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Explosives, balanced?


WuphonsReach

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In FO:3, I created "Deadlier Explosive Traps"

http://www.fallout3nexus.com/downloads/file.php?id=14131

 

I'm beginning to think that it needs to be ported over to FO:NV because none of the vanilla explosives seem to really give off a big enough bang. Over in FO:3, I had to massively up the range/power of a lot of the explosives to really give them the oomph and fear-factor that they needed. In NV, we have a lot more variations as well, so there's room here for more subtlety.

 

My initial thoughts are:

 

- Regular thrown sticks of dynamite are really more of a bang weapon. Frag grenades, OTOH, seem more likely to cut through armor. Not sure yet whether frag grenade damage can take Damage Threshold (DT) into account.

 

- Dynamite seems very common. It's also lighter then a frag grenade. So in order of power, I'm leaning towards Dynamite < Frag Grenade < Incendiary Grenade < Plasma Grenade - but not sure whether Incendiary/Plasma will be flip flopped or whether one will be better at DT or have higher crits.

 

- In FO:3, I changed the frags to be 2x more powerful with a 55% larger radius, and boosted their effect on chance-to-crit. Similar changes were made to the other explosives to provide similar effects.

 

- Powder Charge vs Frag Mine would be a similar concept as dynamite vs frag grenade. The first would be more viable against unarmored opponents, while the second is something capable of doing massive damage to heavily armored opponents.

 

- For the projectiles, 25mm grenade < 40mm grenade < missile < fat man

 

I still need to dig through GECK and take a look in detail at how the ammo/weapon records are laid out.

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All explosive weapons end up looking at the Special Effects / Explosion table to determine how much damage they do. It does not appear to be possible to create explosive weapons that ignore Damage Threshold (DT, a.k.a. armor).

 

Damage falls off the farther you are from the point of impact. So a high damage weapon with a limited radius can be a pinpoint surgical strike weapon while something like the Fat Man explosion has a huge radius and area of effect.

 

Here's the base values from Vanilla New Vegas:

 

(explosion)                     FORCE DAMAG RADIUS ISRAD Notes
25mmGrenadeExplosion               66    35    550  1100 -  
25mmGrenadeExplosionHE             90    35    750  1500 -
40mmGrenadeExplosion              200    50    750  1500 -
40mmGrenadeExplosionInc            25    35    450  2200 EnchIncendiaryGrenadeEffect
C4Explosion                      1000   250    512  1024 -
ElectricBoxExplosion              185    50    484   512 Elec boxes, fusion gens
ElectricBoxExplosionSecurtronVault185    50    484   512 Used by SVPowerRegulator
EyebotExplosion                    25    50    235    25 Death explosion for turrets too
FatManNukeExplosion               550   165   2100  4290 Radiation: 10 / 616 / 12s
FireExtinguisherExplosion         135    30    198   330 -
GaussImpactExplosion               12     0     40   154 - 
GrenadeFragExplosion              375    75    900  1800 - 
GrenadeFragHolyExplosion          450   500   1500  3000 Radiation: 5 / 500 / 10s
GrenadeIncendiaryExplosion         25    50    450  2200 EnchIncendiaryGrenadeEffect
GrenadePlasmaExplosion            185   150    450  2200 -
GrenadePulseExplosion             185    10    450   770 EMP (bonus against robots / power armor)
GrenadeStunExplosion              100    15    450  1100 EnchStunGrenadeEffect
LargeExplosion                    450   150    650  1800 -
MediumExplosion                   100    75    220     0 -
MineNVPowderChargeExplosion       100    75    192   768 -
MineFragExplosion                 250   100    192   768 -
MineBottlecapExplosion            256   200    256  1024 -
MinePlasmaExplosion               185   150    192  2200 -
MinePulseExplosion                185    10    450   770 EMP (bonus against robots / power armor)
MissExplosion                     200   200    256   900 SecuritronMissLauncherProjectile
MissileExplosion                  450   100   1300  2600 MissileProjectile, MissileProjectileHV
MissileExplosionHE                600   100   1700  3200 MissileProjectileHE
NellisArtilleryExplosion          650   150   1600  2500 NellisArtilleryProjectile
NellisMunitionsExplosion          300   500    800  1200 NellisMunitionsProjectile
NVDynamiteExplosion                90    75    300   550 - 
NVIncineratorFireBurst              2    20    212   768 NVEnchIncineratorEffect
SmallNukeExplosion                450   150   1200  2420 Radiation: 10/900/10s (cars, trucks)
TimeBombExplosion                 750   150    512  1024 

 

I need to dig up my DET mod from FO:3 and look to see what I changed a lot of those values to.

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