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Super Mutant DT

General discussion of Tale of Two Wastelands
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Sandloon
Posts: 149
Joined: Sun May 12, 2013 5:49 am

Fallout 2 comes to mind when

Post by Sandloon » Sun Dec 08, 2013 5:14 am

Fallout 2 comes to mind when talking about SMs. Marcus and his Paladin friend fighting, they were both equally matched in strength and, from the sound of it, intellect. 


"If violence wasn't your last resort, you failed to resort to enough of it"

CourierSix
Posts: 181
Joined: Sun Nov 17, 2013 5:07 pm

Gimping super mutants makes

Post by CourierSix » Sun Dec 08, 2013 8:51 pm

Gimping super mutants makes sense from a gameplay point of view, but it really doesn't make any sense from everything we're told about SMs in game. 


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I'm glad we understand one another.



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Yes but TTW's mission

Post by chucksteel » Sun Dec 08, 2013 9:07 pm

Yes but TTW's mission statement is to merge the games in the most seamlessly (Vanilla) fashions as possible. Not having the FO3 super Mutants be as they were in vanilla FO3 would diverge from that. 


Note: I do like the tough super mutants but, I feel it should be a mod. 



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Personally, I love my game to

Post by Thatchor » Sun Dec 08, 2013 9:31 pm

Personally, I love my game to be as difficult as possible, but I feel they SHOULD be easier for TTW as they will be encounterable earlier and it just sucks when you waste all your ammo killing them. However, if they are restored to the FO3 values, then they may actually be EASIER than vanilla FO3 due to AP ammo and other variables. A little balancing I feel is needed, but nothing like it currently is. It's a very easy mod for anyone to make if TTW ends up reverting back to FO3 values.



GoreMaster
Posts: 64
Joined: Wed May 22, 2013 8:05 pm

I've actually removed this

Post by GoreMaster » Wed Jun 11, 2014 6:24 pm

I've actually removed this mod due to the simple reason that the muties just became to easy with this and the New Vegas Realistic Damage mod.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

And so the debate continues..

Post by TrickyVein » Wed Jun 11, 2014 6:34 pm

And so the debate continues...



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

TrickyVein wrote:

Post by paragonskeep » Wed Jun 11, 2014 6:52 pm

[quote=TrickyVein]


 


And so the debate continues...


[/quote]


You thought it would be different?!?!? cool


If life is but a test, where's the damn answer key?!?!?

TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

I never expected anything

Post by TrickyVein » Wed Jun 11, 2014 6:56 pm

I never expected anything different. This is a really interesting ongoing issue in thinking about what kind of a challenge playing TTW should give and what's fair or feels balanced. 



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

The only real problem with

Post by paragonskeep » Wed Jun 11, 2014 7:35 pm

The only real problem with this balancing act is the GNR part of the main quest. You can stealth the Museum of Technology with the stealth boys but the radio station you have no such option. Now if you listen to Sarah when you approach the school she says to stay behind them and keep your head down implying you'll need their help. Most times I don't. (But then I don't do main quest until level 10 or so) And you can always skip GNR by going to Rivet City and see Dr. Li during the replicated man or survival guide quests. I've always pictured NV mutants smarter and more tactical and DC mutants being stronger and tougher. Both are dangerous but in different ways. 


Final opinion? Leave as is and someone can mod an alternative. That way TTW's purpose is maintained and people get what they would like. 


Now for Dumb question from someone lacking knowledge of modding aspects. Could you do a MCM tie in that would allow you to adjust aspects of enemies via faction? Adjust DT, DR, HP, re-spawn, etc?


Just a thought, but with that type of configuration everyone could adjust the game to their personal desires. 


If life is but a test, where's the damn answer key?!?!?

TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

paragonskeep wrote:Could you

Post by TrickyVein » Wed Jun 11, 2014 10:18 pm

[quote=paragonskeep]Could you do a MCM tie in that would allow you to adjust aspects of enemies via faction? Adjust DT, DR, HP, re-spawn, etc?


Just a thought, but with that type of configuration everyone could adjust the game to their personal desires. 


[/quote]


This is more complicated. It wouldn't feel part of a vanilla TTW experience to be able to modify creature's stats from a menu in-game, since you don't get to do this with any enemy in either game normally. I understand your reasoning, but most people will just take what's put in front of them I suspect. I think the choice we give people now between having an experience more in-line with either New Vegas's difficulty or Fallout 3's is a good one. 



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