Closed smackdabinthemiddle closed 5 days ago
>uses a mod that gives ammo massive damage multipliers >uses it in the fork where bows don't have single-digit damage values >is surprised when the 55-damage pneumatic bolt driver can punch through stone walls (80-160 damage reduction) when fed bolts that've been modded to more than double the weapon's damage and tack on 20 arpen
Ranged bash info can definitely use some potential sanity-checking places for some terrain/furniture could use a buff or a nerf, but we can't really balance against third-party mods that easily. In this particular example, stone walls can already negate anything up to .30-06 AP, I can't start seeing wallbangs in testing until I break out the .50 cal.
With respect to vanilla crossbows, I can confirm that several of them get just enough oomph to sometimes (not 100%) zip through stone walls when fed bodkin bolts specifically, which have a hefty 50% armor multiplier. When fed regular broadheads or even carbon fiber bolts, so far I haven't seen even the heavy crossbow (75 damage, strongest vanilla crossbow) punch through with anything other than bodkins.
uses a mod that gives ammo massive damage multipliers >uses it in the fork where bows don't have single-digit damage values >is surprised when the 55-damage pneumatic bolt driver can punch through stone walls (80-160 damage reduction) when fed bolts that've been modded to more than double the weapon's damage and tack on 20 arpen
Ranged bash info can definitely use some potential sanity-checking places for some terrain/furniture could use a buff or a nerf, but we can't really balance against third-party mods that easily. In this particular example, stone walls can already negate anything up to .30-06 AP, I can't start seeing wallbangs in testing until I break out the .50 cal.
With respect to vanilla crossbows, I can confirm that several of them get just enough oomph to sometimes (not 100%) zip through stone walls when fed bodkin bolts specifically, which have a hefty 50% armor multiplier. When fed regular broadheads or even carbon fiber bolts, so far I haven't seen even the heavy crossbow (75 damage, strongest vanilla crossbow) punch through with anything other than bodkins.
And this is why these days before reporting a bug on github I will usually start a test world running no mods the game doesn't start with by default (Bright Nights itself, disable NPC needs, Simplified Nutrition, and item category overhaul) and attempt to duplicate it there before reporting. If a mod is causing it you need to talk to the person maintaining the mod.
uses a mod that gives ammo massive damage multipliers >uses it in the fork where bows don't have single-digit damage values >is surprised when the 55-damage pneumatic bolt driver can punch through stone walls (80-160 damage reduction) when fed bolts that've been modded to more than double the weapon's damage and tack on 20 arpen
Ranged bash info can definitely use some potential sanity-checking places for some terrain/furniture could use a buff or a nerf, but we can't really balance against third-party mods that easily. In this particular example, stone walls can already negate anything up to .30-06 AP, I can't start seeing wallbangs in testing until I break out the .50 cal.
With respect to vanilla crossbows, I can confirm that several of them get just enough oomph to sometimes (not 100%) zip through stone walls when fed bodkin bolts specifically, which have a hefty 50% armor multiplier. When fed regular broadheads or even carbon fiber bolts, so far I haven't seen even the heavy crossbow (75 damage, strongest vanilla crossbow) punch through with anything other than bodkins.
Maybe ammo could use some kind of sturdiness value for ranged bash calculations, A rocket not punching through a wall due to being a frag rocket.
Describe the bug
In this particular case I was using an aluminum broadhead bolt from "Stronger archery" mod.
Steps To Reproduce
Screenshots
Versions and configuration
Additional context
No response