Fallout 2 Melee Weapons

Fallout 2 Melee Weapons 6,2/10 7248 reviews

Fallout 2: Weapons Redonev2.3dThank you for going to the thread about F2WR! Hey mr magnusThrown: I like what you're trying to do with grenades and throwing knives. Thrown weapons are so poor it'd be hard to go wrong revamping them.Laser weapons: I appreciate your changes for laser weapons, but be careful.

Punching Weapons. Punching Weapons are a type of Weapon in Fallout 4. These weapons aren’t quite as common as melee weapons, and there aren’t nearly as many to choose from. They do offer impressive damage for their speed and weight, and they all benefit from any investment you make in the Iron Fist perk. Knuckles 14 Medium 0.5 10.

I would say the problem with laser weapons lies not in the weapon stats themselves, but in the fact that almost every kind of armour (not just metal) has a huge DR against laser.Bozar: Along with most comments, i like the idea of a big gun sniper rifle (without burst) but again, along with other comments IMO game balance should come above ALL else, including realism, canon, etc.Keep up the good work. I like any ideas for weapons and damage, so good work Magnus! (especially if it might work with killap's RP mod) It's also nice to see someone working on other weapons than just firearms.Have you thought to do something with the pitiful 14mm handgun?

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That would be like a.55 or.60 caliber, which should cause a whole lot more damage than it does in the game. It's supposed to be a very well-crafted weapon, the ammo is also quite rare compared to.223 (for my favorite pistol!)I agree with Josan12 and what Mikael Grizzly wrote (In your other thread also). As your first post stated, the Bozar should be single shot and take a lot of action points to fire. I think it is mostly agreed that it wasn't meant to have burst fire.

It's still damned lethal even without changing anything. I got caught trying to steal one from one of Buster's guards and hit with a single shot for 400+ damage! (seriously!)A 'Mad Max' sawed-off shotgun pistol would be nice as well, with a high strength required to handle the kick without breaking your wrist. Hello everyoneI'm back. Thanks everyone for all the kind and constructive replies, I will see what I can do with them.First of all, let me express my sorryness for the mod not having been available to the public yet.

Fallout 2 Melee Weapons

The guys in the Vault here seem to have a lot on their hands, which is why I've chosen to upload v0.3 at FileFront:Put that in your browser and smoke it. The mod comes prepacked in modular form, with write-protected files and a highly well-written and informative readme that you MUST read!For everybody who wonders, this mod will always and always always (always) be compatible with everything of Killap's, since I'm using his weapon files (and so are you if you have any of his mods). Anyway, he mostly edits items, not weapons.To avoid stepping on everybody's toes with my personal opinion of how the Bozar should be, the Bozar will be a 6 AP costing, highly damaging sniper in the next version. Vox populi, vox dei.I will look into the laser armor stuff in the next version. It's probably not hard to change, so expect results!I will not be adding any new weapons. Click to expand.You are right. I think 75% and 80% is just too much.

Ok, I know this is THE GREAT ADVANTAGE of that armor compared to the other armors. But it's too unbalanced.

It's just a bunch of (un)polished junk crobbled together or a well-crafter armor, if it's MKII. Why Metal would repeal lasers, anyway? Industrial grade lasers can cut though metal like a knife though butter.I think it would be more fitting for it to be like this:Leather Jacket and Leather Armor should have no laser resistance.

I mean, I doubt anyone who made them ever though 'about then damn lasers.' Metal Armor:Normal: As it is.Laser: 60% resistance, DT should be reduced.Plasma: Should kill you.Pulse: Should fry you (I mean, it's METAL!)Explosions and Flames: The same as it is.Metal Armor MKII:Normal: As it is.Laser: 70% resistance, DT should be reduced, but higher than Metal Armor.Plasma: Should kill you.Pulse: Fried meat.Explosions and Flames: As standard resistance.Combat Armor should stay the same. Power Armor and Advanced Power Armor could get some reduced resistance against lasers, though.

Click to expand.I believe the AP ammo fixes included in Killap's restoration project (scroll down in the ddraw.ini file to activate it) should make the 14mm more efficient, but I haven't tested it myself.In general, I'm going to sift through every single weapon in the game, sort out the ones I don't like and make them right. I've already done this with all of the grenades, and the laser weapons. Next up for the scalpel are weapons like the Sawnoff Shotgun, the 14mm pistol, Switchblade and so on.

So, Magnus, this is compatible with Killap's patch and Restoration Patch? Can I make a topic in a Brazilian forum about this patch? With proper credits to you, of course.You are right. I think 75% and 80% is just too much. Ok, I know this is THE GREAT ADVANTAGE of that armor compared to the other armors. But it's too unbalanced. It's just a bunch of (un)polished junk crobbled together or a well-crafter armor, if it's MKII.

Why Metal would repeal lasers, anyway? Industrial grade lasers can cut though metal like a knife though butter. Click to expand.You are of course welcome to spread the word about this mod!Make sure to include the download link found in the top post. Perhaps also a link to this thread so people can post here, since I don't speak Portuguese and won't be checking the Brazilian thread.(It would also be extremely nice of you if you wanted to translate the readme?)I will be very careful about editing the armours. I think I'll stick with reducing laser resistance for now. The shiny armours will have better resistance than the unshiny ones, since they reflect light more efficiently.If I manage to edit the laser resistant armours rightly, I will reduce, perhaps even remove the huge bonuses I've given the laser weapons.

So, Magnus, this is compatible with Killap's patch and Restoration Patch? Can I make a topic in a Brazilian forum about this patch? With proper credits to you, of course.You are right. I think 75% and 80% is just too much. Ok, I know this is THE GREAT ADVANTAGE of that armor compared to the other armors. But it's too unbalanced. It's just a bunch of (un)polished junk crobbled together or a well-crafter armor, if it's MKII.

Why Metal would repeal lasers, anyway? Industrial grade lasers can cut though metal like a knife though butter. Click to expand.You are of course welcome to spread the word about this mod!Make sure to include the download link found in the top post. Perhaps also a link to this thread so people can post here, since I don't speak Portuguese and won't be checking the Brazilian thread.(It would also be extremely nice of you if you wanted to translate the readme?)I will be very careful about editing the armours. I think I'll stick with reducing laser resistance for now. The shiny armours will have better resistance than the unshiny ones, since they reflect light more efficiently.If I manage to edit the laser resistant armours rightly, I will reduce, perhaps even remove the huge bonuses I've given the laser weapons.

Legend. Damage: This shows the damage caused by a single attack of your weapon. Min ST: required to wield the weapon optimally. Ammunition: The type of ammunition used by the weapon. Hands req: Hands required to wield the weapon. Magazine Size: The magazine capacity of the firearm.

Fallout 4 Melee Weapons Mod

Basically, how many shots you can fire before having to reload. VALUE: The value of the weapon.