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FO3 Equipment Changes Explained

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MichaelDawn
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FO3 Equipment Changes Explained

Post by MichaelDawn » Sat Jul 18, 2015 11:00 pm

This is a post to explain the changes made to equipment in TTW. For the most part, the changes follow pretty consistent rules (which I'll try to explain), but there are exceptions (which I also explain). A lot of this is covered in other places of the forums, but I wanted to get it all in one place and fill in the holes. This is meant as a resource for new players who are curious as to how this changes FO3, and for old players who may not be aware (or remember) certain changes. It is not all-inclusive, but I'll add stuff as time passes if there's something important missing.


Apologies for wall of text. The following are what I've found so far going through the game files and playing:




  • Normal Weapons/Armor scaled to nearest NV equivalent. Weapons without a NV equivalent are given values similar to the closest logical weapon from NV. Overall, weapons do more damage to accomodate the DT system.


  • In accordance with this, .32 ammo and shotgun shells have been removed and replaced on a per-weapon basis. See the FAQ for more info. Or just see the FAQ. Good read. FO3 weapons are also added to any relevant formlists for perks/effects/scripts. 


  • Unique Variants: The power of any unique has been scaled proportionally to the power of the base weapon. 


  • (i.e. Super Sledge (FO3)=25 dmg, Fawke’s SS=32 dmg; In TTW, Super Sledge=72 dmg, Fawke’s SS=90 dmg. 90/72 ≈ 32/25)


  • A few exceptions to this rule apply, mostly with unique weapons where the base version was changed in NV, or unique weapons with no NV equivalent.


    • Samurai Sword – Equivalent to fully modded GRA Katana, but faster (~4.6 attacks/sec). It uses the same model as the fully-modded Katana, sheath and all.


    • A3-21’s Plasma Rifle – Now uses 2 MFC per shot, like NV plasma rifle.


    • Alien Power Module - New effect: "DT x0.50" (makes alien weapons pretty powerful, makes Zeta pretty hard to beat). Prepare to be probed… violently.


    • Dart Gun - No longer has its signature crippling effect. This was a balance decision made by the team (admit it, the dart gun was basically a win condition in FO3). Instead, darts may now can be poisoned with any of the “survivalist” poisons at an ammo bench. This allows the dart gun to function as a nifty pseudo-melee weapon (albeit one that still relies on the Guns skill). Darts also have a "DT-4.00" effect.


    • Rock-It Launcher - Uses the Explosives skill now. Functions very much the same, but can be buggy, as the guys had to remake its script from scratch. Still fun though.






  • Quest rewards equivalent to NV versions (Non-unique ATM). This includes the Gauss Rifle, T-51b, etc.




  • Both Regulators and Talon Company have new reinforced and Mark II combat armors that spawn on higher-level members of those factions. The leveled-list is currently bugged, however, and low-level bounty hunters tend to spawn with high-level armor. This makes encounters tough, but also pretty rewarding. Invest in explosives, perhaps. Or bring Charon, who now has a lever-action shotgun.




  • Weapon mods exist for most FO3 base weapons, and are added to formlists to be sold by weapons vendors. At the moment, weapon mods reportedly appear to be somewhat rare in the Capital, as most vendors in CW appear to use lower-tier vendor lists (equivalent to caravan traders in NV). Mileage may vary.


 


TL;DR: Stuff is more differenter than it was. It makes sense though.



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RoyBatty
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The Silenced 10mm was removed

Post by RoyBatty » Sun Jul 19, 2015 3:39 am

The Silenced 10mm was removed in favor of normal 10mm since it's moddable to silenced version, and also not as OP.


Combat Shotguns we're mostly removed (except one changed to a Riot shotgun in the Germantown Police HQ) to avoid the player having an OP weapon at a low level because of the change to the repair system in NV. In FO3 it was difficult to get the weapon repaired to a 100% level, but no so in NV.


Most 10mm in CW we're changed to 9mm as it's intention was a tier 0 weapon.


The .32 Hunting Rifle was changed to the .308 NV version, as 2 hunting rifles with different chambered ammo didn't make sense in many ways. Although this is a bit of an OP weapon at low levels now, however ammo is rare.


The .32 Pistol since it was now the only weapon with .32 ammo, was then changed to the .22 Revolver, another tier 0 weapon.


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MichaelDawn
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Thanks, I wasn't aware of the

Post by MichaelDawn » Sun Jul 19, 2015 4:03 am

Thanks, I wasn't aware of the changes to the 10mm and combat shotgun spawns. I did know that the silenced 10mm's were replaced (isn't Burke's a unique now?).



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RoyBatty
Gary
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Burke's is not a unique

Post by RoyBatty » Sun Jul 19, 2015 4:20 am

Burke's is not a unique anymore, it's been set unplayable.


I forgot to mention it's the shotgun traps, they don't give you a combat shotgun anymore. Combat shotguns were not removed entirely.


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TrickyVein
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You really haven't found any

Post by TrickyVein » Fri Jul 31, 2015 2:26 am

You really haven't found any varmint rifles? I usually have one in all of my TTW playthroughs, and that's not after playing for very long.


Or, just get JIP's Selective Fire and use the Assault Rifle like a semi-automatic rifle. 


As you rightly pointed out, it didn't seem prudent to have two different versions of the hunting rifle floating around, one chambered for ammunition which may or may not be more plentiful in Fallout 3 and one which was unchanged from in New Vegas. .357 is an odd choice and may even be more difficult to find than .308 ammo, which the hunting rifle is chambered for and which can be found in Fallout 3 natively. 



JaxFirehart
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There are a few places to get

Post by JaxFirehart » Fri Jul 31, 2015 3:03 am

There are a few places to get hunting rifles and sniper rifles, no matter your level, in DC, but then you have ammo troubles until higher levels anyway. The varmint rifle IS in DC, and the raiders use it sometimes, I also find it at Moira's pretty frequently. The Cowboy Repeater also shows up after a while.


Skill 0 = Varmint Rifle

Skill 25 = Cowboy Repeater

Skill 50 = Hunting Rifle

Skill 75 = Sniper Rifle

Skill 100 = Anti-Materiel Rifle


Those all show up in DC, in that order. The first 2 (maybe 3) can spawn, rarely, on raiders (they don't really favor rifles unfortunately).


Once you hit a decent level, the SMs will have hunting rifles.


The Talon Company will use rifles with some regularity, but they also like Energy Weapons.


Moira carries rifles. Flak and Shrapnel. Once you get to the Citadel, the Quartermaster has some pretty good stuff.


All that being said, we know the merchants need some work, their selections are a bit TOO sparse, and Roy has just done a bunch of work in that direction.



Question
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Well part of the problem you

Post by Question » Fri Jul 31, 2015 10:08 am

Well part of the problem you are experiencing is that the DC area vendors are much more limited compared to the NV ones. For example, there is only a roughly 5% chance (my maths may be wrong here) to get a varmint rifle from Moira if you are below level 4 (at level 4 and higher, the chance decreases). And Flak is probably the first major guns vendor you get access to, and Rivet City can take a while to reach as you probably have to fight past super mutants on the way there. NV gives you access to multiple vendors very early in the game and nothing stops you from rushing to vegas to get access to the gun runners. I ended up modding the DC area vendors to hold a much larger stock of items so i wouldnt have to spam the wait button for the vendors to refresh, i think i will post the mod up soon in the mod release forum here just in case anyone else is looking for something like that.



Question
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The main problem i found was

Post by Question » Sat Aug 01, 2015 3:42 am

The main problem i found was that Moira sold very little ammo (most DC vendors have the same problem), so i had to keep spamming the wait button to get her to restock. She only sells about 20 energy cells IIRC, and you burn through those really quickly with a laser pistol.


I mean yea you could just spam the wait button infinite times to get vendors to restock, but from a gameplay perspective that serves no real purpose other than to spend more time IRL.



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RoyBatty
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I'm going to agree that ammo

Post by RoyBatty » Sat Aug 01, 2015 7:52 am

I'm going to agree that ammo and especially ammo crafting supplies are a bit too hard to come by. I had to use/make mods to get around this.


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Risewild
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Puny bang bang zap zap people

Post by Risewild » Sat Aug 01, 2015 8:18 am

Puny bang bang zap zap people, I never had problems getting ammo... because I use no ammo cheeky.


Now without joking, the vendors in the FO3 side of TTW were not balanced yet and we will have to improve them a bit in the future for sure angel.


Alpha stage still, a lot to be done and a lot to balance yet (and some people sometimes ask why TTW is not Beta stage yet...) but we will get there one day.


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