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Suggestion for Energy weapons

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samoja
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Suggestion for Energy weapons

Post by samoja » Wed Feb 07, 2018 3:48 pm

I have a small suggestion, i read on the Wiki that the reason why energy weapons in FO3 outperformed their counterparts in FONV is because most of them are Van Graff products which are made from shoddy materials. Here is my suggestion, switch most energy weapons in NV that show up in both games (like plasma rifle/pistol, Laser rifle/pistol and similar) with Van Graff equivalent, and boost the original version, only characters like BoS and Enclave remnants, in other words those that make sense lore wise, should have original energy weapons, Fiends and the like should all have Van Graff version.



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RoyBatty
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Source?

Post by RoyBatty » Wed Feb 07, 2018 4:40 pm

Source?


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James_T_Quirk
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samoja, Hi !, New Vegas,

Post by James_T_Quirk » Wed Feb 07, 2018 4:46 pm

samoja, Hi !, New Vegas, Energy Weapons I feel are OK, if you mod them, in game, then better, but Never forget Pew-Pew, in bottling Plant, handy bit of kit ....


I have been playing T2W a week or 2, Now I moved 5 times on train, coming back to VEGAS for 12.7mm & .50, energy ammo, and don't me started on how Vegas's Gauss Rifles are much easier to come by, (if you don't like hidden valleys), reloading supplies, then back to DC, to clear some more Quests ..


What I am trying to say, I suppose, is that it seems there are nice weapons all over, just gotta find them, or get stuck in with the cutlery ...



samoja
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RoyBatty wrote:

Post by samoja » Wed Feb 07, 2018 4:46 pm

[quote=RoyBatty]


 


Source?


[/quote]


 


From the wiki:


 



The Van Graffs in Fallout: New Vegas specialize in energy weapons and have ruthlessly established a near-monopoly in such items. Not even the Gun Runners have been spared mysterious "accidents" designed to drive them out of this part of the weapons trade, as Alexander tells the player when questioned at 188 Trading Post. However, Van Graff technology appears inferior to that of the Gun Runners, since the weapons they sell are of much poorer overall quality.




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RoyBatty
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The wiki is not a valid

Post by RoyBatty » Wed Feb 07, 2018 11:39 pm

The wiki is not a valid source of lore, it's often made up.


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samoja
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RoyBatty wrote:

Post by samoja » Thu Feb 08, 2018 12:09 am

[quote=RoyBatty]


 


The wiki is not a valid source of lore, it's often made up.


[/quote]


So what would be valid? Either way i think it would be a good way to solve the whole energy weapon conundrum, i had real serious problem dealing with the Enclave before i did Mothership Zeta and got access to alien weapons, since energy weapons are so weak they are no longer a valid counter to PA, but making them strong enough to counter PA would make things unballanced in Mojave, in CW you only find your first energy weapons after you have already faced the Enclave, i had to kill my first Enclave trooper with firearms, and i only got the Plasma rifle in the Fort (and that gun served me quite nicely trough the campaign). But in NV you just beat up some lightly armored fiends or fork over a few caps at Silver Rush and you are set. This way you could make energy weapons powerful without disturbing the balance, since you would still  have to work to get the good ones, where the regular ones would stay their normal (unremarkable) selves, only with a nametag attached to them.



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Risewild
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What the Wiki means by "much

Post by Risewild » Thu Feb 08, 2018 4:05 am

What the Wiki means by "much poorer overall quality" is not that they are weaker than the other ones, but that are in more disrepair (their weapons are sold in a state with "more damaged" weapon durability). If you repair the Van Graff weapons to max durability, they are as powerful as any other weapon of that type (they also are as powerful as any other weapon of that type if they have the same durability).


There is a version of Laser Rifle and Plasma Rifle named with the "Van Graff" before the Laser Rifle and Plasma Rifle name. Those are a bit weaker than the normal ones, but the Van Graffs do not sell those, the only way of using those is when you get hired to guard the front door. But it makes sense they wouldn't provide the best quality weapons to someone they don't really know and just hired to see if they can do a good job or not.


 


Also there is no reference on the Wiki about the Mojave Wasteland energy weapons being inferior to the Capital Wasteland ones.


The Wiki has a lot of made up and incorrect information so take it with a grain of salt. If something does not have a source (marked with something like: [1]), chances are it was made up or it is not backed by any real game/official lore.


 


FO3 weapons have been rebalanced for TTW 3.0. So some might be better now than they are in TTW 2.9.4b.


Also if you're having troubles with Enclave, you can always try to use Over Charge (damage x1.2 and DT -5) and Max Charge ammunition (damage x1.5 and DT -10), you can craft these if you're having trouble finding vendors that sell them.


Don't forget that Flamers, Incinerators and Heavy Incinerators are also energy weapons. Those can be devastating depending on your build.


Pulse Grenades affect Power Armored enemies in TTW too (they didn't in FO3, but they do in FNV). So those can help, specially if there are a few enemies gathered in a group.


Other DLCs also provide good Energy Weapons. The Pitt offers the possibility of getting the Tri-Beam Laser Rifle which is quite powerful. The Operation Anchorage offers the Gauss Rifle.


Hope this will help. And hope that you can check TTW 3.0 once it is out and see if the weapons balance is improved or if it still needs work (in that case please come by and tell us about it) laugh.


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samoja
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Risewild wrote:

Post by samoja » Thu Feb 08, 2018 8:09 am

[quote=Risewild]


 


What the Wiki means by "much poorer overall quality" is not that they are weaker than the other ones, but that are in more disrepair (their weapons are sold in a state with "more damaged" weapon durability). If you repair the Van Graff weapons to max durability, they are as powerful as any other weapon of that type (they also are as powerful as any other weapon of that type if they have the same durability).


There is a version of Laser Rifle and Plasma Rifle named with the "Van Graff" before the Laser Rifle and Plasma Rifle name. Those are a bit weaker than the normal ones, but the Van Graffs do not sell those, the only way of using those is when you get hired to guard the front door. But it makes sense they wouldn't provide the best quality weapons to someone they don't really know and just hired to see if they can do a good job or not.


 


Also there is no reference on the Wiki about the Mojave Wasteland energy weapons being inferior to the Capital Wasteland ones.


The Wiki has a lot of made up and incorrect information so take it with a grain of salt. If something does not have a source (marked with something like: [1]), chances are it was made up or it is not backed by any real game/official lore.


 


FO3 weapons have been rebalanced for TTW 3.0. So some might be better now than they are in TTW 2.9.4b.


Also if you're having troubles with Enclave, you can always try to use Over Charge (damage x1.2 and DT -5) and Max Charge ammunition (damage x1.5 and DT -10), you can craft these if you're having trouble finding vendors that sell them.


Don't forget that Flamers, Incinerators and Heavy Incinerators are also energy weapons. Those can be devastating depending on your build.


Pulse Grenades affect Power Armored enemies in TTW too (they didn't in FO3, but they do in FNV). So those can help, specially if there are a few enemies gathered in a group.


Other DLCs also provide good Energy Weapons. The Pitt offers the possibility of getting the Tri-Beam Laser Rifle which is quite powerful. The Operation Anchorage offers the Gauss Rifle.


Hope this will help. And hope that you can check TTW 3.0 once it is out and see if the weapons balance is improved or if it still needs work (in that case please come by and tell us about it) .


[/quote]


Thanks for the reply, yeah, maybe in the new build it will be better. IDK about the Tri Beam, it fires 3 beams that do individual damage, but such weapons tend to fare poorly in NV due to DT mechanics, overall damage is nice but the enemy resists each individual beam separately so in practice it can be quite bad for stronger enemies, but i would have to check that.



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Risewild
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Damn, I had a derp moment.

Post by Risewild » Thu Feb 08, 2018 11:40 am

Damn, I had a derp moment.


I meant the Metal Blaster from The Pitt DLC and not the Tri-Beam Laser Rifle *facepalm*. Sorry about that.


 


EDIT: I thought I remember someone posting tips for a Energy Weapon build on TTW quite recently (last month). I just found that post:


https://taleoftwowastelands.com/comment/59576#comment-59576


Maybe this will be useful, or maybe not. But it's worth sharing, I think.


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RoyBatty
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There's no hard evidence to

Post by RoyBatty » Thu Feb 08, 2018 5:03 pm

There's no hard evidence to support the individual pellet damage thing either, people used to say VATS was broken with shotguns but after much testing it is clearly not. A look through the damage calculation code in the game will provide insight into that that cannot be disputed.


Also energy weapons with the ammo in NV are still quite powerful, people just forget that it's there and never use it. That's their own fault for ignoring mechanics in the game.


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