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Craft it at chemistry station I think.
It's like 5 Acid per shot though.
I found it but it's giving ONE shot per recipe.!?!
Who thought that was a reasonable about of ammo???
I think it's meant as a support weapon? Something you tag something with and then unload on it with a normal gun.
Also, can't you get like, unlimited Acid through some kind of workshop farm method?
If its DR reduction effect was worth bothering with then I suspect the syringer would be a lot more popular than it currently is, and that thing has flexability and some serious power with specific ammos.
Nothing really lives long enough to justify support weapons like these, maybe if you were doing a no sneak, no perk, pipe gun only run or something simlar?
Well, it is fun turning enemies into puddles of snot. An effect formerly reserved only for the Mirelurk Queen.
The Syringer's best use is Paralyzing enemies to steal 0% items via pickpocket.
I got a mod from the nexus to make it give 20 per recipe and use only acid/glass.
Still, the damage it does sucks at level 90 and if I wanted a damage debuff, as someone else pointed out, the needler already has an ammo for that.
If it's damage scaled per level... say 1/level DPS, that'd be worthwhile... like I'm 99 now... if it did 99dps, I'd be able to kill even charged gouls with it.
I'd be willing to use a novelty gun that was actually effective!
Same for the nuka cola guns; I got a mod so they give out 20 ammo each recipe because 1 per recipe is just nuts!
Unlike the acid gun, the Quantum Nuka Sprayer is actually usfull even at level 90-100 because it does a crap ton of damage and is explosive.
Only downside is that it has to be reloaded after every single shot.
I've been trying the hold and spam up to down trick on the hoops, which works respectably (I typically get 1300-1500 per run), but i'm itching to completely break this like most of the rest of FO4!
Its unfortunate, but quite a few of the weapons in this game seem to exist between awful to lackluster, and random legendaries only make the problem more pronounced.....
I actually prefer the water pistol to the acid soaker by a long shot as its actually useful in the arcade games!
In the same breath though, some legendaries turn normally crap weapons into top-tier weapons.
Bleeding/Plasma/Freezing/explosive miniguns. Staggering/Bleeding Rippers, Kneecapper Pipe Rifle/Pistol/10mm, Rapid Laser Gatling. Explosive .45 Submachine gun/Double Barrel Shotgun, Penetrating/Two-Shot/Crippling Missile Launchers.
I think the design intent of Legendary buffs is lost on a lot of people. It's supposed to create non-linear weapon progression while also mixing in some of the psychological gratification of RNG (There is a reason why so many games use loot-packs)
For example, while a Combat RIfle is in all ways superior to the .45 Pipe Rifle, if you were to grab a .45 Pipe Rifle with certain legendary mods, you may actually roll back to using the "Objectively inferior" weapon. Similarly, I find myself always taking my Kneecapper 10mm auto into battle, and it's saved my life more times than I can count, usually against Dusky Yao Guais which CAN outrun you while even sprinting.
http://images.akamai.steamusercontent.com/ugc/253713388293887538/7A2BDED1597CE3B8710727A528564F9988B655E0/ I did it at a settlement, you need to buy roller balls but you can just dump them in the hopper and just keep feeding coins into the machine, collecting tickets, and recollecting balls. I get scores of around 4200-5100 depending on if the balls bounce right.
Industry!
But you only get 4200? I can crack 10k on the shooting range with just the thirst zapper.
I am pretty sure Bethesda snuck in a score-delay on Hoop Shot and Atomic rollers. You used to be able to pull 20k+ on hoop shot, now you're lucky to cross 10k.
I guess you could say it does comfortably fit into the definition, but at this point you may as well be handing out cloth hats that grant immortality or pipe guns that have 100 DAM, 10,000 RoF and infinite ammo
I mentioned the legendaries exactly because of this. The only thing they introduce to the game is balance shattering nonsense, bestowed on the grace of RNGesus.
The only design intent I can see behind them is "kewl". The only other possible contexts they make sense in is a plan to make the worst balanced game ever made (and this is disturbingly credible), or they were looking to make a game you could beat by literally rolling your face on the keyboard!
If they wanted meaningful non linear progression, then non linear balancing of weapons would have been the way to go. Some of the weapon mods do show some evidence of this line of thinking, i.e. relatively low tech parts like short short stocks, smaller magazines and light barrels offering top tier VATS performance, and the sawn off barrel being an awesome but niche part, regardless of level. Unfortunately theres nothing to suggest this was anything more than the work of a rogue programmer acting against the hegemony of the almighty tram lines....
Remember though, if there weren't a ♥♥♥♥♥♥♥♥ of crap weapons, the really good ones would seem normal and therefor boring. ;-)
You have a fundamental misunderstanding of game design my friend.
Balance does not mean hard. Balance means the playstyles are evenly viable. So by definition, Fallout 4 is the most balanced game Bethesda has made, since everything is equally viable.
The word you're looking for is difficulty and challenge curves.
I'd say since the Enemies get some obscenely OP stuff too, that isn't particularly bad either. Assaultrons have their doom laser, Deathclaws have a 1 shot grapple, Raiders and all NPCs can utilize the same weapons the player can, including Legendary.
The one exception to the balance here is Automatron, making unlimited ammo explosive Minigun Assaultron Doom laser Fat man Hyper tanks.
On the whole though, it's pretty well balanced, just not very difficult to begin with. You know, like every game ever made once you learn the ins and outs of the mechanics and how to exploit them.