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Is there a way to replace DT with DR?

General discussion of Tale of Two Wastelands
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Kameraden
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Joined: Mon Jun 22, 2015 4:27 pm

Puppettron wrote:

Post by Kameraden » Fri Jun 26, 2015 1:51 am

[quote=Puppettron]


deathclaws don't care what you're wearing, they ignore dt/dr.


however, i know for a fact that roy has .32 AP ammo.


[/quote]


Or that high level Talen Company Mercs make The Brotherhood of Steel look like Boyscouts.   Assaulted their main fort with some BOS help and those Power Armored Boyscouts were literally slaughtered, I myself almost included.  


What I found funny is I could use a weapon with around 30+ Damage per pop and seeing one of those Talen guys with around 18DT just shrugging off bullets as if I was firing 9mm rounds standard rounds from a 9mm pistol.  (which I wasn't of course).  lol


Starting to think Talen Company = OP.  They're harder than the Enclave and Brotherhood of Steel and they're not even using power armor.  Just seems strange, normal Talen with standard Talen Combat Armor is laughably easy, the rest of them seem considerably and I do not say that lightly, but considerably harder, stronger than a powered armor boy scout personally.  


Super Muts are kind of the same.  Standard Super Mut is cannon fodder but DT system seems to have buffed them hard after that from Brute and up.  Overlords lets say... New Vegas looks like child's play when compared to Capital Wasteland on TTW.  


I'm insanely reliant on Critical hits against a lot of these enemies.  Then again it is also because ammo for like 308 and Mag weapons ie weapons that do 50-70 damage per shot often the best counter vs high DT enemies.. well lets say ammo for these weapons are rare in the Capital Wasteland. lol


"You are only lost if you give up on yourself." Hans-Ulrich Rudel



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Puppettron
Gary
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you could simply make a ton

Post by Puppettron » Fri Jun 26, 2015 2:41 am

you could simply make a ton of ap ammo


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Kameraden
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Requires a "Mod" which I do

Post by Kameraden » Fri Jun 26, 2015 3:03 am

Requires a "Mod" which I do have installed to do that though if I recall.    Personally not a huge fan of AP ammo as more often than not the ware on equipment is pretty nasty.  9mm AP on my Chin.... Mauser C96 (coughs) eats it's durability up insanely fast but being it does like 26-27 damage a pop with a bit of Negative DT effect at that, it's quite nice.   My issue is personally ammo just isn't that common as in New Vegas.  New Vegas you can buy ammo by the "Hundreds" of rounds per purchase from some venders.  No such place in the Capital Wasteland, you're buying a hand full of rounds at a time and relying mostly on what you find.  


I think the only way around that in most respects, is the Outcast.  Being you can trade advanced tech for 5.56mm ammunition.  Which I think I should start doing.   Ironically I've not even visited them yet on this current run through.  I plan on not visiting New Vegas until I finish everything I want to Do in Fallout 3.  Immersive wise I dont like the idea of easily being able to travel back/forth between the wastelands. lol


Currently I have like 130,000 Caps and nothing to spend it on.  TTW in the Capital wasteland so many enemies with top tier gear = not enough venders to pawn stuff on off of and no ammo or gear often worth purchasing from them. LOL


"You are only lost if you give up on yourself." Hans-Ulrich Rudel



AnvilOfWar
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My suggestion then is to

Post by AnvilOfWar » Fri Jun 26, 2015 3:22 am

My suggestion then is to consider something like Gribbleshnibit8's awesome: Vending Machines of the Wastes mod http://www.nexusmods.com/newvegas/mods/48200/? He has set up a few machines in some of the larger settlements, Rivet City, Megaton, Tenpenny Tower, and Underworld for example. That one can buy ammo (at a pretty big markup) for just about anything one could have. Just have your weapon equipped and interact with the machine it will give you a list of ammo and then ask how many you wish to buy. And since one can't sell random items to the machine it limits the economy too vendors you can sell things too.



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Puppettron
Gary
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Kameraden wrote:

Post by Puppettron » Fri Jun 26, 2015 3:48 am

[quote=Kameraden]


 


Requires a "Mod" which I do have installed to do that though if I recall.    Personally not a huge fan of AP ammo as more often than not the ware on equipment is pretty nasty.  


[/quote]


doublechecked and yes, you need a mod to handload AP ammo, i'd just had the ability for so long i forgot it wasn't vanilla.  


but, AP ammo is standard -15DT for 20% more condition damage, so it's not terrible.  and 5mm AP is -25DT (since 5mm is -10 normally), which makes assault carbines and miniguns insane against armored enemies.


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.

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Kameraden
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5mm OP roger roger.  Tragic

Post by Kameraden » Fri Jun 26, 2015 10:01 am

5mm OP roger roger.  Tragic they made the 5.56 such a horrible projectile in the game.   I mean damage wise it's almost on par with a bleeping 9mm pistol which is a huge WTF Mate.   5mm and 5.56mm I would assume would be better than the .44 and .45 and .38 and .357 rounds based weapons damage wise because of the tumble effect but I guess they thought a 9mm luger was just as good as a 5.56mm short rifle round.  xD


"You are only lost if you give up on yourself." Hans-Ulrich Rudel



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Puppettron
Gary
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largely because the ammo is

Post by Puppettron » Fri Jun 26, 2015 10:22 am

largely because the ammo is just a countable resource for guns that can hold effects, and the damage is on the weapon records.


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Kameraden
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Personally I think it is more

Post by Kameraden » Sat Jun 27, 2015 3:30 pm

Personally I think it is more along the lines of weapons that use the 5.56 round are just under powered and not balanced well.  I sometimes question whether it was because they decided to use the 5.56 in the varmint rifle.   I remember the Service Rifle was so under powered that they had to "BUFF" It's rate of fire with a later patch for example.  


Mean while the 5mm isn't an option for me because I just hate the weapons that use it, Assault Carbine is way too modern, and the mini gun despite fun weighs so much that I prefer not to carry one.  


Personally almost no hand gun save for the Hunting Revolver should be more powerful than say a Service Rifle, and all respects I think all the 5.56mm assault weapons are under powered damage wise.   The Light Machine gun they gave it a light damage boost per round but gave it a  high rate of fire, unrealistically high to a point it's basically a 5.56 mini gun just to make it a good weapon.  


Either that or all None Magnum round based rifles ammunition need some natural - DT capability similar to the 5mm round based weapons.   I do not think a thin steel plate is going to stop a .308 round for example, so in some respects it should have some natural Penetration Capability.  Even a 9mm Luger round can punch through like 1 inch of concrete.  


"You are only lost if you give up on yourself." Hans-Ulrich Rudel



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