Big Guns

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paragonskeep
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Joined: Thu Oct 25, 2012 6:19 pm

@Roy,

Post by paragonskeep » Sun Oct 22, 2017 11:12 pm

@Roy,


Regardless of personal opinion and debates I trust your judgment in this. I am greatly looking forward to the updates. 


@Decker never said Metal Storm was "Gauss" said it was closest to a hand held "Rail Gun" :)


 


If life is but a test, where's the damn answer key?!?!?

SaintDane
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I would vote no, but I trust

Post by SaintDane » Mon Oct 23, 2017 2:12 am

I would vote no, but I trust Roy Batty's judgement on this. I think an optional .esp is a good way to go.



 



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EnderDragonFire
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Lyndi wrote:

Post by EnderDragonFire » Mon Oct 23, 2017 11:18 pm

[quote=Lyndi]


 


EnderDragonFire wrote:



 


@Lyndi: The "Annabelle" rocket launcher has a strength requirement of 5, and it's going to be a Big Gun


@Paragon's Keep: The Recharger Rifle has 16 weight. If it become a "Big Gun" that would be insane. It is held like a Rifle, and functions like a weaker Laser Rifle with infinite ammo. 


So, having said both of those things, I think he criteria should be the GRIP. Ammo doesn't work, weight doesn't work, strenght  doesn't work, but grip would work. All the shoulder mounted or underhand weapons are definitely big guns, while only a few others are being considered for inclusion. 


 



By your reasoning the AMR shouldn't be a Big Gun then either as it's handled like a rifle.


My point was that the AMR was being considered because it was a heavy two-handed rifle while the Gauss seems to be in this discussion based on damage alone. It's handled just like the AMR only it's not nearly as heavy (in terms of strength requirements to use properly as well as the physical weight value of the item in game.)


Either way I'm more interested in how the perks will work for the new skill, but it seems this thread has morphed into something way off-topic where people are trying to argue over how a fake gun in a video game works rather than try to help the TTW guys and gals balance the new skill.


[/quote]


I AM trying to help them balance this skill, actually! Whether or not the Gauss rifle goes in Big Guns is a major question. You can't balance a skill until you decide which weapons it affects. 


Also, please note that my comment specifically states " All the shoulder mounted or underhand weapons are definitely big guns, while only a few others are being considered for inclusion."


I think the underlined portion addresses the AMR. I origionally *didn't* want the AMR to be a Big Gun, but I have conceded to Roy's judgment on the matter. However, I think that if the AMR is one, the Gauss should be too. The play the exact same role in their respective skills, as heavy duty end game sniper rifles. If you take away the small guns version, but not the Energy Weapons version, you will be making Energy Weapons the objectively better choice for snipers. 


"Who are you, who do not know your history?"



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Damianwolff
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On second thought, will a

Post by Damianwolff » Tue Oct 24, 2017 12:02 pm

On second thought, will a sniper build character (small guns OR energy) have a clear progression of weapons, of AMR and Gauss is moved to Big Guns?



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Decker
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@Damianwolff: I think small

Post by Decker » Wed Oct 25, 2017 2:55 pm

@Damianwolff: I think small guns would still be just fine for sniper character progression, if only because there are so many conventional guns to choose from, DKS-501 Sniper Rifle .308 (skill 75) and Marksman Carbine 5.56x45mm (skill 100) being the best small guns sniper weapons in the game after AMR migrates to Big Guns.


Energy weapons are a bit different story, less weapons to choose from - AER9 Laser Rifle w. scope (skill 25) remains the only really practical energy sniper weapon after the Gauss Rifle goes to Big Guns. I mean, sure you can have a scope on Plasma Defender (skill 50), but plasma weapons are by definition mid to short range weapons so I would not call that a sniper weapon really.. Of note is also that the scoped laser rifle does work even in late game kinda ok, especially if one uses Maximum Charge ammo for it - Zapped quite a few cazadores that way in some of my playthroughs.


 



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RoyBatty
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I'm not putting the Gauss

Post by RoyBatty » Wed Oct 25, 2017 5:18 pm

I'm not putting the Gauss rifle into Big Guns.


Image

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darthbdaman
Gary
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But your putting the amr in?

Post by darthbdaman » Wed Oct 25, 2017 5:36 pm

But you're putting the AMR in? That seems really inadvisable, unless you plan on moving all the energy weapons out of big guns

paragonskeep
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The only inclusion that I

Post by paragonskeep » Wed Oct 25, 2017 10:18 pm

The only inclusion that I question based on the OP list is the BOZAR. 


I can see the argument on both sides for the AMR and Gauss. I'm all for both to be guns/energy honestly, but that's because I use them and don't play big guns :)


If life is but a test, where's the damn answer key?!?!?

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EnderDragonFire
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I concur with Darth too, but

Post by EnderDragonFire » Thu Oct 26, 2017 8:35 pm

I concur with Darth too, but Roy sounds... really adamant. I don't think I've ever seen him take such a strong stance on a suggestion from the community before! You don't mind sharing your reasoning, do you Roy? I am sure you have a good reason to be against it, but its not apparent to me. Are you just trying to follow the way Fallout 3 has it?


"Who are you, who do not know your history?"



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darthbdaman
Gary
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EnderDragonFire wrote:I

Post by darthbdaman » Fri Oct 27, 2017 12:25 am

[quote=EnderDragonFire]

I concur with Darth too, but Roy sounds... really adamant. I don't think I've ever seen him take such a strong stance on a suggestion from the community before!

[/quote]

You haven't been around here very long then :)

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