Frodric Posted August 3, 2009 Share Posted August 3, 2009 Mothership Zeta has some interesting weapons: Cyro grenades which do a little damage and freeze your target for a bit, Cryo mines which do the same just for a bit more. In addition there are new Alien energy pistols, Rifles, and a new energy based launcher. In addition there are some uniques: Unique Plasma Pistol Unique Alien E Pistol Unique Alien E Rifle Unique Alien E Launcher As well as an energy pistol called the Captains Sidearm which uses the Alien Blaster Model. While all of these do more damage then any energy weapon except the Alien blaster or the Firelance it seems the Aliens are a bit resistant. Edit: if anyone wants I can give you the codes for these. Link to comment Share on other sites More sharing options...
Akadai Posted August 4, 2009 Share Posted August 4, 2009 You can pretty much find the item codes for everything here http://fallout.wikia.com/wiki/Mothership_Zeta_(add-on) Link to comment Share on other sites More sharing options...
Britanol Posted August 7, 2009 Share Posted August 7, 2009 Did anyone else notice that the Captain's Sidearm shoots like a shotgun? I noticed it shot several projectiles after I shot with it. Later I'm gonna check if it takes up more ammo, but I coulda sworn it shot a spread. Link to comment Share on other sites More sharing options...
Dragon9500 Posted August 7, 2009 Share Posted August 7, 2009 It does use more ammo, it's not nearly as strong as the alien blaster or Firelance though, I tested all 3 last night. Link to comment Share on other sites More sharing options...
WrathOfDeadguy Posted August 8, 2009 Share Posted August 8, 2009 One must wonder why they chose to make all of the MZ weapons dependent on a new ammo type instead of just having them use the same ammo as the Blaster and Firelance... especially since there are alien power cells for those two lying around the ship as well. Doing that for balance's sake doesn't make much sense in light of some of the other additions like alien epoxy and the AP-a-licious Atomic Pulverizer, which has to be the next most powerful thing behind the Blaster and Firelance... or the unique drone cannon, which beats the missile launcher nine ways from sunday without even trying for damage and abundance of ammo. I had well over 2k alien power modules when I beat the expansion. Can anyone else confirm that the Disintegrator is more effective against robotic enemies than it is against organics? Playing on normal, it took two headshots to kill the armed drones, but the effect against aliens- even the weaker ones- was spectacularly underwhelming for the damage rating of the gun. The unique version, which I forgot the name of, seems to work the same way... but it's harder to tell as the damage output is so much greater. The uncertainty mainly comes from the fact that I got the last stand perk from Desmond in Point Lookout, and I'm honestly not sure how much was weapon effect and how much was my obscenely high crit rate thanks to 10 luck and a bajillion perks and buffs. I'm also wondering what the point of the standard (non-unique) drone cannon is, aside from repairing the unique version. The projectile screws around so much in flight that it's virtually impossible to predict where it's going to land; I found it to be a complete waste of effort unless I was in a small room with a bunch of enemies, and even then it seemed more of a hazard to my own health than the enemy's. More than once I had the shot pull an almost-90-degree turn shortly after launch, smack into a nearby wall, and knock off half my HP (the drones themselves don't appear to have this problem). The unique cannon is the next best thing to Thor's freaking hammer, what with the abundance of alien power modules and raw firepower. Fat Man is great for blowing up entire city blocks' worth of enemies, but the unique drone cannon has much more potential as a general use giant-slayer without the self-immolating side effects of CQB with mini-nukes. The Atomic Pulverizer is by far the best of the lot, though- the unique version of the new alien energy pistol. Not only does it draw from that same ridiculously large ammo pool, but it does almost 50 base damage and I had it knocking out 9 shots in VATS... which was more than enough to get at least one kill, trigger Grim Reaper's Sprint, and just keep on going until everything in the room was dead. Yeah, the Alien Blaster hurts like nothing else in the game and has a really low AP cost as well, but... damn. With all the alien power modules I picked up, I could kill the whole wasteland with the Pulverizer and still be ready to beat off an army. It's just that efficient. Another point- I'm in love with Alien Epoxy. It's like a stimpak for my guns, and it nicely solves the problem of how to repair all of the game's unique weapons that don't have standard counterparts. However, I'd really like to see a similar item to use on armor. If a magic tube of goo can fix something as complicated as a Gauss Rifle, it ought to be able to patch up my goggles and trenchcoat too. Yeah, it could be a little bit gamebreaking, but I'm at level 30 right now and armor breaks really really quickly. Quickly enough that I have to either find a merchant to repair it or just spawncode a new one (which I really hate doing, as it breaks immersion), as there's no way I'll find a compatible armor before my current one becomes unusable- because that happens every other time I get into a major furball. Epoxy has solved the unique weapon problem, now I want something to keep my character from running around in her skivvies because her favorite outfit got shredded for the umpteenth time. I suppose it's time to hit up the mod section again... On the other weapons and gear... Much of the unique stuff in the expansion, at least the non-alien stuff, is tied to the prisoners you release from cryostasis. There are a few items, like General Chase's Overcoat (which was already spawnable) and the MPLX plasma pistol, but at least two weapons and three different armors are unique to the characters carrying them. Which is a shame, because one of those weapons is a scopeless .44 and the other is a katana... not to mention the samurai kit that goes with it. Spawncodes are there for a reason, I guess, because I'm just not heartless enough to whack my allies for their cool toys. Healing items... Alien food is vastly superior to human food because, unlike human food, it doesn't weigh anything at all. Which, in turn, makes hoarding it really easy, and makes it ideal for patching up minor battle damage in places where rest isn't possible and you wouldn't want to waste a stim. Biogel, on the other hand, is iffy. The side-effects are somewhat random and can range from minor buffs to rather irritating debuffs. The human-adapted stuff is much more worth the tradeoff since it heals so much at once, up to twice as much as a stimpak. Since the medic guy converts the stuff for free, there's no reason not to just hoard all of your alien biogel and turn it into adapted biogel whenever you cross paths. If I really needed the ~20-30 HP you get from alien biogel, I'd just eat 4-6 of the completely harmless alien foods instead of risking a hit to one of my major stats. Epoxy, as mentioned before, is a gift from the gods. And other stuff... I'm really somewhat disappointed that you can't pick up the alien clutter that's scattered around the ship. Sure, it's all useless junk (aside from the weightless crystals which are analogous to pre-war money in being effectively a secondary currency), but if you can pick up 95% of the loose crap in the wasteland why can't you take home some souvenirs from your otherworldly adventure? There are some pretty cool looking gizmos that would look nice on my shelf back in Megaton. Damn, that's a long post. Sorry 'bout that. :D Link to comment Share on other sites More sharing options...
ITOS Posted August 8, 2009 Share Posted August 8, 2009 I'm really somewhat disappointed that you can't pick up the alien clutter that's scattered around the ship.I second that. Link to comment Share on other sites More sharing options...
ZeonicGlory Posted August 25, 2009 Share Posted August 25, 2009 You can pick up the clutter with this: http://www.fallout3nexus.com/downloads/file.php?id=8534 Link to comment Share on other sites More sharing options...
sp86 Posted August 26, 2009 Share Posted August 26, 2009 This is the active script for Alien Epoxy: IF ( player.getAV Repair < 25 ) set weapHealth to weapHealth + 15 ELSEIF ( player.getAV Repair >= 25 && player.getAV Repair < 50 ) set weapHealth to weapHealth + 20 ELSEIF ( player.getAV Repair >= 50 && player.getAV Repair < 75 ) set weapHealth to weapHealth + 25 ELSEIF ( player.getAV Repair >= 75 ) set weapHealth to weapHealth + 30 I'm garbage with scripts but it seems like it would be a pretty simple fix to change the actor object to armor health, or even global equipment health. Link to comment Share on other sites More sharing options...
lilgamefreek Posted August 26, 2009 Share Posted August 26, 2009 Problem is there is no function to modify armor health. I've tried but there's no good way to do it aside from adding epoxy to every armor repair list in the game, which just screws up a lot of other mods. Link to comment Share on other sites More sharing options...
sp86 Posted August 26, 2009 Share Posted August 26, 2009 Is there a script function database out there? Link to comment Share on other sites More sharing options...
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