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Fallout tactics walk through
Fallout tactics walk through





Shotgun Shells deal good damage regardless of the target used, and FMJ is like a 'neutral' ammo - it works okay on both armored and non-armored targets. It's useless against anything - JHP is always superior. AP is, in the first place, more expensive, and although it does penetrate a bit more than JHP ammo, it deals very little damage. JHP is always the superior choice, followed by FMJ.

fallout tactics walk through

The type of ammunition used will change the amount of damage dealt to the target. So you'll only take 14 hit points of damage with the armor instead of 42. Subtract this 20 from the 34 points that got past the damage threshold and you get 14. Multiplying 34 by 60% will give you 20.4, and rounding that down will give you 20. The armor will naturally deflect 8 hit points of damage because of the damage threshold. Take the same situation with combat armor on. Say that if you're wearing the Vault 13 jumper, which has no protection whatsoever, and the enemy uses the laser rifle and hits you for 42 hit points of damage.

fallout tactics walk through

The way armor works is like this: if you are wearing combat armor and somebody hits you with a laser rifle, you will receive x amount less. Consider combat armor, which has a damage threshold of 8 hit points and a damage resistance of 60% against laser attacks.







Fallout tactics walk through