supergothmailboxstalker Posted December 16, 2015 Share Posted December 16, 2015 So if I'm reading this right, most weapon modifications 'multiply' the properties, but since most of these multiples are 0.x instead of 1.x, my original guess was that it -adds- the multiple of the value to the value. (0.x*value)+value=new valueBut for things like recoil, where a supressor can have a value like -2.5, that doesn't make sense.What's actually going on here? Also, why the HELL is something like WEIGHT using a multiplication of the base value, instead of a flat addition? Laser/plasma weapons wind up weighing nothing because they start out with pistol weights, while heavily-modified ARs surpass miniguns & fatmen. It makes no sense. Link to comment Share on other sites More sharing options...
kraag Posted December 16, 2015 Share Posted December 16, 2015 "But, but... It just works right?" "See that game? You can mod it." Agreed though, some of the choices Beth made are beyond my logical comprehension. I can not become immersed in a game that defies most logical thought. Link to comment Share on other sites More sharing options...
supergothmailboxstalker Posted December 16, 2015 Author Share Posted December 16, 2015 (edited) Alright, well, tested it out by making a few changes in fo4edit & checking the effects.Setting the 'weight' of the improved sniper barrel for the laser rifle:100wt = 204.3lb in-game50wt = 104.3lb in-game25wt = 54.2lb in-game10wt = 24.2lb in-gameAnd for my final trick, I tracked down the 'base' weight of the laser gun, which turned out to be equal to 2. See the pattern?For the last edit, I set the wt to 2 & changed the base weight to 4, and then compared that against the short barrel weight, (whose wt value was .25)16.6lb improved sniper vs 9.6lb short barrel.So yep.(2*4=8lbs, improved sniper barrel) + (0.4*4=1.6lbs, marksman's stock) + (0.3*4=1.2lbs, overcharged capacitor) + (0.2*4=0.8lbs, fine-tuned beam focuser) + (0.25*4=1lb, medium scope) + Base weight (4) = 16.6While the short barrel = 0.25*4=1lb.My original assumption was correct. Still no idea how a negative, greater-than-1.0 value for something like -range- would work...-edit No, wait, nope, it's pretty simple. If stupid. They just make sure nothing can decrease range less than the default (eg short barrel) setup allows. So a suppressor will apply a -2.5x modifier, but the worst barrel allowed is a +5x.So -2.5*(1) +5*(1)=2.5. Though in-reality it'd be some other random number for base range. Or base recoil values.This seems needlessly complicated compared to just having the weapon's base value and applying multipliers. Like: (Base value)(1)(1.2)(0.8 )(1.0)=final value.Why did they do it? :confused:I'm just whining now. Anyone have protips when it comes to identifying base values & how they translate into the game? (recoil & range, in particular) ok then, seems like in-game stats aren't 100% accurate. I'm having issues with the game only being within 0.1 of the actual value. (0.05 with a 2.0 base weight)It can be either above/below spec. Is this just me? Edited December 17, 2015 by supergothmailboxstalker Link to comment Share on other sites More sharing options...
Evitamin Posted February 13, 2016 Share Posted February 13, 2016 I think the range data given is just numbers, they don't to nothing. Found that there is a max range but i was able to shoot the target with a Pipe pistol (range 85) and a Hunting Rifle (range 215) at that range. Even changed the Hunting Rifle range in FO4edit to 0 and still was able to achive the same range as my suspected max range. note FO4edit is a experimental program might only changed the numbers not the actual range. Link to comment Share on other sites More sharing options...
Junnari Posted February 13, 2016 Share Posted February 13, 2016 The maxrange property affects the point after which the damage will falloff (not sure if progressively or as a threshold). Minrange might be doing the same thing, but I've yet to properly test that. The actual distance that the projectile fired by the gun can travel is set in the projectile values, not through the weapon. Link to comment Share on other sites More sharing options...
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