he's part of a company and "have to defend it"
[QUOTE=Ganerumo;49321197]It would have made things simpler and would have maybe given more importance to ammo types.
It would have also meant we could have had more interesting ammo types than AP/HP, stuff like coin shots and dragon's breath were great in NV and Bioshock had some really fun ammo types that I fondly remember.
Imagine an ammo mod that electrifies bullets on a combat rifle, for instance.[/QUOTE]
I don't understand how having it as actual ammunition stops you from adding interesting ammo types?
[QUOTE=Samiam22;49321321]My point the whole time was that it added cruft. Things that just add small multiplicative damage bonuses are not things that should be in ammo types. Having a hand-loaded bullet that adds 30% damage and having a new receiver that adds 30% damage is almost the same thing, but one requires you to go to a reloading bench every once in a while.
Ammo types should be things like armour-piercing bullets, or those pulse slug and explosive bullets I talked about earlier. They shouldn't be just + damage, mods can take care of that far more conveniently.[/QUOTE]
Except I was talking about completely replacing the whole silly receiver system with ammunition types. Because the receiver shit [i]doesn't make any sense[/i].
Instead, just add in all kinds of cool high end ammunition types. It's more interesting, it makes more sense, and it fixes the balance issues of late game, because you'll no longer just be able to mod one gun that uses common ammunition until it does ridiculous damage, and cruise through every challenge. If you want the strongest damage, you'll need a stock of high end ammunition.
[QUOTE=elowin;49321516]Except I was talking about completely replacing the whole silly receiver system with ammunition types. Because the receiver shit [i]doesn't make any sense[/i].
Instead, just add in all kinds of cool high end ammunition types. It's more interesting, it makes more sense, and it fixes the balance issues of late game, because you'll no longer just be able to mod one gun that uses common ammunition until it does ridiculous damage, and cruise through every challenge. If you want the strongest damage, you'll need a stock of high end ammunition.[/QUOTE]
The thing about the silly receiver shit is that yes it doesn't necessarily make sense, but neither does a gun doing more damage than another gun that fires the same round, nor does it make sense that your guns somehow do more damage per shot with a higher guns skill. Unique weapons wouldn't make sense, either. How does Maria do more damage than the standard 9mm?
[QUOTE=elowin;49321516]I don't understand how having it as actual ammunition stops you from adding interesting ammo types?[/QUOTE]
These were two separate comments and not meant to be related to each other. I wouldn't mind ammo types coming back as long as they're more interesting than just slight damage changes, but I also would rather have them be weapon mods than ammo types.
[QUOTE=Vasili;49321415][IMG]https://dl.dropboxusercontent.com/u/11648828/Misc/1450169501024.png[/IMG]
lol whatever nerd who cares about your rpg lore!!
thanks vice president of bethesda[/QUOTE]
I like how Pete Hines tries to defend it, gets called out on being wrong, and then he's like "not interested." He completely missed the point too. It's not about realism, it's about having a consistent story. But congrats to him for being an ass and showing he doesn't really care about the series.
[QUOTE=Bread_Baron;49321635]I like how Pete Hines tries to defend it, gets called out on being wrong, and then he's like "not interested." He completely missed the point too. It's not about realism, it's about having a consistent story. But congrats to him for being an ass and showing he doesn't really care about the series.[/QUOTE]
Yep, some writers got minor details wrong, I guess that means he [I]hates[/I] that series.
honestly, I feel like they spent all their time on Vault 81, and then near the game's release one of the level designers found a sticky note that says "more vaults"
"oh, yeah, other vaults"
and he made 75 and 95 in an afternoon by himself
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