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Post by KostaAndreadis @ 01:02pm 30/01/19 | 1 Comments
Which is handled by forcing a hard limit to carry weight with those affected not being able to add any items or caps until they fall below the threshold. In addition to combating exploits it also means better server stability as all items are tracked at that level when playing. Patch 5 is rolling out today for PC, Xbox One, and PS4. Hit the jump for highlights.

Several weapon balance changes are incoming, reducing the effectiveness of two-shot weapons and explosive damage. Definitely OP prior to the patch and also the stuff that people were duping and exploiting.
BALANCE CHANGES

  • Perks: The damage bonuses provided by each rank of the Demolition Expert perk have been reduced from +20%/40%/60%/80%/100% to +20%/30%/40%/50%/60% to match other weapon perk damage bonuses.
  • Perks: The condition loss bonuses provided by each rank of the White Knight and Licensed Plumber perks have been reduced from 30%/60%/90% to 20%/40%/60%, and their repair bonuses have also been reduced, to match the Power Patcher perk.
      Dev Note: In looking at the Demolition Expert, White Knight, and Licensed Plumber perks, we felt they have so far been overperforming in their current roles, and we wanted to bring them more in line with similar perks to help prevent them from feeling like mandatory picks.

  • Weapons: The Explosive legendary mod’s damage bonus has been reduced from +100% to +20% of base weapon damage, with explosive radius damage.
  • Weapons: The Two Shot legendary effect’s damage bonus has been reduced from +100% to +25% of base weapon damage.
      Dev Note: As mentioned in a previous Inside the Vault article, both the explosive mod and two shot weapons could result in dealing very high amounts of damage, and this was compounded if two shot and explosive were combined. We’ve decided to tone both of these damage bonuses back.

  • Weapons: Flamers, Cryolators, plasma weapons, and laser weapons can no longer spawn with the Explosive legendary mod.
      Dev Note: The explosive mod causes weapons to fire bullets that are . . . explosive. The weapons listed above don’t fire bullets, so we’ve temporarily removed the ability for them to spawn with that mod applied so we can make adjustments.

  • Here's how the new Carry Weight system will work, with Bethesda noting that it's looking into increasing stash sizes.
  • Carry Weight: Is now capped to an absolute limit of 1,500 pounds over the character’s current maximum carry weight.
    • For example: If your carry weight limit is 210 pounds, then your maximum limit is 1,710 pounds.
    • Characters will be unable to exceed this new weight limit moving forward.
    • Characters who already exceed this limit will be unable to add any additional items or caps to their inventories until they have reduced their carry weight below the cap.
    • Dev Note: These limits exist primarily to keep servers from performing poorly, which can happen when we have too many items in the game world. They also play role in helping to regulate the in-game economy. We do recognize the desire to be able to own more of the cool items that we have in the game, and we are looking into a variety of solutions, including increasing the stash size. We will be sure to talk more about this when they are ready.

  • Plus, the long-awaited knowing what plans you already own update. Also, what Plans and Recipes Vendors sell will no longer be randomised - which will help when trying to source a particular item.
    Plans and Recipes: When viewing a plan or recipe in a menu, a “(Known)” tag will now appear next to the names of recipes and plans the player has already learned.

    The patch also has a number of bug fixes, quest updates, and other minor tweaks and changes. Head here for the full patch notes.



    fallout 76patchpatch notesjanuary





    Latest Comments
    deus
    Posted 01:58pm 30/1/19
    Good top see Beth still plugging away at updates and balance fixes.
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