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Enemy balancing.

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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Well the goal is to bring FO3

Post by JaxFirehart » Tue Jul 02, 2013 12:35 pm

Well the goal is to bring FO3 creatures in line with FNV difficulty. Albino Rad Scorpions make no sense, but they will get a large DT boost and a large HP drop. Probably same with feral ghoul reavers. It's kinda boring to balance that way but we are working within the constraints of FO3 so stuff like poison and speed boosts are out of the question, though I admit, I like the idea of making the albino extremely poisonous.


Actually, that goes for ALL enemies. The only balancing I will be doing on enemies that don't exist in NV is nerfing health and boosting DT. Of course this has it's own problems, same as with just giving enemies tons of health.



Gilibran
Posts: 12
Joined: Sat Dec 08, 2012 2:00 pm

Reavers and albino

Post by Gilibran » Thu Oct 24, 2013 1:46 pm

Reavers and albino radscorpions could indeed use some rebalance. I'm using a Barret M82 mod that (of the top of my head, commuting right now) does 150+ dmg. With .50 ap rounds i can take down any supermutant (overlord etc) in one shot ( ;-) aim for the legs). But a albino radscorpion or reaver takes several shots.

Since my companion (anklebiter from the Jasmine nv comp. Mod) has the same gun it's quite fun to hear 2 M82's very loudly shooting several rounds into albino scorpions and reavers while the other 2 companions blast away with there g36 assault riffles lol. Quite intens fights.

But Solo they are a pia even at level 44 and 2 reavers or albino's usually means run like hell

NILLOC 916
Posts: 341
Joined: Thu Aug 01, 2013 4:21 am

Ja.al.de wrote:

Post by NILLOC 916 » Thu Oct 24, 2013 5:27 pm

[quote=Ja.al.de]


 


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. 


[/quote]


I like this idea. It makes much more sense than just being a bullet sponge. And it would make anti venom actually relevant in the DC wasteland. I understand that TTW is not supposed to change the game, so maybe someone should make an enemy overhaul mod that tweaks the various baddies that appear in DC. 


Cocaine is a hell of a drug.
- Rick James.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

We change the game if we feel

Post by JaxFirehart » Thu Oct 24, 2013 5:29 pm

We change the game if we feel it fits and is necessary. I agree that is an awesome suggestion, its just a matter of deciding if it is too much or not.



KennyMcCormick
Posts: 46
Joined: Thu Feb 14, 2013 7:18 am

Regarding DC uglies: They're

Post by KennyMcCormick » Sun Oct 27, 2013 12:32 pm

Regarding DC uglies: They're ok where they are for the most part. Overlords annoy me a bit though, but that's more because the tri-beam laser rifles they're so fond of do another 20 damage above their stats when used by overlords because Bethesda decided it was a 'fair' thing to code them to do...


 


Regarding Reavers: These annoying little bastards need to be nerfed to hell and back. 1,100HP is absurd enough, but couple to that the physics bugs they oh-so-commonly experience which renders them nearly invincible?! I wouldn't hesitate to remove the DC reavers entirely to be perfectly honest. These annoying little fuckers make me not want to go to Adams AFB at all, because I know between their absurd stats, the physics bug, and the powerpoint presentation that many ghouls being on screen at once turns NV into, I'll use up 3000+ rounds of 5mm ammo trying to dispatch them. Replace them with NV's version, which doesn't have the absurd stats or physics bug.


 


Regarding Albino Radscorps: They're just walking bulletsponges. They're not particularly difficult or dangerous, they merely serve as a way to remove a few hundred rounds from the player's inventory. Or, in my case, 10MFCs when I blast them in the face with Project: Nevada's stupidly powerful Rail Cannon. I could see their HP getting slashed to maybe 35-40% of its Broken Steel value, then having 20DT or so added on. Then to top it off give 'em a bit more damage? Make them an actual threat rather than a "..Oh for -beep-'s sake" annoyance?


Patrollin' the Capitol Wasteland makes me wish for a nuclear winter...

Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

Speaking of which, does TTW

Post by Piers Arkan » Mon Dec 30, 2013 2:00 am

Speaking of which, does TTW remove the extra 20 damage that the super mutant overlords get with their Tri-Beams? should that still be a thing, and what is the big groups response to that.


 


Concerning the balance of the Broken Steel enemies in conjunction to New Vegas' stuff, i'd say that they could definitely take advantage of the DT system, if they don't already(this thread is a bit old), but the poison buff could keep it in line with that of Cazadors in Vegas. Think of the Albino as an armored Cazador?



nathanj
Posts: 40
Joined: Sat Mar 30, 2013 7:13 pm

In regards to the albino

Post by nathanj » Fri Jan 03, 2014 1:15 am

In regards to the albino scorpion could you just give it the same poison as the cazodores.  Cazadore poison sucks balls in a good way and I run from those things if I don't have a shotty out as they move so fast.


Does the PN health settings even effect the FO3 world in TTW?   In FNV PN is set to not give any extra health per level and its only based on your Endurance.   I was sitting shooting a Talon Merc in the head with no helmet with a 10mm and it took forever to kill him.   Super Mutants are tough as nails but I am fine with that but for humans to be that tough with no armor was a bit weird.


 


 



Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

alright, while everyone is

Post by Piers Arkan » Thu Jan 09, 2014 7:02 pm

alright, while everyone is discussing their favorite Broken Steel Trio, let's discuss something slightly different.


 


Regulators - Buff them. So you have some Duster clad boy scouts who think the best way to combat evil is to approach it directly while wearing no armor. Sure, their guns are nice...ish. Eventually they may even be able to break through my powered armor, but with no armor on them and a few swings from my Rebar Club, these poor saps don't stand a chance.


Raiders - Ok so here we have an interesting case. Low armored people who are consistently hostile to the player, or to ghouls, or to pretty much anything in existence. They lack the firepower to match the Fiends, they are a low level hazard, but at the level that I am at, they are worthless. I'm not proposing that you buff them early on, because that is not the case. They have .357 revolvers that can punch through armor nicely. But that is their only trick. What if we added a wider variety of weapons to their arsenal to give at least some more diversity to their numbers, but also consider bringing some of the Pitt armors to them? At the higher levels, 20-30, i'd expect the raiders to be using Laser rifles, hunting rifles, combat shotguns, .44 revolvers, with rare trail carbines, hunting revolvers, incinerators, and grenade launchers. 


 


Yao Guai - Buff. These guys have no Damage Threshold or resistance to speak of. I wiped out 2 with a service rifle and standard 5.56. maybe 3 magazines of ammo were used. these guys are free 50 XP and only pose a danger early on. 


 


Slavers at Paradise Falls - Buff. I know this is an odd one, but when the highest weapon these poor saps have is a minigun that one person uses, and they all have armor with little to no DT except for Forty, you'd think there might be some questions as to why the slaves don't just revolt. I think this may be one of the buff for the later half of the game where they get combat armor and higher tiers of assault weapons, including marksman carbines, trail carbines, and maybe even the two metal armor boys Ymir and Jotun getting some Thermic Lances. Bottom line is I think two of them can actually have a gun that can punch through my armor. and they don't have really any armor. 



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