Noob question regarding F2's screwed up ammo-profile
Posted: Tue Mar 25, 2003 7:31 pm
Hello everybody
Ok so I'm not really a Noob - I've been tagging along the sideline of your excellent forum for some time now but I just recently registered.
I've been playing the Fallout series for some time now and I simply love the games they are without comparison esspecially F2 (personal preference). But it has some flaws that always annoyed me namely the ammo-profile (and the bozar being to powerfull - but then again it's due to the ammo).
First of I would like you explain to me how the modefiers for ammo work (or was suppose to work) - I can't figure it out.
In the exsamble given in the F2 manual it describes the DT & DR but not now the ammo modifiers (AM) afflict the result (I don't think they even thought about it themselfes +the stats for the leatherarmor is incorrect - DT = 4 DR = 20% should have been DT = 2 DR = 25%).
offcourse I have an idea of how the AM work but unless you can get someone to verify it you can't really be certain can you!!??
OK so this how i see it
AC modifier: This one is easy, this is negative modifier witch is substracted form the targets AC
DR (damage resistance): here's the problem, in my opinion they swapped the values for AP/FMJ and JHP making the AP utterly useless and JHP ridiculously powerful - but as I said I don't really know for sure just a notion
Damage modifier: I'm a little uncertain here but it's a multiplier factor that's for sure. But whether it's the initial damage done by the weapon or the final calculatet score ( - DT - DR = final score) i do not know.
I've tried to apply the >>TeamX ammo patch 41<< but I'm not sure if it really did anything to correct the stats - actually I kindda doubt it.
I've also been tinkering a little with the FIC but I seem to remember reading somewhere that it couldn't handle negative offsets - how does that correspond
Finally I would like suggestions if my assumptions 'bout the ammo stuff are correct - I mean it would seriously alter the game as a lot of people in the game carries AP ammo and thus would be a hole lot more dangerous (and the bozar ammo would be toned down making it a less powerfull weapon witch again would balance the game some more)
Phew!! - hope you are still with me :wink:
Anyways - cheers from Denmark
PS: sorry for any typoes
Ok so I'm not really a Noob - I've been tagging along the sideline of your excellent forum for some time now but I just recently registered.
I've been playing the Fallout series for some time now and I simply love the games they are without comparison esspecially F2 (personal preference). But it has some flaws that always annoyed me namely the ammo-profile (and the bozar being to powerfull - but then again it's due to the ammo).
First of I would like you explain to me how the modefiers for ammo work (or was suppose to work) - I can't figure it out.
In the exsamble given in the F2 manual it describes the DT & DR but not now the ammo modifiers (AM) afflict the result (I don't think they even thought about it themselfes +the stats for the leatherarmor is incorrect - DT = 4 DR = 20% should have been DT = 2 DR = 25%).
offcourse I have an idea of how the AM work but unless you can get someone to verify it you can't really be certain can you!!??
OK so this how i see it
AC modifier: This one is easy, this is negative modifier witch is substracted form the targets AC
DR (damage resistance): here's the problem, in my opinion they swapped the values for AP/FMJ and JHP making the AP utterly useless and JHP ridiculously powerful - but as I said I don't really know for sure just a notion
Damage modifier: I'm a little uncertain here but it's a multiplier factor that's for sure. But whether it's the initial damage done by the weapon or the final calculatet score ( - DT - DR = final score) i do not know.
I've tried to apply the >>TeamX ammo patch 41<< but I'm not sure if it really did anything to correct the stats - actually I kindda doubt it.
I've also been tinkering a little with the FIC but I seem to remember reading somewhere that it couldn't handle negative offsets - how does that correspond
Finally I would like suggestions if my assumptions 'bout the ammo stuff are correct - I mean it would seriously alter the game as a lot of people in the game carries AP ammo and thus would be a hole lot more dangerous (and the bozar ammo would be toned down making it a less powerfull weapon witch again would balance the game some more)
Phew!! - hope you are still with me :wink:
Anyways - cheers from Denmark
PS: sorry for any typoes