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Perk: Swing for the Fences + Ripper/Chainsaw OP combo

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Isaiah7300
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Joined: Sat Jun 17, 2023 3:38 am

Perk: Swing for the Fences + Ripper/Chainsaw OP combo

Post by Isaiah7300 » Fri Jul 07, 2023 6:27 pm

According to the fallout 3 wiki,
Swing for the Fences is a perk found in the data files of the Fallout 3 add-on Point Lookout. It does not appear in the game and can only be obtained with console commands.
The perk was added to TTW in 3.3 by our glorious overlord RoyBatty. The perk gives +10 damage bonus with all 1h and 2h melee weapons. I originally picked up the perk to make my baseball bat a little more viable. I later discovered, it seems like there is a scaling issue with the ripper and chainsaw. This perk basically turns them into an instant death wand. I presume because the weapon damage is "continuous" the +10 damage bonus is just multiplied exponentially (per damage tick?). I wonder if this was why the perk was tabled for the official release?

Here's a video showing a comparison of killing a super mutant behemoth with the perk on/off.
https://youtu.be/57hTHR0lWM8
(I had recorded a bit of voiceover but i guess the recording didn't pick it up :| )

With the perk on, the behemoth is slain in about 3s. :shock: Without the perk, it takes a little over 30s to kill the behemoth. That's a huge difference!

Just a curious observation that I've not really seen discussed here or around the web. I'll probably opt out of retaining this perk on my character using the player.removeperk command, as it makes the game a little too easy ;) .

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Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Perk: Swing for the Fences + Ripper/Chainsaw OP combo

Post by Laclongquan » Sat Jul 08, 2023 2:04 pm

Not discuss because playing melee in F3/FNV is something of a niche. Not many do it. I only do it for challenges. Otherwise theres too much ammo around to bother with it.

Back to topic, I agree with this post.

1st point, the name is Swing for the Fences. That perk apply to ripper chainsaw or any other bladed weapons is a bit too much. Precisely because it intend to apply to baseball bat alone that it has 10+ dmg. have THAT apply to continous weapons like ripper, chainsaw, autoaxe, arcwelder, is a bit outside of its design scope. Mostly because those weapons stick it out and keep it on instead of swing~

Do it have its own specific weapon that this perk will apply on? A simple modification of those list should do the job. Remove all the continuous damage weapons out of that list will kill this bug.

2nd point. The bonus damage is a bit unrealistic. You are playing baseball or any sport that swing a stick. The key is tohit chance, not damage, because the latter rely on player's physic stat and the design of the weapons. if tohit chance is not feasible, use more crit hit chance~

3rd point. if you DONT want to change weapon list, and DONT want to change bonus damage, another method is to up its level req and skill req. Players want to homerun at will need to have much knowledge and experience, no?

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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
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Re: Perk: Swing for the Fences + Ripper/Chainsaw OP combo

Post by RoyBatty » Thu Jul 27, 2023 4:52 am

Conditions are currently bugged on this perk, its only supposed to affect bats and nailboards (cricket bats).
Image

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