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fallout 2 balance wish


muffildy

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So umm, any kind modder out there want to take on the challenge of overhauling the armor/weapon system to classic fallout 2 standards?

Ie, armor would have a DT as well as a percentage vs various weapon types reduction.

I find it kind of hard to really balance the game the way the code is right now - it seems basically, that to make armor actually worthwhile against an opponent using a very hard hitting weapon such as a gauss rifle or a death claw swipe, you basically make that character almost immune (theres a 20% auto bleed) to all other weapons. So its either im stuck with armor being worthless or armor being insanely powerful.

In the vanilla game i played unmodded first time around, and i found deathclaws to be absolutely ridiculous. Im dead in 2-3 hits wearing full power armor with dermal implants and 2x toughness. While of course the human population for the most part has a hard time dealing real damage to me. Now in fallout 2 in similar gear and ability - i would be taking 10 or so pts of dmg each hit from the deathclaw, and humans would be able to hurt me only on criticals or using plasma weapons/gauss/armor piercing.

For ex. FNV:

thermic lance 100 dmg, with best armor around 41 DT so about 60 dmg comes through on a normal hit; while in fallout 2

Fallout 2:

mega power fist 45 dmg, best armor is around 23 DT with various percentages taken off for various kinds of dmg, so 22 comes through.

As you can see just with this easy example, armor is really weak in FNV.

 

This glaring fact of course adjusts my playstyle a great deal - sniping from long range or running backwards with turbo are really the only options when playing in very hard mode; melee combat is just suicide.

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