Combat Mod?

Slaughter Manslaught

Vault Senior Citizen
I was thinking about combat one of these days... I love the combat in Fallout, but I feel we (fans) can make it even better. I wonder if that's possible to fix with mods.

WARNING: User is not a modder. Don't be hard on him, please. He just wants to suggest stuff.

I was thinking about what could be enhanced to make combat even more diverse and fun:

Here's what I thought, please send feedback:


1) Lasers are too weak. I find it weird that the lasers that the military wanted to much are pretty much useless against everyone with Metal or Power Armor. Ok, Power Armor I can understand, but why Metal Armor turns you into a laser-imune tank? With a Metal Armor, you can pretty much laugh at the face of the oh-so-feared Salvatores hitting you with their pea-shooters while you DESTROY them with your .233 pistol. I found it kinda sad to go against the Salvatores and find out they aren't a threat. I expected them to be super-hard. I think we should have stronger laser weapons and smaller armor resistances. Say, 50% for Metal Armor and 60% for MKII and a higher DMG Threshohold with lasers than Combat Armor is enough, I think. Laser Pistol could use higher damage, too.

2) Assault Rifles = Good Firewood. That's right, Assault Rifles are lousy weapons that only consume ammunition hopelessy while you are angry that people with Combat Shotguns are much more powerful at the expense of less ammunition. The moment you meet someone with Metal Armor means that they will laugh at your rifle. And you can't even use AP ammo, because that's stupidly useless, too (look bellow). The FN-FAL is a good burst gun, but chews on rare ammunition like popcorn. The Tommy Gun, too, is useless, with the Grease Gun having a AP less to use and all. It is possible to enhance this class of gun?

3) Shotguns have no "scattering." I dunno if that's a engine limitation or they forgot it, but a Shotgun acts like a rifle: You fire at someone and that's that. No scattering. I wonder if it's possible to use Burst Shot to simulate scattering, I think the Flamethrowner is a Burst Weapon that only spends just one load per burst and has a devastating area atack (see bellow). Combat Shotguns and such are okay, altought the Pancor could get some extra firepower in the endgame. Also... what about more shotguns shells, like Flechettes and Slugs? It is possible to mod them in, like FOT? I wonder if we could give a diferent feature to a Sawed-Off Shotgun, like smaller AP cost at the cost of range?

4) AP ammo is totally worthless. That's right, sir, TOTALLY WORTHLESS. See the gang-war at The Den, where Lara pathethically tries to kill Tyler's henchman using a AP-loaded 10mm gun... and fails. Miserably, doing no damage at all. And that's bad, because the gangers have Metal Armor and, funny enough, SHOULD be hurt with AP ammo. A lot.

5) Flamethrowner is too weak. I love flamthrowners, I wish to use them a lot, but lousy range, not-strong-enough damage and non-flame damage (except for upgraded flamer) make it hard. Fuel Tanks are mighty heavy, I think that hauling these things around should get you a big reward the moment you find a flammer.

6) Grenades are too worthless. Really. You CAN kill shit with them, but you get too few of them. Higher damage and more grenades to buy in the entire game would help, I think. The AP is really good if you get Fast Shot and Bonus Ranged Atacks, though. Bounty Hunters with grenades usually get hit first by me, I don't like to fight people with fast weapons that can kill me AND my party with two throwns. Molotovs should get Flame Damage, by the way.

So... what do you guys think about what I said? Please don't be so harsh with me, I am only suggesting stuff!
 
Try my various ammo mods:
- Ammo Mod v1.01c with Update for v1.01c
- Ammo mod v1.01c Lite (the same as 1.01c but some things are removed)
- Ammo Mod v1.02 - better

and some special mods (experimental due to some tricks in engine of game):
- first install "Fallout2 damage algorithm patch ver 1.0" then install one of Ammo mod v2.0


Ad. Laser weapons and Metal Armors:
Laser weapon is a beam (light) weapon. Metal Armors are like mirror for a laser beam so the damage is not high for those armors. This are original assumptions of Fallouts creators.

If you have some other suggestions to the mods please write.

Greetings
 
Hey Cubik2k! Thanks for anwsering!

Are those mods compatible with Fallout Restoration Patch? And what they do, exactly? Do you have some kind of read-me list to show?

Ad. Laser weapons and Metal Armors:
Laser weapon is a beam (light) weapon. Metal Armors are like mirror for a laser beam so the damage is not high for those armors. This are original assumptions of Fallouts creators.

Weird... Industrial lasers are used to cut metal... why metal become mirrors against lasers? I must really suck at Science...
 
Slaughter Manslaught said:
Are those mods compatible with Fallout Restoration Patch? And what they do, exactly? Do you have some kind of read-me list to show?

Those mods are not compatible with Restoration Mod, as most of other mods. This is because some of the same files are changed in my mods and Restoration Mod.

There is no readme for Ammo Mod v1.02 but there are the readme.txt files for v1.01c.
 
in the RP open the ddraw.ini file and set DamageFormula equal to 1. This will at least fix the AP Ammo problem.
 
Glovz said:
in the RP open the ddraw.ini file and set DamageFormula equal to 1. This will at least fix the AP Ammo problem.

Oh You are right Glovz, I forget about this ;)

BTW. What is exactly second option in ddraw.ini of your DamageFormula?

I mean this
Code:
;2 - Glovz's tweaked version of the original formula
 
The second option is just the original engine formula modified slightly. Should produce near the same results, but uses the game values in a way that seemed to make more sense to me.
 
Back
Top