cheeseburger602 Posted October 30, 2016 Share Posted October 30, 2016 (edited) So, I feel that there are some pros and cons to Fallout 4's combat system, particularly with damage and armor values. Pros:- More damage types than in previous games (poison, radiation, kinetic, energy)- Semi-realistic application of these values (laser only has energy, plasma has energy/kinetic, etc.)- Good representation of armor values from armor to armor (leather has high energy DR & low ballistic DR, etc.) Cons:- More damage types aren't represented (they should be)- DR on its own isn't IMMERSIVE- Removed different ammo types- Some ammo weight, while realistic, makes their respective weapons difficult to use and less fun (in my opinion) Suggestions for overhaul mod (I will use rockets as my primary example): - Add new damage/penetration types & rework old ones - Explosive (produced by mines, grenades, rockets, mini nukes, legendary effects, etc.) (normal armor would have no effect on explosives because it isn't sealed, but power armor would normally resist all damage from HE rounds) - Kinetic (produced by bullets, shrapnel, plasma, etc.) - Energy (produced by plasma, explosions, lasers, etc.) (lasers do no kinetic but more energy, plasma does kinetic and energy but less energy than lasers) - I guess poison is fine. A DT for poison doesn't make sense. - Radiation is fine too. A DT for radiation doesn't make sense. - Add Armor Penetration to the existing DR system - Weapon penetration that doesn't exceed its category's DT in the enemy armor won't do much damage - Add more Ammo Types - Different rocket types that affect armor penetration and damage (AP: less damage, more penetration, no shock wave, no energy damage; HEAT: less damage, more pen, tiny shock wave, less energy; HE more damage, less pen, more shock wave, high energy) - Different bullet/fusion/plasma types, similar to aforementioned rockets but without shock wave - EXAMPLES - Mini Nukes would be like an HE rocket on steroids and overcome almost all shock wave resistances - A sentry bot would be vulnerable to HEAT and AP rockets, but nigh impervious to HE rockets. - A standard gunner would have no explosive DT & be vulnerable to HE rockets. - A gunner in power armor would have high explosive DT & require Heat or AP rockets. - The rail gun would do less damage (still a lot more than a 10mm or pipe weapon) but have extremely high penetration - The bottle cap mine would have less explosive damage & more kinetic damage than a frag mine because of its fragmentation. The frag mine, however, would be the opposite. - A super sledge would have low penetration, but high kinetic damage. Basically, New Vegas combat meets Fallout 4. One final suggestion: reduce the weight of rockets and mini nukes. I think they're a little heavier than they need to be. I'd make this mod myself, but I don't have the time or technical skills to do it. Edited October 30, 2016 by cheeseburger602 Link to comment Share on other sites More sharing options...
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