If you are wondering, the Novasurge "only" does 80 damage, 108 critical hit and has x3 critical multiply in TTW 2.9.4b
Base damage, that is. LOL
With 95 points in EW skill plus the perks, the beast does 120 damage per shot!
If you are wondering, the Novasurge "only" does 80 damage, 108 critical hit and has x3 critical multiply in TTW 2.9.4b
Base damage, that is. LOL
With 95 points in EW skill plus the perks, the beast does 120 damage per shot!
I got a few questions/requests regarding the repair lists in this upcoming update.
Are you all going to add a deathclaw gauntlet repair list to the game because as of right now in TTW 2.94b their isn't one. Also the Unique deathclaw gauntlet you get in NV can't be repaired by a regular deathclaw gauntlet. It has to be repair using a NVMantisgauntlet. That's due to the deathclaw gauntlet not being available outside of one instance in New Vegas but seeing as how TTW merges F03 into FNV making a deathclaw gauntlet repair list would make sense. Now you would be able to repair the unique deathclaw gauntlet with a regular deathclaw gauntlet.
Speaking of the F03 schematic weapons ie Railway Rifle, Rock-it Launcher, Shishkebab, Deathclaw Gauntlet and Dart Gun. For some reason Bethesda in their infinite wisdom decided that while you can use a crutch, fission battery, pressure cooker and steam gauge assembly to build a railway rifle. You can't just than use a fission battery to repair said railway rifle later on. No you have to actually build a whole new railway rifle and than break it down (ie the normal repair function in game) for parts to repair your current railway rifle.
To me this doesn't make any sense since why not just use one of the parts to repair the weapon instead of having to build an entirely new one just to repair your current one? Unless you plan on giving schematic weapons to companions their is no real point in building multiple copies of them. If you mod in adding the parts of the weapon into the repair list for the particular schematic weapon it works fine in game. Using the railway rifle again as an example my repair skill on my current play through is like 77 and when I use a fission battery to repair the railway rifle it restores the condition of the item by 17%. So it's definitely not something if added into TTW main game that would be overpowered. Hell it would probably have more people using F03 schematic weapons.
Last thing is the repair list for the unique pitt raider armors bombshell armor, metal master armor and leather rebel armor that you are rewarded when you turn in so many steel ingots. Those unique armors can't be repaired by other raider armors. They can only be repaired by leather armor...that's right...unique raider armor can't be repaired by regular raider armor. You got to love the logic sometimes. Anyway I'm just curious if that's something you all would consider adding into this or a future TTW update. I use my own personal mod to make these changes but I just figured I'd ask since you all are adding a bunch of stuff like new food items and rebalancing weapons in the next update.
The problem is that from the beginning you used entire weapons to repair other weapons - for example, you can't take the receiver of a 10mm pistol to repair the receiver of another 10mm pistol, or replace the barrel of an assault carbine with the barrel of another assault carbine.
As far as I'm aware, junk items can't be added to repair lists...or can they? Either way, there's always weapon repair kits :D
From what you say it seems like the unique pitt raider armours need to be added to the appropriate repair lists.
Jury Rigging is also a goddamn useful perk. Special, one of a kind gun that possibly nobody else in the entire post-apocalyptic Earth has? What, me worry?
Weapon Repair Kits and alien epoxy, they are there, use them. We will not be adding misc items to repair lists of the craftable weapons. Fist of Rawr will be repairable with a standard deathclaw gauntlet.
All form lists will be updated, have no fear.

[quote=Bottletopman]The problem is that from the beginning you used entire weapons to repair other weapons - for example, you can't take the receiver of a 10mm pistol to repair the receiver of another 10mm pistol, or replace the barrel of an assault carbine with the barrel of another assault carbine.
As far as I'm aware, junk items can't be added to repair lists...or can they? Either way, there's always weapon repair kits :D[/quote]
Junk items can be added to repair lists. If you want to make Hellfire armor repairable with forks and spatulas you can go into the Geck and just add those items to it's repair lists. You can literally make the fatman repairable with Teddy Bears if you want to.
As far as weapon repair goes that would actually make more sense having a firing pin go bad and just using a firing pin from another weapon of the same kind to replace yours with. Bethesda could've gone that route making it way more realistic or just making weapons not needing to be repaired. I get why they went with the later route in Fallout 4.
[quote=Bottletopman]From what you say it seems like the unique pitt raider armours need to be added to the appropriate repair lists.
Jury Rigging is also a goddamn useful perk. Special, one of a kind gun that possibly nobody else in the entire post-apocalyptic Earth has? What, me worry?[/quote]
Jury Rigging perk has you be able to do some really nonsensical things like repair chainsaws with baseball bats and other such nonsense. It's up their with adding Teddy Bears to the repair list of the fatman in regards to making sense. Just using a fission battery to repair an already created railway rifle makes way more sense than having to build a whole new one from scratch compared to the jury rigging perk but that's a whole other topic.
The thing that sets the schematic weapons apart except for the shishkebab is that you can't purchase them in game. That and all of them except the shishkebab and one random encounter you might receive in game that has an npc with a railway rifle. You literally have to go part hunting to create them which is fine and that makes sense to do since it's meant to get you to go out and look for the parts. However if you want to use them continuously throughout the entirety of the game you have to make as many weapon repair kits as you possibly can and you have to do the Zeta DLC. That's doable but at the end of the day due to scarcity of components of the weapons why not just use the parts to repair them in the first place instead of having to create a whole new one?
That's just my thinking on the subject and I'm going to continue just using my own mod that makes these changes. I figured why not ask to see if the TTW devs would be interested in making these changes in TTW and Roy said no so that's that and I will just continue to use mods to make these changes.
Also don't forget you can always pay to have weapons and armors repaired by vendors.
In FO3 part of TTW it is harder to repair using vendors since most of then have quite low repair skill. The best to repair things are Somah from Mothership Zeta (100 repair skill) but she becomes unavailable after beating the DLC and Haley from Point Lookout (but only by using a bug to increase it's skill to 100, not sure if TTW corrected this bug or not), the third best would be Crazy Wolfgang but only after investing in it's caravan the max ammount of times (he gets repair skill of 75) and the last vendors that are ok-ish to use for repairing are the other caravan merchants after being invested to the maximum amount of times too (Lucky Harith gets 70 repair and the other two, Crow and Doc Hoff get 65). The rest of the FO3 vendors (except Moira Brown, which dependent on how you do her quest she can get 54 skill) suck for repairing (they will stay around or are even lower than 15 to 25 repair skill)
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Fallout New Vegas vendors have a much higher repair skill, the lowest one has 58 (Dale Barton) and there are a few with 100 (Raul is one for example, another is The Sink Vendor from Old World Blues, the Vending Terminals in Lonesome Road, Major Knight in the Mojave Outpost, etc).
And to finish it is advisable to actually craft new weapons after you get more blueprints for them in TTW because with each new blueprint the durability of the weapon crafted is increased (throw or drop weapons like grenades and mines give you extra ones with each blueprint). This is how it was a while ago, since I have been missing for some time the team might have changed it by now, so I need a team member to come by and confirm this. 
About the repair with components, while I agree that it makes sense and it is a good idea, it deviates from what TTW is about and it is better to be a mod (we are always cautious about not including feature creep in TTW unless it makes both games look more seamless from eachother).
All of this talk about repair gave me an idea that I will want to discuss with the team about
Better get to it before I forget
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How the schematics work has not been changed, there's no reason to do so. :)

Goddamn the devlog is just like a huge tease for me. What did you decide was a good stopping point to release 3.0? I'm gettin' antsy over here!
The mighty wombat should have an update posted in the next 24 hours.
Soon.
