Evantyr Posted February 4, 2016 Share Posted February 4, 2016 I DID have this awesome, long post typed up. it was gonna be great. Long. Semi detailed. Then i found out the easy way that my Naga Mouse has a button that acts like the BACK button on it... And poof. Anyways my wrists are hurting after typing all that so im gonna do a short and sweet version this time around. Sorry if this doesnt seem very orderly, just want it typed out and posted before i accidently delete it again. I guess this one got really long too, haha. As far as the mod/mods go, i'm almost positive the bounty one will require the geck. the legendary mods, im not as sure about.Legendary Enemies:I want to see instead of just 'legendary raider' or 'legendary supermutant enforcer' i would like to see these enemies have actual ranks of special. Not that kind. Im just throwing example ranks out, some will and wont work depending on the mob and i'm not gonna come up with corresponding/related for each one. a script to add names to the mobs instead would be cool too... Blackfang the Fog Stalker Very Easy ranks (compared to other ranks, not base mob)NoviceNewbieMk IFreshInitiateEasyApprenticeMk IIAcolyteSeasonedMediumJourneymanMk IIIExperiencedHardAdeptVeteranMk IVGrizzeled (grammatically correct for old/experienced?)Very HardExpertSpecialistMk VSPECIAL rank (Bounties OR New Legendary Behemoths/Queens)Unique/Super Rare Tiered Gear drops AND decent caps (if humanoid) or body parts/meat (Animal/Abominations) for selling/craftingOf course, to go with each rank they get progressively harder and potentially spawn with non-legendary baddies. Or dogs. because who doesnt like dogs? Each rank drops legendary gear, with higher ranks having a slightly higher chance of dropping higher 'tier' gear. Optional, make it so that lower quality items (switchblades, pipe pistols etc etc) are rarer at higher tier enemies/levels so we dont get a SR/T5 Powerful Switchblade from an anihilator sentry bot Mk V... Also adding in legendary Behemoths/Queens/Sentry Bots (if they arent already? Dont remember having run into one on my lvl 77 playthrough) Legendary Weapons I want to see some of the... crappier... effects get revamped/balanced out to be viable alternatives. Those effects that cant really be brought up using simple numbers could have additional effects... or use them to set them apart from a similiar effect. Some effects are just going to be better for certain situations/weapons, but from everything i have seen/heard/experienced, NO ONE wants the current versions of slayer weapons, poisoner or incendiary. Others that i rarely see/hear used are bloodied/berzerkers. Favored Enemy slaying effects should be THE BEST raw damage against that type of enemy. This means pre-crit/sneak attack. Another way to set them apart would be to add a 'Targeting HUD' effecta gains that type of enemy... so supermutants show up when you have a mutant slayer equiped, but ghouls/raiders dont. Poison just needs to be buffed. Only a couple mobs can be affected so in my opinion this should be highly effective against them. Currently 3/s for 10 seconds is horrible. change the damage to either be MASSIVE damage over a length of time (fire and forget basically) or a decent amount of damge over a shorter time (But then why have incendiary/wounding (which is better anyways as it cant be resisted!) Maybe add a slow to poisoner. Enraging could probably have the effect added to standard shots as well. Incendiary could do extra damage to targets already burning. Junkie's is just a damage boost right now, BUT what if the more withdrawals you are suffering, the more effects and higher chance for effects you got to inflict on enemies (maybe in melee only?) as well as the damage boost. Penetrating, gonna just leave a quote from the wiki hear and you'll see why i think penetrating needs a buff. The Penetrating mod's effectiveness, due to the exponential curve of armor based damage reduction, does not vary with the target's armor after a certain threshold. When the target's armor rating is less than 15% of the weapon's damage, which is very little, the damage is applied in full (meaning 99%) and the Penetrating effect wasted. If the armor rating is between 15% and 21.4%, a Penetrating weapon will still do full (99%) damage while a standard variant will already experience damage reduction, making the Penetrating weapon increasingly better by comparison (0% to 13.9% more damage). Past this point, which is still very low for semi-automatic weapons, having the Penetrating mod means a static 13.9% increase in effective damage. Quick rundown of example damage values for perks SLAYER:50% to (30/60/90/120/150/SR200)Cavaliers: 15% to (5/10/15/20/25/SR35)Crippling:50 to (40/55/70/85/100/SR150)explosive: 15 to (5/10/15/20/25/SR35)Freezing/Plasma: 10 to (5/10/15/20/25/SR35) makes weapon mixed damage, doesnt need to be super highIncendiary: 15 tp (5/10/15/20/25/SR35 over 5 seconds) PLUS additional 5(SR10) damage if taget is already on fireInstigating: Already strong but could use some lower end x2 to (1.5x/1.75x/2x/SR2.5x)Irradiated: already good against its target 'audience' 50 to (25/50/SR100)Kneecapper: 20% to (15/20/25/30/35/SR35+stagger)Lucky: DMG 2x to (1.5x/1.75x/2x/2.25x/2.5x/SR3X)Neverending: change to ENERGY ONLY, Add (10/15/20/25/30/SR50%) chance to recycle energy ammoPenetrating: (20/30/40/50/60/SR75%)Poisoners: 3/s for 10 TO (3/4/5/6/7/SR12)/s for 10 +SLOWPowerful: 25% TO (25/45/65/85/100/SR125%)Quickdraw: 25% ap-regen (15/25/35/45/SR 65)Rapid: FIRE RATE 25% to (10/15/20/25/30/SR45). Reload 15% (10/15/20/25/30/SR45)Sentinels: I dont recomend touching it, unless to change it from TAKEN to DEALTStaggering: Add chance to knockdown at higher tiersVats EnhancedRanged: (?/?/Vanilla/?/?) hit chance and (10/15/20/25(VANILLA)/30) reduced apMELEE: 40%less ap to (10/20/30/40/50)Violent: Dmg 25% to (25/35/45/55/65/SR85)Wounding: bleed 15 to (10/15/20/25/30/SR40)The ranks could be arranged as adding to the already existing prefix, so Novice Assassin's 10mm Pistol for example. Legendary ArmorArmor is already pretty decent where its at. some things could be Tiered easily, others... not so much Acrobat's: Doesnt need any changes, 2 pieces is full fall mitigationAlmost unbreakable. Wish this was a 'companions power armor no dies, but hey. its close. Dont feel that it needs any changes.SLAYERS: 15% to (10/15/20/SR30%)Bolstering: Not sure how well this works in vanilla, never really used it. Not even sure why, this must be amazing with a Berzerker weapon. Anyways, could probably be left aloneChameleon: Not sure HOW this is implemented but it seems to work pretty well. would be better if sitting still in dark areas made you nearly undetectable, but hey? Thats what perks are forSPECIAL Armors: Decent enough as is, mixed with many underarmor's giving SPECIAL stats already, plus eyewear/nonhelmet head gear... this would be too op if buffed, and you cant really nerf it...Duelist: Cant speak for balance on this one, havent EVER used it. 10% could probably be bumped up a bit though... (5/10/15/20/25/SR30%)Freefall=AcrobatLow Weight: This is amazing, unfortunately i have never seen a natural piece with this on it. Recomended add to leveled lsit if it isnt, or leave it alone.Martyr's: This piece is a decent "Oh Crap" Armor effect. Had it save me a couple times that i wasnt watching my HP and have actually beena ble to dodge a grenade or missile with it before. COULD it be buffed... Yea. Does it need to be? Not really.Piezonucleic: Power Armor. Was great for a runt hrough the glowing sea... but honestly, how often are you gonna sit in rads at the same time that your fighting something? Unless ghoul/radscorp damage triggers it. Would need to gut the effect to make it better, so its fine as is.Poisoners: Their are like 2 things in the game that poison. If we still had to deal with Cazadors, barkscoprions, radscorpions, stingwings AND i believe the new bloatflies do a poison, then it would be a big deal. As far as buffing it... (20/30/40/50/60/SR100)Powered: HAVE used this and its jsut fine how it is... maybe buff it by adding a flat AP pool boost?Punishing(change name to Spiked?): 10% to 5/10/15/20/25/sr35)safecrackers: Not sure on math/codingSprinters: 2 of these is OP. Honestly, could be left alone OR tiered as this (3/6/9/12/15%)Titan/Sentinel: Recomend leaving it alone. Paired with Sentinel on a weapon, having 7 equiped pieces of TITAN/SENTINEL gives total damage reduction while standing still (According to wiki anyways)VATS Enhanced (Armor): Pretty good as is, could be left alone or changed. (5/10/15/SR25%)-----------Bounty Hunter Missions/System In fallout 3 their was a pair of perks, i can't remember the name of them now BUT im suprised Bethesda hasnt reused or revamped the system a bit. I expect this one would DEFINATELY have to wait for the GECK to come out. Factional System Since our character CANT be a real raider as far as i can tell, this is mostly faction vs faction/raiders system. Factions and their 'enemies' they pay will pay for your 'proof of kill' (ear, scalp, dogtags, TATTOO PATCH [raiders/gangs]) Pays per bounty 'kill right'Minutemen (pay in supplies for crafting) Super Mutant ears Raider tattoo patch DANGEROUS animal parts [Deathclaws, Yaui Gau, Mirelurks) Diamond City Security (pays in caps) Super Mutants ears Raiders tattoo patches Triggermen (suit clips maybe? they dress fancy...) GoodNeighbor (good neighbor was founded by criminal exiled from Diamond City) Not sure what item Goodneighbor (pays in chems) Diamond City Security Badges Raider Tattoo Patches Triggermen (Hancock is already paying for their deaths, See Whitechapel in Third Rail) BoS (pays in small random Ammo) Super Mutant Ears Ghoul Scalp Synth Component(ID chip maybe?) Institute ID Badge Institute (not sure what to pay with... Advanced materials maybe?) BOS Dogtags Railroad armor Patch Railroad (Pays in random ammo/caps) BoS Dogtags Institute ID Badge Along with these general and small paying bounties, harder enemies can be found that drop special loot and a high-payout bounty 'right' to turn into a bounty broker of your choice for a higher quality reward OR Legendary item (with a chance for Super Rare Tier piece of loot). OR a bounty system where you are actually sent to clear a named enemy, and clear the area that its in as a bonus (for example). This type of bounty would be given by a Broker/Bounty Board. Link to comment Share on other sites More sharing options...
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