Deadlier Explosive Traps
⚪ Last updated 2010Preview

🔍 Analysis
- 👍 5.7% endorsement rate — high engagement, a strong quality signal
- 🏆 #49 of 378 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Deadlier Explosive Traps - 1. 00 (Aug 2010) by Wuphon\'s Reach (wuphonsreach@gmail.com) Adjusts explosive-based traps such as mines and baby carriages to be more deadly. Also affects grenades and other explosive entities. My goal was to make grenades and mines better, without going completely overboard. While this is similar to mods like \"Grenade Realism\", I chose a different method for making the changes. -------------------------------------------------- The full list of changed items: Baby Carriage Traps: These are now a lot more deadly then before, reflecting that they have (3) frag mines inside them according to the model. They do a lot more damage then before. If you are within disarm range when it goes off, you will probably not survive. Now, when you hear the baby\'s cry, you need to stand up and run around 10-15 meters away from it to get out of the blast radius. Mines: Mines were basically changed to be deadlier over a larger range then before. For the most part, they are all twice as deadly as the equivalent grenade. I\'m still not sure whether I should make the detection range larger. Right now, the detection range is exactly equal to the disarm range (for Explosives skill of 50). However, the lethality range for a ~300 HP player with ~50 DR is probably twice the disarm range. Frag Mines - Now do 4x more damage with a 3x bigger radius. These will kill a 300 HP character if they go off at disarm range. It is possible to get out of the blast range if you are quick about it. Bottlecap Mines - Radius increased about 3x, with 20% boost in damage. These were already pretty dangerous, but the radius was too small. Plasma Mines - 67% more damage, 2. 5x radius increase. These are better in close quarters then frag mines. I may boost these a bit down the road. Pulse Mine - 9x more damage, 55% radius increase. These will take away about half the health of an alerted sentry robot. Grenades: All grenades have been changed so that they will explode on contact with another actor. In addition, base critical damage and critical percent multipliers have been added, which means they will do uneven damage in a pack of mobs, but they all pack a big punch. The frag variants are more likely to severely wound/cripple limbs then the default. Frag Grenade - 2x more damage, 55% radius increase. However, the critical chance has been greatly increased. These are now very deadly, if you stand there and let one bounce around your feet you will end up with crippled limbs. Nuka-Grenade - Same damage, 75% larger radius. The end result is that these now have a much larger sweet spot even though the damage was not upped. I may eventually dig in and figure out how to make the resulting flames do more damage. Plasma Grenade - 67% more damage, same radius. Better for close-quarters combat since they have a slightly smaller range then the frag grenades. Pulse Grenade - 5x
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- WuphonsReach
- Version
- 1.0
- Downloads
- 735
- Endorsements
- 42
- Category
- Gameplay Effects and Changes
- Created
- 8/15/2010
- Updated
- 8/15/2010
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