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Im working on a Re-Arm Dc Overhaul need suggestions or just some ideas

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gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Balance wise with my current

Post by gamefever » Sat Dec 13, 2014 5:17 pm

Balance wise with my current ESP Im testing,


I've run into some nagging issues.


I've just put some weapons as they are into the lists.


Example


Weapons like Nail Gun and 10 mm Rifle...


These guns are a fair bit too strong for what they should be.  10mm Rifle has an altered high Damage per shot, the Point Lookout version (have to check the Project Nevada Mod version).  The Nail Gun Dead Money? has too high a RTF for balance to be introduced early.


The guns at first seem to throw off balance due to value in caps.  Then I run into Talon Company and wow caps balance goes way off due to the changes in value of Combat Armor and Reinforced Version.  Not to mention the Talon Company ussually has one Specail using a Flamer that tends to be about 3K caps...


 



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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

I was actually going to make

Post by EnderDragonFire » Sun Dec 14, 2014 1:59 am

I was actually going to make something like this, with basically the layout you mentioned, but it was beyond my skill. I would positively love it if you could share your .esp with us.


"Who are you, who do not know your history?"



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

IF... you create new gangs

Post by freakydoo » Sun Dec 14, 2014 2:28 am

IF... you create new gangs might i suggest http://www.nexusmods.com/newvegas/mods/53529/? as a basis for one gang imagery? 


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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

personally, i'd just be happy

Post by Puppettron » Sun Dec 14, 2014 4:15 am

personally, i'd just be happy with different LLs for gangs.  it's not like we have streetwise as a skill.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

EnderDragonFire wrote:

Post by gamefever » Mon Dec 15, 2014 11:51 pm

[quote=EnderDragonFire]


 


I was actually going to make something like this, with basically the layout you mentioned, but it was beyond my skill. I would positively love it if you could share your .esp with us.


[/quote]


Making a gang kind of thing is outside a reasonable time frame.  But I do have an esp I'm toying with to put some guns into the lists for Raiders. 


Right now Raiders some weapons from Project Nevada


Homemade AR, Homemade Rifle, Nail Gun, the overpowered Point Lookout 10mm level action (gonna swap it for the PN version tonight), a better chance of some automatics.  A leveled Infiltrator as well starting at level 10 at the moment.


They also have an enhanced list of melee options that can include throwing weapons.  I also gave Raiders an extended list of homemade grenades.  They have access to the Autoaxe and Chainsaw but its also not as good as it was to get.  Pure Melee dont have aweful weapons, the bad stuff is reserved as backup for gun toters.


Talon Company


Right now Im almost satisfied with minor tweaks.  Removed the Singleshot, Caravan shotguns, and Varmint Rifle.  Added so far better odds of Combat Shotgun/Riot Shotgun, and AR's. 


Added a 50/50 of a Talon Member that recieves a grenade of getting the frag or flash bang (it gets interesting cause a full on hit can render a blackout).


Considering adding the 5mm submachinegun, 5mm AR, and a 45 calabur submachine gun.


Also thinking about pistols such as the 44 clip loaded magnum, 45, and 12.7mm pistols.


Thinking about adding the automatic Battle Rifle and LMG.


I havent looked at the Regulators yet, but it'll be Cowboy Weapons for sure.


 


Also


I have looked at


Brotherhood Outcasts,


I'll be adding quite a few laser and plasma weapons.  Gauss Tech as well for late levels.


Brotherhood of Steel


I'll be adding an assortment of AR's mid to end game types as well as their lasers.


Enclave,


They will be getting a make over with top end weaponry, considering some Gauss Tech for late levels as well.


 


Right now I'm trying to just ease them into the lists and look at the outcomes.  It gets interesting though with the MMM mod my npc's seem to hunt down better equipment if its in the enviroment to use it (I also think its standard behavior of FNV though).



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