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A few small suggestions regarding leveled weapon lists

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Dracleath
Posts: 2
Joined: Mon Oct 12, 2015 3:28 pm

A few small suggestions regarding leveled weapon lists

Post by Dracleath » Mon Oct 12, 2015 4:09 pm

Hey, I just finished a fo3 and all dlcs run with tww and wanted to give feedback and suggestions on a couple of things regarding the weapons enemies use.


1.  This is the reason I posted this.  In new vegas buried in the lonesome road dlc, there is a flaregun weapon.  It does comparable damage to tier 1 weapons like varmint rifles, scares some enemies, and seems oddly out of place in that dlc.  It would be a great addition to tier 1 dc raiders, however, giving a flavorful throwaway low level energy weapon for players to use while not killing lore by giving them laser or plasma weapons.  Also the raider small guns class has unarmed as a tag skill, they never spawn with ua weapons so that can be swapped to energy weapons so they can use their flareguns without issue.


Another small issue with raiders is that melee raiders never spawn with unarmed weapons even though they have the skill and unarmed weapons are rare in the early game.  I feel like bladed gauntlets, brass knuckles, and spiked knuckles would be appropriate in the proper level 2 and 3 tiered lists.


I noticed regulators can drop automatic rifles and battle rifles?  These would be good for talon, also they seem to drop at too high condition.


 


Brotherhood forces seem to be a bit too energy weapon focused if I'm reading the lists correctly, I feel since they are using a lot of local recruits that assault rifles of various flavors would be good for the small arms list. Also miniguns are iconic and would fit well for the big guns list.  Finally again the combined outcast and brotherhood melee lists lack the super sledge, which again I feel is iconic BOS.


Speaking of which, it would be nice to fix the vanilla bug with star paladin cross.  She should be in the brotherhoodknight class rather than soldier, so that she can use her super sledge as a tagged skill rather than running around with a laser pistol.


Thanks for a great mod, if I didn't know it was a mod I would have thought TTW was a professional rerelease of FO3.



Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

Dracleath wrote:

Post by Lyndi » Tue Oct 13, 2015 12:11 pm

[quote=Dracleath]


 


Hey, I just finished a fo3 and all dlcs run with tww and wanted to give feedback and suggestions on a couple of things regarding the weapons enemies use.


1.  This is the reason I posted this.  In new vegas buried in the lonesome road dlc, there is a flaregun weapon.  It does comparable damage to tier 1 weapons like varmint rifles, scares some enemies, and seems oddly out of place in that dlc.  It would be a great addition to tier 1 dc raiders, however, giving a flavorful throwaway low level energy weapon for players to use while not killing lore by giving them laser or plasma weapons.  Also the raider small guns class has unarmed as a tag skill, they never spawn with ua weapons so that can be swapped to energy weapons so they can use their flareguns without issue.


[/quote]


Bethesda put the Flare Gun in Lonesome Road so it could be used to scare off Tunnelers and that's pretty much the only reason it's in the game at all.


Produces the programming equivalent of coffee stains.

Dracleath
Posts: 2
Joined: Mon Oct 12, 2015 3:28 pm

It works pretty well on

Post by Dracleath » Tue Oct 13, 2015 6:44 pm

It works pretty well on players, too. The first time a raider used one on me in my modded game I though I'd run into an incinerator or flamethrower and ran like crazy for cover, then I noticed a bit later the fire wasn't actually burning me for that much damage.



Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

luthien wrote:

Post by Lyndi » Tue Oct 13, 2015 7:07 pm

[quote=luthien]


 


Lyndi wrote:



Bethesda put the Flare Gun in Lonesome Road so it could be used to scare off Tunnelers and that's pretty much the only reason it's in the game at all.


 



It works on the death claws, also.


[/quote]


Yeah, I forgot about those. It's been a long time since I played Lonesome Road. When I saw Lonesome Road mentioned the first annoyance that crossed my mind was the Tunneler. :)


I think it's effect will apply to anything considered an abomination? I'm too lazy to check the Wiki on this but I think that's how it worked in an unmodded game. Either way, that is why it was in the Lonesome Road DLC and why it isn't out of place. It wasn't meant to do damage, it was meant to make annoying enemies run.


Produces the programming equivalent of coffee stains.

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

I think it's effect will

Post by Risewild » Wed Oct 14, 2015 1:27 am


I think it's effect will apply to anything considered an abomination? I'm too lazy to check the Wiki on this but I think that's how it worked in an unmodded game.



That is correct smiley.


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