You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I mean mutant in power armor barely managed to destroy single turret before he had to bug out... and those turret rarely serve their purpose since one can easily break a wall to go around them (one unbreakable wall coming soon ;-) ), they only annoy as one has to block access to them to prevent stupid settlers from accidently going in
so simplest solution would be to limit their ammo capacity so that at lest cannon fodder can be used to disable them (they blow up once ammo is out?)
and yeah armor should probably get damaged/destroyed if its get shot up by bunch of turrets ;-)
The text was updated successfully, but these errors were encountered:
NPC turrets will continue to have infinite ammo. Otherwise many players would optimize the fun out of the game by manually peeking in/out of a room to get rid of the ammo. Destroying walls to get to the turrets one by one is using your brain and interactive while peeking in/out of the room ain't.
Generally speaking:
Turret rooms need more variety. More room formats, like one with a flamethrower turret in the center of the room, and more turret types in general, would help tremendously. (I'm reluctant to add indestructible walls, though)
Generally speaking the armor system needs another pass. To use F:NV terms: I'm only using DR (% reduction) and not DT (raw damage point reduction per shot), at least outside of additional trait. This makes, on average, strong armors quite inefficient at dealing with tons of (relatively) low damage bullets. I'm probably not going to alter any of that before release. It's "good/balanced" enough currently that I don't want to waste another month+ rewriting the whole damage/armor stuff & data. But it's still something I'll revisit later.
As previously explained, due to the way ATC is optimized, people's inventory point to a fixed list of items. Technically everyone with a (let's say) AK47 is using the exact same AK47 data/file. The current system is completely unable to tell "yep, this guy's AK47 is at 10% durability, and that other guy's AK47 is at 90% durability". Same reason why we don't have individual weapon customization or food rotting away over time. I might find ways around that limitation in the future, but it's a very tall order to do it without dramatically affecting performances and/or memory footprint.
I mean mutant in power armor barely managed to destroy single turret before he had to bug out... and those turret rarely serve their purpose since one can easily break a wall to go around them (one unbreakable wall coming soon ;-) ), they only annoy as one has to block access to them to prevent stupid settlers from accidently going in
so simplest solution would be to limit their ammo capacity so that at lest cannon fodder can be used to disable them (they blow up once ammo is out?)
and yeah armor should probably get damaged/destroyed if its get shot up by bunch of turrets ;-)
The text was updated successfully, but these errors were encountered: