Sarteka Posted January 1, 2009 Share Posted January 1, 2009 Well, very soon I am going to start on a re balance of the damage of the guns in this game. So many guns and weapons are useless because they just don't do enough damage, or the damage vs price isn't worth it. I think we should have a community discussion on what we should change the values for the damages, rates of fire, range, ect. My goal is to create a re balance for all of the vanilla guns in Fallout 3 in a single plugin file that everyone will be content with, and will have no complaints over (the no complaints may be a little too high of expectations, but we'll see how this unfolds) In depth weapon stats can be found here or in the esm file:http://fallout.wikia.com/wiki/Fallout_3_weapons Might as well start with small guns. In time I will get to every weapon category [Pistols] 10mm Pistol: 16 dps, 9 damage, +9 on critThis gun seems to be ok, you get it very early on in the game and it remains semi useful for a long time. The silencer version however, should not be 8 damage, it should have a different projectile type with a decreased range, instead of decreased damage.Suggested Changes: N/A Chinese Pistol: 3 dps, 4 damage, +4 on crit This gun is probably the worst gun in the game next to bb gun. We definitly need to do something about it. It should at least be on par with the 10mm, considering they use the same ammunition.Suggested Changes: N/A .32 revolver: 10 dps, 6 damage, +6 on critThis is downright pathetic for a magnum. With the hunting rifle being so much stronger, this thing is a waste of ammo. Its damage should be closer to 20.Suggested Changes: N/A .44 magnum: 63 dps, 35 damage, +35 on critSuggested Changes: N/A [Automatics] 10mm Submachine gun: 35 dps, 7 damage, + 7 on crit, 10 rate of fireSuggested Changes N/A G3 5.56mm assault rifle: 32 dps, 8 damage, +8 on crit, 8 rate of firePer shot damage should be a lot higher than the smgSuggested Changes: N/A Chinese 5.56mm assault rifle: 44 dps, 11 damage, +10 on crit, 8 rate of fireDamage should be a lot higher than the smgSuggested Changes: N/A [bolt Action] Hunting rifle: 16 dps, 25 damage, +25 on critSame dps as a 10mm pistol? that seems slightly off, could probably use a damage boost.Suggested Changes: N/A Sniper rifle: 42 dps, 40 damage, +40 on critGetting a head shot grants an instant critical with this gun, so 80 damage in one shot seems alright, but still open to suggestionsSuggested Changes: N/A [shotguns]The calculation of Dps and such do not really make sense to me for the shotguns, theoretically you should be able to do 495 damage in a pointblank shot, but that is most definitely not how it works. 55 damage total for the 9 projectiles? (6.11 per piece of shrapnel?) Someone has to test this out. Combat Shotgun: 35 dps, 55 damage, +27 on crit, 9 projectiles per shotSuggested Changes: N/A Sawed-off double barrel Shotgun: 24 dps, 50 damage, no crits, 9 projectiles per shotSuggested Changes: N/A Please leave some comments, suggestions, or any complaints about the current way the small guns work. I will get to the big guns, energy weapons, and explosives soon if this goes quickly. (I doubt it will...) Link to comment Share on other sites More sharing options...
n0t0ryczny Posted January 2, 2009 Share Posted January 2, 2009 Hey, I'm already into the 'rebalancing'. Don't pay attention at the DamagePerSecond issue, it's totally abstract. Just unify damage per shot for the weapons using the same ammunition and tinker with spread and rate of fire. SMGs will effectively cause less damage than indicated by DPS because of spread, and above all - before you start playing with numbers, playtest the original settings with 100s in relevant skills. The difference is there, go and feel it;) For example, I've changed all .44mag weapons to max at 32 damage (scoped .44, non-scoped .44, unique Desert Eagle). Link to comment Share on other sites More sharing options...
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