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Enemy balancing.

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Enemy balancing.

Post by Risewild » Fri May 31, 2013 1:56 am

I am writing this post to ask for people to tell me about enemies they think should be made stronger and the ones that should be made weaker. I test TTW but I am not very good in terms of balance, and I noticed several players saying that the DC Super Mutants were too hard while I thought they were ok so like I said I am not the best for balance things.


So enemies that some people think should be made weaker:


DC Mutants


Enemies I think should be made weaker:


Mothership Zeta energy field/shield whatever aliens.


(Even though I can take out a SM master and even Overlord with just have to use a couple of stimpaks, those aliens are quite a challenge for me, each blow I hit only take one life bar from their health, oh and I am playing on Very Hard so maybe that's why).


So come on laugh give us your reasons why you think some enemies need to get stronger and others to get weaker, or defend your point on why some shouldn't be stronger or weaker devil it's your opinion that counts.


Note: I am not a part of the developer team, I am a tester and a forum mod that's all angel I have no power to actually apply your opinions to TTW.


This post is just for the sake of my personal curiosity yes


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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Reaver ghouls should be toned

Post by rbroab » Fri May 31, 2013 7:02 pm

Reaver ghouls should be toned down. A bunch of creatures with flesh that has decayed can take 50 rifle shots to the face without going down? No thanks.


Albino Radscorpions? Big deal, a radscorpion that has no skin pigment...oh, and for some reason it's ungodly stronger than it's brothers. Tone them down to regular large radscorp., or tone up the large radscorp. a little AND tone down the albinos. Honestly, I think albinos should be the same as regulars, just much more rare. Maybe have a rare meat on them or something. And turn it into a Wild Wasteland occurrence. That's a bit excessive though...


I'm not alright, I'm an equal amount of left.

delta534
Posts: 71
Joined: Mon Feb 25, 2013 8:33 am

I agree with reducing the

Post by delta534 » Fri May 31, 2013 7:58 pm

I agree with reducing the health of both the reavers and albino radscorpions. They are both victims of Bethesda's tendency to to make "harder" enemies through very high health values.  I would say dropping the reaver's health down to 300 from 1100 would be good, and dropping the albino radscorpion's health down to 150 from 1500 would be good as well.


I would really have to look at the other creatures to see what else I would tweak. 



Sandloon
Posts: 149
Joined: Sun May 12, 2013 5:49 am

Ive never had a problem

Post by Sandloon » Fri May 31, 2013 8:03 pm

Ive never had a problem killing Albinos personally, Reavers are about the hardest thing for me to kill seeing as how they always tend to catch me in a confined area where I cant use my sniper rifles to my advantage (I always play a sneaky sniper). Dropping HP values by that much would certainly ruin the feel and balance of the game, maybe drop the HP of Reavers by 3-400, and drop Albinos to 1000.


Personally I like the challenge that higher HP enemies give me, but I guess im alone in this thought.


"If violence wasn't your last resort, you failed to resort to enough of it"

Table Man
Posts: 15
Joined: Sat Apr 20, 2013 4:35 pm

Well both Reaver's and Albino

Post by Table Man » Sun Jun 09, 2013 4:55 pm

Well both Reaver's and Albino rad scorpions were made to be particularly tough enemies. I agree they should be toned down, but not by much. Reaver's toughness is kinda ridiculous in FO3, which is why they were so toned down in NV. So I'm thinking you should drop it to 350 (which is believe is their health in NV).


As for the albino radscorpions, I think they should still be tougher than regular giant ones. IIRC they also have the ability to regenerate health when in sunlight, so it's not just the albinism that's making them tough. Having said that though, I definitely think they should be dropped down from the 1500 health, since regular giant ones only have 350. Maybe bring them to 600?


As for DC mutants, I think it comes back to the point I made a while ago about the weapon differences between the 2 games. FO3 had some strong weapons, but they tended to be high DPS but low damage-per-shot compared to NV's rifles. Combine this difference with the new DTs that were introduced, and you can see why there may be some balancing issues, especially with other NPCs and factions like BoS.


Jax actually made a little .esp that nerfed the SMs and I'm still using, though I'm not sure if it may have nerfed some of them a bit too much. It's hard to say because you stumble on to them early in the game, and your ability to take them out varies hugely with your level.



KL3IN3R
Posts: 8
Joined: Sun Jun 30, 2013 2:11 am

Off the top of my head, I'd

Post by KL3IN3R » Mon Jul 01, 2013 4:51 am

Off the top of my head, I'd say do the following-


Make deathclaws weaker because they are WAY too strong.


Make super mutants and nightkin stronger because they're supposed to be genetically modified supersoldiers (or something like that).


As for specific stats, I would make the regular super mutants equal to deathclaws in strength, but slightly slower and the nightkin should be MUCH stronger than the deathclaws, but much slower to balance it out.



alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

In my opinion, if you're

Post by alegendv1 » Mon Jul 01, 2013 6:27 pm

In my opinion, if you're going to make the harder enemies have less health, you're going to need to make them stronger in other regards. So for albino radscorpions (haven't faced em yet but 1100 health sounds ridiculous), I'd say make them faster just a bit, and make it hit harder or sane idk,  so that you need to watch out for them and knock em out quicker. Reaver ghouls are already pretty fast, so they might need a dmg boost idk, I've yet to face them in my playthrough. Super mutants in my opinion can be slowed down quite a bit. I bet you that even if I had 10 agility and 10 endurance, they would run faster than my sprint added by PN. Also, they tend to suck up bullets and also fire them at you. Btw, I'm using a modded playthrough with PN rebalance and CCO, so my opinion may be skewed. I'm also low level right now. Grr, low level XD



frenzyslave
Posts: 101
Joined: Sun Nov 25, 2012 3:45 am

Im fine with the enemies the

Post by frenzyslave » Mon Jul 01, 2013 11:40 pm

Im fine with the enemies the way they are (and I dont play with VATS).


I sure hope that there is a patch optional later for nerfing them for TTW, if it is done.


Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

Ja.al.de
Posts: 41
Joined: Mon Nov 12, 2012 4:44 am

An interesting take on the

Post by Ja.al.de » Tue Jul 02, 2013 3:05 am

An interesting take on the albino rad scorpion would be to make it's poison EXTREMELY lethal. While keeping it's stats  equal to the normal giant rad scorpion. 


Glug glug glug glug glug glug! - the Vault Dweller

plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Editing creatures should only

Post by plumjuice » Tue Jul 02, 2013 8:54 am

Editing creatures should only be part of the main TTW mod if it brings them closer to the FO3 difficulty, and only if you can do it without messing with NV creatures.


Which is not to say I wont be using some sort of tougher creatures mod myself, just that it isn't, as far as I am aware, part of the scope of ttw.


All of that said, Reavers are a pain. I don't remember them being overly memorable in vanilla FO3. Nerf pl0x.


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