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Super Mutant DT

General discussion of Tale of Two Wastelands
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BelGarion
Posts: 139
Joined: Fri Mar 15, 2013 8:10 pm

NILLOC 916 wrote:

Post by BelGarion » Fri Oct 18, 2013 4:39 am

[quote=NILLOC 916]


 


BelGarion wrote:



 


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?


 



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.


[/quote]


Yeah, it's crazy. Was thinking maybe 450ish, 480ish, make them slightly less tough than a Deathclaw but not absurdly OP. 



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

You guys really like to waste

Post by Risewild » Sat Oct 19, 2013 12:15 am

You guys really like to waste ammo don't you? cheeky


My answer:



laugh I hope you don't mind my little joke cheeky but to be honest unarmed is really OP in this game, but I also don't play with mods and I know there are a lot of people who loves awesome mods that make the game harder and more realistic, so I guess unarmed wouldn't do much with those mods cheeky.


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Cataca
Posts: 41
Joined: Tue Jan 22, 2013 2:47 am

I have to say, its become

Post by Cataca » Tue Oct 22, 2013 10:09 pm

I have to say, its become much more manageable with the patch. Consider that the capital wasteland doesnt exactly shower you with high damage weapons, or AP ammo, or primers/hulls to craft those, so you'll have to manage with the hunting rifle and normal ammo.


Granted, if you play with energy weapons or melee this becomes much less of an issue, but with small arms you will struggle with muties otherwise. Vanilla i would feel forced to go to NV to stock up at GRA, i feel that kinda breaks immersion. (i still feel that hulls/primers should be much more common on vendors tho, as-is you really need vending machines of the wastes to make do with ammo consumption, vendors almost have nothing)



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

I intend to adjust vendors up

Post by JaxFirehart » Tue Oct 22, 2013 11:07 pm

I intend to adjust vendors up a bit. For TTW they were overhauled to use a system that is more similar to NV and indeed shares many form lists. Before worrying too much, though, in TTW 2.3a the outcasts will now barter with you for technology and trade bullet weapons and ammo, making them an excellent source of supplies for the non-energy weapon users. Energy weapons remain a pain to use and keep supplied, at least until the enclave roam the wastes.



Cataca
Posts: 41
Joined: Tue Jan 22, 2013 2:47 am

Especially durga has a

Post by Cataca » Wed Oct 23, 2013 12:59 am

Especially durga has a pitiful collection, when i finally was able to trade with her, all she offered were 3 40mm grenades and a 9mm pistol. Thats kinda hard to swallow for the quartermaster of the DC BOS.


edit: plus some random junk, ofc



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

See thats the thing though.

Post by JaxFirehart » Wed Oct 23, 2013 2:16 am

See thats the thing though. If you have mods that reduce the odds of stuff appearing, it will affect lists in DC. For example Project Nevada Rebalance module has a feature for reducing the chances of ammo and weapons spawning, this WILL make them super hard to find in DC because it is already hard to find stuff in DC. Also, the stuff in DC is leveled, so what you find at low levels is low level gear, whereas at higher levels merchants offer higher level gear and more of it. In DC your best bet at upgrading your gear is to go kill people for it.



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

JaxFirehart wrote:

Post by BelGarion » Wed Oct 23, 2013 3:13 am

[quote=JaxFirehart]


 


See thats the thing though. If you have mods that reduce the odds of stuff appearing, it will affect lists in DC. For example Project Nevada Rebalance module has a feature for reducing the chances of ammo and weapons spawning, this WILL make them super hard to find in DC because it is already hard to find stuff in DC. Also, the stuff in DC is leveled, so what you find at low levels is low level gear, whereas at higher levels merchants offer higher level gear and more of it. In DC your best bet at upgrading your gear is to go kill people for it.


[/quote]


And since you have to go fight muties early to find your Dad at GNR, you either put off the main line quest and do a whole lot of side quests or go to NV and level up further and gain access to the GunRunners. 



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

Hopefully, with the outcast

Post by JaxFirehart » Wed Oct 23, 2013 3:33 am

Hopefully, with the outcast trading, you can now hunt for sensor modules and scrap electronics and a few laser pistols, etc and go trade them in for some decent materiel. Hopefully. Needs testing still though.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Or you can just go buy all

Post by Gribbleshnibit8 » Wed Oct 23, 2013 6:43 am

Or you can just go buy all your ammo and weapons at a convenient vending machine. :)



Cataca
Posts: 41
Joined: Tue Jan 22, 2013 2:47 am

Gribbleshnibit8 wrote:

Post by Cataca » Wed Oct 23, 2013 7:20 am

[quote=Gribbleshnibit8]


 


Or you can just go buy all your ammo and weapons at a convenient vending machine. :)


[/quote]


And that mod is really awesome, a necessity even imho.


Well, i might sound like im complaining, but i kinda like the scarcity of stuff in DC. It makes survival a real challenge, especially when coupled with things like mmm increased spawns. The only thing i really didnt get was how the quartermaster of the BoS was practically on the level of one of the roaming traders, while in charge of outfitting the entire BOS in DC. I was expecting something along the lines of the hidden bunker (buggy as that trader might be).



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