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Bir çeviri sorunu bildirin
It states here that Pyro is a member of The Forged, therefore should be unaffiliated with Enclave forces. I reckon the Hellfire CC is included just to give the Enclave Remnants CC the assets for the Hellfire armor, because I've run the game with the ER CC alone with the others removed, completed the Echoes of the Past quest and the only PA Enclave troops had were X-01's. Whereas according to the wiki there should be an Enclave guy in Hellfire.
https://fallout.fandom.com/wiki/Echoes_of_the_Past
It's The Precious... They wants It...
These weapons would still be really cool even if they had sensible stats that didn't break the balance of the game. Why isn't cool, good enough? Why does everything new have to be OP and balance-breaking?
It might be my mods, still checking.
I am interested, how do you on your own define balance breaking? What is the base balance for your measurement?
A good forensic question for bad balance is: is everyone going to gravitate to mainly using this weapon once they understand it? Any game there is "one best weapon" is a badly balanced game. The set of weapons should always tend towards a rock/paper/scissors system of the right tool for the right job, given your budget.
Thanks for asking!
For example it looks like this nailgun massively outperforms a minigun (admittedly not hard in this game). That's ridiculous. Why wasn't the US Army running around with these domestic construction worker nailguns? It even defeats its own concept, it's supposed to be a Makeshift weapon. In other words, better than having no weapon, but not that it should outclass the military weapons used by the setting's most advanced armies. Like what we had with the 'Handmade Rifle', a poor excuse to introduce what was basically an AK, kind of ruining FO4's alternate history aesthetic, and surprise surprise it has better stats than any other base game weapon. Cue endless people droning on about the Handmade Rifle being the best weapon - and cheating themselves loads of ammo, the only counterbalance constraint there is on that weapon. Similar with the Nukaworld armour which is all way more effective than base game armour. It makes no sense. Particularly when Nukaworld armour ends up in a Commonwealth loot table. One playthrough I wore Nukaworld armour for about 25 levels, it was so good, without ever visiting Nukaworld (a DLC I don't particularly like).
Sloppy. It should be gated until you have joined the Enclave (not currently possible) or at least captured some of their gear.
It's not game breaking. It's just illogical and weird and a little immersion breaking.
OMOD 'ccSBJFO4004_modcol_Nailgun_Scopes_Sights' (0100022C) Filter keyword 'if_ScopeRecon' on child mod 'ccSBJFO4004_mod_Nailgun_Scope_ScopeRecon' is not in its parent 'ccSBJFO4004_modcol_Nailgun_Scopes_Sights'
There will need to be a recipe added to make nails and saw blades. Those are incredibly easy things to make (easier than gun parts). I would say 1 steel for 5 nails or 1 sawblade. Just need to make sure it doesn't become possible to make a profit crafting them.
The cost of the 40mm grenade ammo needs to be increased massively, to at least the cost of a frag grenade, if not more.
BUT - it's supposed to be a fun item. I am not against fun. So maybe give it the same stats as a basic T45 helmet so as not to penalise people too much for having fun.