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Quanta
Posts: 6
Joined: Mon Jan 14, 2013 12:11 am

JaxFirehart wrote:

Post by Quanta » Sun Apr 07, 2013 2:47 am

[quote=JaxFirehart]


Yeah the DC SM are the same, difficulty wise, as the NV SM


For most creatures that made the transition from DC to NV their HP was cut down and they were given DT, but for the SM their HP was not cut down AND they were given DT.


So I'm faced with a choice. Leave it alone, making SMs a HUGE pain in the ass. Weaken the DC SM back down to a near-FO3 equivalent (but then why are NV SM so much stronger?). Or weaken BOTH NV and DC SM, which kinda goes against our goal of making TTW modify as little as possible in NV. Thoughts?


[/quote]


I would suggest a combined approach: have weaker variants in DC for lower levels and balance things out at higher levels so that the differences between DC and Mojave mutants disappear over time. FO3 practically expects you to be fighting Super Mutants as soon as you exit the vault, so having them at NV levels when starting in DC unbalances things pretty bad.



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Risewild
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I was just thinking about the

Post by Risewild » Sun Apr 07, 2013 2:53 am

I was just thinking about the Super Mutants and then occurred to me that if they are that harder then they will eat up the BoS, that might make things not very lore like in the game, also how about the behemoths? are they also increased difficulty?


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chucksteel
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TTW is out!   

Post by chucksteel » Sun Apr 07, 2013 2:57 am

News TTW release TTW is out!   



Kainschylde
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Appologies if this has

Post by Kainschylde » Sun Apr 07, 2013 6:46 am

Appologies if this has already been asked somewhere. But for mods that have seperate FO3 and FNV versions (I.E. USMC Weapons Pack, Fellout, Type 3 female body replacers, etc.) do we need both versions, or will the NV version patched to ttw.esm work?


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sesom
Posts: 464
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Risewild wrote:

Post by sesom » Sun Apr 07, 2013 7:10 am

[quote=Risewild]


I was just thinking about the Super Mutants and then occurred to me that if they are that harder then they will eat up the BoS, that might make things not very lore like in the game, also how about the behemoths? are they also increased difficulty?


[/quote]


No they hold up pretty well against them. Sure there are more deaths for non essential BoS but it seems ok lore wise for me. Behemoths are pretty much the same in difficulty. These are only observations again don't let me balance anything it doesn't end well ;) .



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chucksteel
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Kainschylde wrote:

Post by chucksteel » Sun Apr 07, 2013 7:36 am

[quote=Kainschylde]


Appologies if this has already been asked somewhere. But for mods that have seperate FO3 and FNV versions (I.E. USMC Weapons Pack, Fellout, Type 3 female body replacers, etc.) do we need both versions, or will the NV version patched to ttw.esm work?


[/quote]


 


It really depends on the mod a body replacer you should only need the NV version a mod that adds weapons can get a bit tricky if it adds that weapon to vendors or leveled lists. 


having both won't work you would need to convert the FO3 mod to TTW then merge it into the FNV version making sure the leveled lists were handled properly. 



Runnerblank
Posts: 208
Joined: Tue Jun 11, 2013 3:09 pm

I_Jedi wrote:

Post by Runnerblank » Thu Jun 13, 2013 6:43 pm

[quote=I_Jedi]


I'd suggest keeping the DC SM's hard. Considering the name 'super mutant', they should have something to justify them being super than being very large and yellow.


[/quote]


 


I agree with that, but I think the Super Mutants may be too hard when you first start out.


It was taking me a clip and half of full assault rifle fire to drop one when I first ran in to them.


Making the base grunts a little easier will just make the higher level ones stand out more.


Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

hellblazer
Posts: 10
Joined: Fri Aug 16, 2013 6:22 am

JaxFirehart wrote:

Post by hellblazer » Wed Aug 21, 2013 10:20 pm

[quote=JaxFirehart]


Yeah the DC SM are the same, difficulty wise, as the NV SM


For most creatures that made the transition from DC to NV their HP was cut down and they were given DT, but for the SM their HP was not cut down AND they were given DT.


So I'm faced with a choice. Leave it alone, making SMs a HUGE pain in the ass. Weaken the DC SM back down to a near-FO3 equivalent (but then why are NV SM so much stronger?). Or weaken BOTH NV and DC SM, which kinda goes against our goal of making TTW modify as little as possible in NV. Thoughts?


[/quote]


Remember that DT accounts for not only armor but for the ability to dodge/evade damage and supermutants are genetically superior athletes. You can take evasive action with mutant hardened skin much better than in heavy power armor armor and that is why they have a DT of 15. In Fallout 1 & 2 your agility was added to your armor class AC (DT).  



TJ
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JaxFirehart wrote:(but then

Post by TJ » Thu Aug 22, 2013 4:14 pm

[quote=JaxFirehart](but then why are NV SM so much stronger?)[/quote]


Doesn't Marcus explain that the muties in NV are second Gen from Mariposa (stronger but a shit ton dumber?)


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