New Vegas patch on Monday, details

Starwars

Mildly Dipped
Jason Bergman posted that the PC patch will arrive on Monday. Console gamers will get it "soon", depending on Sony/Microsoft's stamp of approval. He goes on to list the balance tweaks.<blockquote>Guns:

Automatic Guns - SMGs, the Assault Carbine, and the LMG are more accurate across the board. They're also more durable. 12.7mm SMG mag capacity increased to 21.
Shotguns - Buckshot has received a x1.2 inherent DAM mod. This slightly incentivizes using buckshot over slugs when enemy armor is not an issue. Magnum buckshot has a x1.3 DAM mod and a small amount of DT bypass. Spread for many shotguns has been lowered.
Hunting Rifle, Anti-Materiel Rifle - Hunting Rifle and AMR now have the lowest spread of all rifles. Hunting Rifle RoF increased, Crit Chance set to x2. Anti-Materiel Rifle's Crit DAM has been raised from 80 to 110 to make it more viable when compared to the Gobi.
Sniper Rifle, Gobi Campaign Scout Rifle - Sniper Rifle and Gobi now have a higher RoF and lower AP cost. Both have x2 Crit Chance. Gobi has increased DAM and much higher Crit DAM over the Sniper Rifle.
That Gun - That Gun is now a slow-firing hand cannon that does huge DAM firing 5.56mm out of a short barrel.
Hunting Revolver – Rate of Fire increased.
Service Rifle - DAM slightly lowered, firing animation changed to the one used by Marksman Carbine, RoF dramatically increased. Spread decreased.
Silenced .22 Pistol, SMG - Crit DAM and Crit Chance significantly increased.
5mm Ammo - Base ammo has 10 points of DT bypass. AP variants have 25 points of DT bypass. This affects the Assault Carbine, Minigun, and CZ57 Avenger.
.308 JSP - DAM mult reduced from x1.5 to x1.3. x2 CND degradation effect added.
Lever-Action Rifles - Cowboy Repeater, Trail Carbine, Brush Gun - RoF has been slightly reduced, AP costs have been significantly increased, and spread has been slightly increased. Cowboy Repeater Custom Action RoF increase has been reduced. La Longue Carabine spread has been significantly lowered.



Explosives:

Dynamite - Larger explosion radius.
Frag and Plasma Grenades – DAM increased.
25mm Grenades - Slightly increased DAM on the explosion.
40mm Grenades - Significantly higher DAM on the explosion.
Missile Launcher / Fat Man - Now have much better zoom FoV and good accuracy. Missile and Fat Man projectiles (not the explosion) have a large base DAM. Both are extremely effective on direct hits, but still potent even if a direct hit is not scored. N.B.: Listed DAM on weapons assumes a direct hit!


Energy Weapons:

Gatling Laser - Base DAM is higher. Against heavily armored targets, this is still a poor weapon. Against lightly armored targets, especially with Over Charge or Max Charge ECPs + Focus Optics + Laser Commander, it has extraordinary DPS.
Tesla Cannon, Tesla-Beaton Prototype - These now consume far less ammo per shot and can be fired several times before a reload. DAM is beefy with an additional 2 second DoT.
Pew-Pew - Lower ammo capacity, consumes far fewer ECs per shot. Still a two-shot weapon.


Melee and Unarmed:

Ripper, Chainsaw, Thermic Lance - DAM lowered, all ignore DR/DT.
Bladed Gauntlet, Mantis Gauntlet - Ignore DR/DT flags removed (were not supposed to be marked as such). Mantis Gauntlet animation/sound fixed.


Perks:

Splash Damage – Functions properly.
The Professional - 10mm Pistol, SMG added to perk list.</blockquote>
 
The increase damage stats seem rather unnecessary.
A patch in which the damage threshold of the enemies is increased now seems almost certain in the future.

But now that this is out of the way I hope we get to see the new DLC(s) soon.
 
Did they mention the fixes in a other topic about the patch?

That Gun made into a Hand Cannon....I like it.
 
sea said:
Would prefer to see bug fixes rather than minor balance tweaks, but oh well. Nice to see it's at least still being updated, and far more extensively than Fallout 3 ever was.
The news item is based on a forum post, not official patch notes, hence the passive-aggressive language about readjusting That Gun to be in line with the .223 pistol. According to other posts by developers this patch is actually mostly about stability and optimization. Hell the post it's quoting actually clarifies that, IIRC, before launching into the balance tweaks.
 
Good to know that they are still trying to improve the game. :wink: And thankfully they are beefing That Gun. Normally it was basically obsolete the moment you bought it. :| It was useful only because it could use AP ammo.

Ripper, Chainsaw, Thermic Lance - DAM lowered, all ignore DR/DT.

DR? Isn't it disabled in the game? :?
 
It's not. A handful of items (Med-X, Slasher and the rebreather) do give you DR in the game, and some creatures and characters have it.
 
sea said:
Would prefer to see bug fixes rather than minor balance tweaks, but oh well.

Me too, didn't they promise a patch to address the crashing and improve performance a couple of days ago?

edit:

They did:

"So what’s in that patch? First and foremost, optimizations and stability improvements. While there are bug fixes, our core focus was on improving stability and performance."

http://www.nma-fallout.com/forum/viewtopic.php?t=58321
 
If you read the post on the Beth forums, it says that there are indeed optimizations and bug fixes. They just listed only the balance changes (for whatever reason).
 
I am waiting for a tweak that finally drastically lowers the xp gained. I hit the levelcap while I wasn't even through with half of the game. Same goes for skillpoints, with Dead Money and the 35 levelcap, it's so easy to be another Jack of All Trades Character...
 
Surf Solar said:
I am waiting for a tweak that finally drastically lowers the xp gained. I hit the levelcap while I wasn't even through with half of the game. Same goes for skillpoints, with Dead Money and the 35 levelcap, it's so easy to be another Jack of All Trades Character...

Exactly. I wish the last DLC they do rebalances the game for skills up to 150 or 200.
 
I have also been thinking a lot about that, the whole skill point issue.

Either experience should be made drastically lower as you advance in the game, experience levels should be made way more higher, or perhaps less points.

Make it more difficult to become a jack of all trades, something you can only achieve after spending literally weeks behind the game on the same walkthrough.

I would like to see companions being useful again when you don't have certain skills or are have to little experience in them to pass some skill checks.

Edit: or to 150/200 as the poster above me suggests.
 
Yeah, you know, that would actually be a one of the few occassions I'd install a mod for if the Obsidian guys won't manage to do that.
 
I do not know why they had to change the system as how it was used in F1 and F2 that much anyway. I mean was it THAT hard to tweak it and still keep the depth ? Or do people get confused when a skill can be raised past 100% ...

Such systems allow for situations where one would really need to specialize to achieve certain situations which would require a tremendous high skill. Be it with 160% in science or speech or barter etc.
 
VRaptor117 said:
Exactly. I wish the last DLC they do rebalances the game for skills up to 150 or 200.

It wouldn't work with the FO3/NV system. Sure, weapons deal more damage, chems last more or are more effective and so on but...what about lockpicking, hacking o Speech checks?
A way to make this work could be that skills can be raised up to 125, above 100 you need 2 points to raise 1% (unless it's a tagged skill) and when you reach the max you unlock a perk related to the skill (for example Laser Commander for Energy Weapons, a perk that let's you unlock automatically locks for Lockpick and so on).
 
Crni Vuk said:
I do not know why they had to change the system as how it was used in F1 and F2 that much anyway. I mean was it THAT hard to tweak it and still keep the depth ? Or do people get confused when a skill can be raised past 100% ...

Such systems allow for situations where one would really need to specialize to achieve certain situations which would require a tremendous high skill. Be it with 160% in science or speech or barter etc.

Because 100% means "complete, entire, whole". 100% should mean that you are the best of the best of the best.

What I'd like to see is that increasing a skill beyond 75% would require two skills points per percentage point. That would effectively simulate Fallout 1 and 2 skillpoint behaviour, without the oddity of being more than completely good at something.
 
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