T-60: Health Regen w/ Rads and Heal 1 Rad/SecĬombining the ghoulish perk with rank 1 of "What Rads?" would make this the perfect nuke zone / Rad Rumble power armor. This is the only damage boost other than raider armor that I'm suggesting, but it could be balanced by instead providing reduced AP cost (or buffed by having both). It's not useful for almost all heavy guns, but it'd be great for the plasma caster and all the explosive launchers (which are surprisingly good in VATS), or just for non-heavy gun users that want to jump in power armor and mitigate some of the losses of losing their legendary armor. This would slot it into the narrow niche of power armor VATS usage. ![]() ![]() T-51b is already the most resistant of the easily available power armor so we don't want to buff it too much. To buff it, there could also be another QOL perk you can't otherwise get on power armor, like reduced weapon/chem/food weight. If it needs to be balanced, the bonus could just not stack with Power User. Thematically, as an early generation model with fewer frills it could just be simply less demanding on energy requirements. It also gives an option for new players to use power armor that they can find at low levels and more easily run until they get to Power User at level 50. T-45 is already the low-maintenance choice because of the cheap repair costs, so this would just reinforce its niche. ![]() If Bethesda is worried about balancing, they can just decrease the magnitude of the effect. It's not going to be OP on some clunky raider power armor. It's a bit odd to put the effect from thorn armor on the weakest, easily available power armor, but the upside of thorn armor is that it comes on the top tier armor that can be unyielding and shadowed and comes with harder to detect. It just isn't worth it to use melee in power armor right now if you're min-maxing, but it'd be so fun to combine this with the otherwise useless arm mods to make unarmed punches on lower level mobs actually viable. It's one of the few suggestions that directly buff damage, so for balancing reasons it makes sense to put it on the weakest armor and benefit a playstyle that is better suited out of power armor. This suits the Raider theme and the cosmetic appearance of the base game raider armor and all of the raider-themed skins, which are all spiky and look like they would cause bleed damage. These aren't meant to be OP, just to bring some variety to power armor selection. ![]() Not an original idea (Angry Turtle has suggested it), but I've come up with some original suggestions that fit the themes of each power armor. Solution: Power armor set bonuses for every class, not just excavator and strangler heart. (Also, a note for Bethesda: if you want to sell more power armor skins, which IMO are the best thing you put in the atomic shop, you want players to have a reason to rotate between different power armors!). Right now every power armor offers great resistance and the only distinguishing factor is whether you want the excavator carry weight or give that up for a set with even better protection. We need something to distinguish the different classes of power armor that will make us want to use different sets for specific builds / circumstances.
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