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    RL Weapon stats mod + Armor chnages

    14mm having as much damage as a rocket... yeah... technically, it's supposed to be an armor piercing weapon. instead of mega damage, it should have better ammo. so that when you shoot someone their armor becomes meaningless. that damage would better fit the shotgun weapons since in...
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    A Gym Mod?

    imo, Strength would actually matter if your minimum physical damage increased along with your maximum. currently, you practically have to modify all the weapons to deal 3-4 times their base damage just so you can get reliable performance.
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    Bethesda/Obsidian

    the unfortunate thing about concentrating on quality instead of profits is that it doesn't always pay out. generally, high profit games are either trendy or are part of a solid franchise. Fallout has neither. the setting was a post apocalyptic future while most RPGs have been...
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    Fallout 1 Weapons and Drugs

    i got an idea to make Unarmed-class weapons different from melee weapons. i'll admit it's pretty strange but...what if we made them penetrate armor? i'd be like in Fallout 2 with the special techniques.
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    Fallout 1 mod FO1 to FO2 conversion, for real

    i tried it out for a bit and the first thing i noticed, melee attacks are useless. rats mostly take no damage and that's when i can hit them. i had more luck using a pistol even though my character was set up for melee and not gunmanship. then the elevator in vault 13 doesn't work...
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    for the Ripper, you could do kind of like me. in my tweaks, i made the Ripper into a more accurate weapon. the theory is that deflecting a chainsaw isn't simply a matter of blocking the weapon. i'm using the same theory with the Power Fist.
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    Proposed Endurance Mod

    another thing you could try in regards to HP is making Lifegiver available starting at level 3. it'll be decent for characters who can't afford Toughness.
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    armor AC a bit behind the green combat armors should work well enough. i think it's high in the first place because of its D&D base, where armor, instead of lowering damage, merely increased your evade. i also think it's a stupid way for armor to work but that's just me. heck, i was...
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    it felt to me like answers to my arguments didn't really add up to anything beyond "one-handed spears suck" and, well, i got carried away. it's cool, though, i'll drop it. for the Gauss weapons, i could imagine them being armor-piercing weapons. only thing is, since the ammo is 2mm, i...
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    as far as power goes, it's not any worse than a rapier. they're specialized thrusting weapons made to stick into things. i could use a kitchen knife tied to a 3 foot stick and it would be just as dangerous. it would be a bit frail but not powerless. using a spear with two hands is mostly for...
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    before the gladius, they used a Hasta, which was a one-handed spear. of course, becoming as powerful as they did means they had the budget to equip themselves with better weaponry. like i said, the spear is a cost-effective weapon if nothing else. it's not the best but it's still plenty...
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    assuming 300 can be considered historically accurate to begin with...
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    i've been reading your version history file and i saw your entry about making spears two-handed. your reason was that spears were too hard to handle with one hand. you're free to accept my reasons or not but basically, i disagree with your idea. one reason is that a spear, technically...
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    Fallout 1 Weapons and Drugs

    the theory i had in mind for the lowered AP cost was that with an automatic weapon, you'd be firing small controlled bursts. like the 3 round burst mode on modern firearms. and, from a gameplay POV, it helps make the weapon worth using considering it's not especially easy to find.
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    Fallout 1 Weapons and Drugs

    assuming you downloaded my mod, you probably noticed how i dropped the single-fire AP cost to 4 for the Assault Rifle and SMG. i figured that'd do the job.
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    Fallout 1 Weapons and Drugs

    personally, i never liked how the SMG was basically the pistol with a bigger ammo clip and burst capabilities. or how burst weapons can only be fired at the equivalent of full-auto.
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    Fallout 1 Weapons and Drugs

    guns don't work that way...
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    Fallout 1 Weapons and Drugs

    guns don't work that way...
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    Fallout 1 Weapons and Drugs

    i use F2wedit for my item editing. it doesn't want to work with Fallout 1 directly but since everything is backwards compatible, i fake it by editing Fallout 2's .PRO files. then i copy them in Fallout 1's data folders. works like a charm. that's how i changed the food items. there were...
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    Fallout 1 Weapons and Drugs

    what i was aiming at wasn't making the weapons stronger so much as re-arranging the hierarchy. for example, i nerfed the accuracy for the rifles and shotguns except for the Sniper Rifle. shotguns had a 20% bonus which, with their short maximum range, made aiming the weapon too easy. now...
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