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Super Mutant DT

General discussion of Tale of Two Wastelands
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JaxFirehart
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Joined: Wed Sep 12, 2012 12:33 am

The goal of TTW is replicate

Post by JaxFirehart » Tue Jun 25, 2013 11:59 pm

The goal of TTW is replicate FO3, but with FNV's upgrades. This add-on, in my opinion, does a pretty good job of doing that. I am kicking around the idea of merging this plug-in into TTW directly and letting a mod boost their power for people who feel it is necessary.


Before the shit storm hits: I agree that Super Mutants are SUPPOSED to be tough, I agree that the current Super Mutants, without this plugin, are about where they should be.


BUT!


As I said above, TTW is here to replicate the feel of FO3 NOT for us to make changes based on how we feel it SHOULD have been done. The only time TTW makes changes is when we feel that the FO3 developers would have done something similar, had they had the resources from FNV readily available to them.



TJ
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Highly doubt it's gonna

Post by TJ » Wed Jun 26, 2013 4:22 pm

Highly doubt it's gonna happen. Read what it says on that page you linked, and you'll see DR is used to supplement DT in NV, but that it's mostly DT being used. If the SMs get DR, everything else would have to be rebalanced as well, or it comes off a little bit lop sided. As Jax said above, if you don't like the 'official' TTW take on this, you're more than welcome to make a mod that does it how you want it done.


My project Dash is on Kickstarter!



Comrade Dispenser
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JaxFirehart wrote: why are

Post by Comrade Dispenser » Wed Jul 31, 2013 4:45 am

[quote=JaxFirehart] why are they so much weaker than the NV ones?[/quote]


That's easy, West Coast mutants are made by the Master, given training and better conditioning, actually made on the Mariposa Military Base, while the CW mutants are from a much less professional vault doing experiments with FEV, the older ones might have been done more professionally but as the entire population became super mutants it was done more hastily to increase their population.



TrickyVein
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That's all well enough for

Post by TrickyVein » Wed Jul 31, 2013 11:31 am

That's all well enough for the Master's army, but most of the super mutants, or the 'dumb-dumbs' you encounter in Vegas I think are 2nd generation mutants, aren't they?


We can already surmise that there are differences between the the strands of FEV from Mariposa and from Vault 87; the latter resulting in continued (perpetual?) growth/mutation of the subject after exposure. It may be that the FEV from Mariposa just results in a tougher mutant but without additional side-effects resulting in a behemoth.



JaxFirehart
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Tricky: I think I actually

Post by JaxFirehart » Wed Jul 31, 2013 2:11 pm

Tricky: I think I actually said something similar to that earlier in the thread, I agree completely. That's how I personally rationalize the differing strengths of the SMs.



TJ
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Yeah Marcus explains that

Post by TJ » Wed Jul 31, 2013 11:36 pm

Yeah Marcus explains that they're mostly second gen, which is why some of them listen to a nightkin.


My project Dash is on Kickstarter!



plumjuice
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Getting to GRA does not allow

Post by plumjuice » Mon Aug 05, 2013 1:37 pm

Getting to GRA does not allow leeway for stealth boys; the BoS troops keep them in combat status.


Even if you magically get past them, the behemoth is still at the end. This needs much more discussion if SM's are to be made tough.


Mostly though, it should be an optional, add-on mod for TTW, as the muties were weak in FO3.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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

JaxFirehart wrote:

Post by NILLOC 916 » Tue Aug 06, 2013 8:01 am

[quote=JaxFirehart]


I agree, I'm just not sure what to do about it. Currently DC mutants are equal to NV mutants. So I either reduce both DC and NV mutant DT, which goes against TTW policy on not modifying the base game unless absolutely necessary, or I can reduce JUST the DC SM DT which begs the question why are they so much weaker than the NV ones?


[/quote]


They've been made by mutants and have gotten dumber and worse at the process over time. And thus less tough.


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

BelGarion
Posts: 139
Joined: Fri Mar 15, 2013 8:10 pm

If anyone is curious, if we

Post by BelGarion » Wed Oct 16, 2013 7:35 am

If anyone is curious, if we're going to fix one bullet sponge, the SMs, let's fix all three bullet sponges? Namely the Feral Ghoul Reavers with 1100 HP and the Albino Rad Scorpions with 1500 HP. Given a Deathclaw has 500hp, these two critters are 2 to 3 times tougher than the scary Deathclaws that even the mighty NCR is having issues with in Sloan. >.< Personally I feel this is quite excessive and makes killing them, even at higher levels with good weapons, a royal pain to kill. Perhaps there should be balance brought to these two as well as the SMs? Just saying, ya know?



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

BelGarion wrote:

Post by NILLOC 916 » Wed Oct 16, 2013 8:51 pm

[quote=BelGarion]


 


If anyone is curious, if we're going to fix one bullet sponge, the SMs, let's fix all three bullet sponges? Namely the Feral Ghoul Reavers with 1100 HP and the Albino Rad Scorpions with 1500 HP. Given a Deathclaw has 500hp, these two critters are 2 to 3 times tougher than the scary Deathclaws that even the mighty NCR is having issues with in Sloan. >.< Personally I feel this is quite excessive and makes killing them, even at higher levels with good weapons, a royal pain to kill. Perhaps there should be balance brought to these two as well as the SMs? Just saying, ya know?


[/quote]


The amount of ammo I have to pump into albinos is insane. Especially since when I am in the capital wasteland at a high level I find about two of them around every rock.


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

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