Thanks! I really appreciate you constantly crunching the numbers like this. Not😂 even our beloved Turtle gets into the weeds like you do. Plus, you are always funny.
if they keep fracturer's effect as we have it right now, the magic shitshow will be just everywhere... XP farmers won't be happy during Radiation Rumble.
The only weapon I have found after all of this messing around B has been doing that is jaw dropping is a Quad Assaultron head/Explosive. I was getting over 4000 damage without messing with buffs/cards etc. But sitting there loading that thing got OLD fast.
I actually forgot about this weapon. I wish it would work like assaultron's head, so you could laser cut green stuff or whatever needs to be laser cut.
This isn't a "fix". It's a new dev team that has no clue what they're doing. They saw an inconsistency between launchers and all other projectile weapons and erroneously concluded it was an oversight from a previous dev. It wasn't an oversight. If you take a minute to understand what you're reading in the "two shot" effect's description, along with the way these weapons actually work in real life, you'll see the launchers were working as intended all along. The addition of 1 projectile, along with a split 25% damage boost between projectiles, give weapons that deal damage WITH PROJECTILES only 25% boost to total damage compared to a single projectile. But since launchers don't deal much "PROJECTILE" damage at all, and instead, explode upon impact dealing "EXPLOSIVE" damage, an additional projectile shot from a launcher means double that explosive damage, in addition to the 25% boost split between the two. *** That was the original intention all along. *** The reason for the original nerf - TSE on some of the legacies from back in the day was absolutely insane, so they heavily nerfed the "projectile" damage and vats accuracy, and doing it this way on non launcher weapons sort of made sense from a logical standpoint regarding the reduced accuracy. Nonetheless, I'll always disagree with it, because to me, two shot means it's the same gun as the standard version, only with double the damage in every situation no matter what. It's literally one projectile with an equally potent and accurate projectile hot on its tail. That's was how Fallout 4 introduced it, and it never should've changed in 76. Balance shouldve been achieved another way back during the days of legacies. But failing to do that back then, changing "two shot" into basically "1.25 shot" on everything but launchers, and then instead of restoring the 2 shot to it's former glory like they should've now that legacies are gone, them implementing the scuffed version all across the board was just a bad decision made from ignorance, plain a simple. If it was an oversight, why would they release named launchers with the two shot effect well after the first nerf, that have not the old two shot effect (+100%), not the nerfed version either (+25%), but the one that we're all used to (+125%)? Because it wasnt an oversight, it was intentional and followed basic logic when read from the description. With the current "correction" they made 6 more weapons bland and boring, and another legendary effect utterly useless. To be honest, my opinion on it? is that I'm real close to uninstalling, because I have no faith in whoever's at the helm of this company anymore to bring it back to what it was when they could actually deliver a product people enjoy.
Probably they gonna give us some counter-fixes later. One of them would refer to VATS, but it is a super stupid counter-fix in my book. The tough part would be seeing a tenderizer nerf cuz it still gives x1.21 to explosives and procs on the very first shot. Legendary perks and executioner's can be nerfed as well, but at least we should have all 5 legendary mods first, working and balanced. But I think, Beth is doing the right thing overall, well... should've increased the base damage of launcher's with this "fix". Btw, on PTS the game is still poorly balanced, but anyways, we are getting somewhere.. I think that legendary mods should affect all weps equally. Obvs we have situations where Quad is good on one wep and total sh!t on another, but damage buff'ers should work predictable and equally. Speaking of energy explosives, they f'ed with explosion dmg applied to beam / projectile, so that is why beam splitter on gat plasma was sooo OP. TSE wasn't the only issue but I remember the nerf. Cream maker with multi-barrel actually had some sort of legacy power at first.
May only gripe with this is that they sold the nuka launcher on the atom shop. Which I know a lot of people bought. So some people spent money on a weapon, that a few months later is being patched out almost.
I got a single shot explosive plasma Castor . I'm working on a quad gamma on my pistol character, it sucks they ruined two shot... But I'm so happy you can add explosive to explosive weapons now. Thank you for testing.
Also don't waste your bobbleheads.. unless you know a way to get lots of explosive bobbleheads I'm struggling , gambling on Giuseppe just so I can build the explosive mod box
@@VladArmstrong_EN well look at you Mr wealthy I can afford fallout first (I'm just kidding by the way) but if you can test those pistols specially the automatic kind I would love to know how it works.
This is the nerf that I dislike the most. I de-equipped Demolition Expert and but my 400 Nuka-grenades on my mule. The Nuka-launcher was great on “reflective” enemies.
I think there will be some counter-fixes in the future. TSE had been working like this for ages, and Beth even gave us few TS launchers as rewards, so now this move looks kinda weird. They should increase base damage to 600..700 on fat man and make some similar adjustments on other launchers.
@@VladArmstrong_ENI think Beth gonna nerf weapons and effects even more, to make all weaspons mediocre. Maybe meta weapons won't suffer much but railway rifle will disagree
@@Andrew_Li_O With 4th star legendary mods we gonna see some buffs. Flamer is Meta, GP is insane, fixer / handmade is epic, auto axe keeps chop choping etc. The next big nerf probably gonna affect sneak bonus and tenderizer perk, cuz stealth commando is far more op than not stealth version.
@@VladArmstrong_EN ah yes, I didn't take into consideration 4 star effects. Hm then yes, maybe devs are trying to balance few effects in order to make them work nice with 4 star
sad they lowered the damage of fatmans but i have mixed feelings on this. one is that enemies requires more mininukes to kill BUT fatmans still remain a solid weapon to use for tagging enemies at extreme distances or hitting them behind cover. overall, the changes are great for us explosive builds because the old meta is getting stale.
I think the base damage is the same.. it used to be 455 + 5. Beth just fixed TS legendary mod, which is fine, but ts fatties on steroids are not insane anymore.
Thanks! I really appreciate you constantly crunching the numbers like this. Not😂 even our beloved Turtle gets into the weeds like you do. Plus, you are always funny.
ow, wow! thank you very much!!!!
What's funny is explosive players will have to fire twice as much now to compensate the nerf. Public events will become even more cancer now.
🤣
if they keep fracturer's effect as we have it right now, the magic shitshow will be just everywhere... XP farmers won't be happy during Radiation Rumble.
The only weapon I have found after all of this messing around B has been doing that is jaw dropping is a Quad Assaultron head/Explosive. I was getting over 4000 damage without messing with buffs/cards etc. But sitting there loading that thing got OLD fast.
I actually forgot about this weapon. I wish it would work like assaultron's head, so you could laser cut green stuff or whatever needs to be laser cut.
@@VladArmstrong_EN That would be cool to laser beam a SM in half. lololol
This isn't a "fix". It's a new dev team that has no clue what they're doing. They saw an inconsistency between launchers and all other projectile weapons and erroneously concluded it was an oversight from a previous dev. It wasn't an oversight. If you take a minute to understand what you're reading in the "two shot" effect's description, along with the way these weapons actually work in real life, you'll see the launchers were working as intended all along. The addition of 1 projectile, along with a split 25% damage boost between projectiles, give weapons that deal damage WITH PROJECTILES only 25% boost to total damage compared to a single projectile. But since launchers don't deal much "PROJECTILE" damage at all, and instead, explode upon impact dealing "EXPLOSIVE" damage, an additional projectile shot from a launcher means double that explosive damage, in addition to the 25% boost split between the two. *** That was the original intention all along. *** The reason for the original nerf - TSE on some of the legacies from back in the day was absolutely insane, so they heavily nerfed the "projectile" damage and vats accuracy, and doing it this way on non launcher weapons sort of made sense from a logical standpoint regarding the reduced accuracy. Nonetheless, I'll always disagree with it, because to me, two shot means it's the same gun as the standard version, only with double the damage in every situation no matter what. It's literally one projectile with an equally potent and accurate projectile hot on its tail. That's was how Fallout 4 introduced it, and it never should've changed in 76. Balance shouldve been achieved another way back during the days of legacies. But failing to do that back then, changing "two shot" into basically "1.25 shot" on everything but launchers, and then instead of restoring the 2 shot to it's former glory like they should've now that legacies are gone, them implementing the scuffed version all across the board was just a bad decision made from ignorance, plain a simple. If it was an oversight, why would they release named launchers with the two shot effect well after the first nerf, that have not the old two shot effect (+100%), not the nerfed version either (+25%), but the one that we're all used to (+125%)? Because it wasnt an oversight, it was intentional and followed basic logic when read from the description. With the current "correction" they made 6 more weapons bland and boring, and another legendary effect utterly useless. To be honest, my opinion on it? is that I'm real close to uninstalling, because I have no faith in whoever's at the helm of this company anymore to bring it back to what it was when they could actually deliver a product people enjoy.
Probably they gonna give us some counter-fixes later. One of them would refer to VATS, but it is a super stupid counter-fix in my book. The tough part would be seeing a tenderizer nerf cuz it still gives x1.21 to explosives and procs on the very first shot. Legendary perks and executioner's can be nerfed as well, but at least we should have all 5 legendary mods first, working and balanced.
But I think, Beth is doing the right thing overall, well... should've increased the base damage of launcher's with this "fix".
Btw, on PTS the game is still poorly balanced, but anyways, we are getting somewhere..
I think that legendary mods should affect all weps equally. Obvs we have situations where Quad is good on one wep and total sh!t on another, but damage buff'ers should work predictable and equally.
Speaking of energy explosives, they f'ed with explosion dmg applied to beam / projectile, so that is why beam splitter on gat plasma was sooo OP. TSE wasn't the only issue but I remember the nerf. Cream maker with multi-barrel actually had some sort of legacy power at first.
May only gripe with this is that they sold the nuka launcher on the atom shop. Which I know a lot of people bought.
So some people spent money on a weapon, that a few months later is being patched out almost.
Wassup, Nuka-Launchers, Overkillers and Boomstickers! How are you enjoying the grand finale of your explosive builds?
🎉
I got a single shot explosive plasma Castor . I'm working on a quad gamma on my pistol character, it sucks they ruined two shot... But I'm so happy you can add explosive to explosive weapons now. Thank you for testing.
Also don't waste your bobbleheads.. unless you know a way to get lots of explosive bobbleheads I'm struggling , gambling on Giuseppe just so I can build the explosive mod box
@@Jamosite I run all my tests on custom server ;)
@@VladArmstrong_EN well look at you Mr wealthy I can afford fallout first (I'm just kidding by the way) but if you can test those pistols specially the automatic kind I would love to know how it works.
This is the nerf that I dislike the most. I de-equipped Demolition Expert and but my 400 Nuka-grenades on my mule. The Nuka-launcher was great on “reflective” enemies.
I think there will be some counter-fixes in the future. TSE had been working like this for ages, and Beth even gave us few TS launchers as rewards, so now this move looks kinda weird. They should increase base damage to 600..700 on fat man and make some similar adjustments on other launchers.
@@VladArmstrong_ENI think Beth gonna nerf weapons and effects even more, to make all weaspons mediocre. Maybe meta weapons won't suffer much but railway rifle will disagree
@@Andrew_Li_O With 4th star legendary mods we gonna see some buffs. Flamer is Meta, GP is insane, fixer / handmade is epic, auto axe keeps chop choping etc.
The next big nerf probably gonna affect sneak bonus and tenderizer perk, cuz stealth commando is far more op than not stealth version.
@@VladArmstrong_EN ah yes, I didn't take into consideration 4 star effects. Hm then yes, maybe devs are trying to balance few effects in order to make them work nice with 4 star
Good. My stashbox will be released of a few launchers. More space for other things. Good
Good info!! 💥💥
sad they lowered the damage of fatmans but i have mixed feelings on this. one is that enemies requires more mininukes to kill BUT fatmans still remain a solid weapon to use for tagging enemies at extreme distances or hitting them behind cover. overall, the changes are great for us explosive builds because the old meta is getting stale.
I think the base damage is the same.. it used to be 455 + 5. Beth just fixed TS legendary mod, which is fine, but ts fatties on steroids are not insane anymore.
merci
De rien :)
THIS HAS TO BE THE STUPIDEST NERF THEY EVER DID i dont like where fallout is going they nerfed a weapon that i payed for wtf
What really bothers me is a paid real life money to get the nuka launcher. I wont be spending anymore cash on anymore shit they can nerf.