A caravan is moving through the Mojave. In the distance, the most silent of whispers:
"2milrdai..."
None of the escorts or owner of the caravan heard this, so when later on they attempted to report the Powder Gangers for attacking without prior RP, the Powder Gangers presented an SS that showed them making their demand. The caravan owner and escorts were fined ten thousand caps each, and sent to Bastille for seven days.
:lol:
[17:45:39] Wolfs Ghost (Murphy): Tom, you have problems. Go kill yourself.
[19:25:12] Johnny (Jam): Tomtom, I will beat you with a spoon.
[14:22:56] Prarabdh Thakur: KILL HIM WITH A SHEEP.
[17:40:48] Eagle (Junes): Tom should be slapped with a spoon.
[11:32:18] Warspite: Thank you for being so awesome Tom. <3
[18:17:36] Metano: I love you tomtom
[20:06:24] Warspite: I will seriously give you epic head.
' Wrote:Edit: also, Tomtomrawr, fappin' like a boss.
[color=#FFCCFF]More Chems: MORE. CHEMS. Aka drugs. Aka OH MY GOD IT'S LIKE I'M TONY MONTANA BUT I DON'T HAVE COCAINE BUT IT'S OKAY BECAUSE I JUST TOOK BUFFOUT AND PSYCHO AND MED-X AND SLASHER AND TURBO.
AT THE SAME TIME.
That doesn't say much but I do like the expanded array of consumable items a lot as I've always loved to drug up in the Fallout games before unleashing the awesome.
Speaking of which...
More moves: Every single melee weapon comes with a special charge-up move of sorts and it's different for every single one. That's not just awesome and makes you carve up Muties or crush skulls in style, it's actually useful.
For example, the Super Sledge has an attack you trigger by holding down the fire button while running forward where you swing that thing in a wide circle of doom. Things die as a result. What I like even more is that you can get some people to teach you special unarmed moves. There's one called 'Scribe Counter' which you trigger by blocking a melee attack and then quickly hitting back. What it does is make you PUNCH PEOPLE'S FACES INTO THE ATMOSPHERE. Well not really, it makes you hit back really quick as a result, much faster than you could if you hadn't been taught that move.
There's a couple more, as in I discovered two others but I ain't going to spoil.
What I like about those aside from the usefulness is that they do add some extra versatility to the punching things game since from my experience melee ended up being faaar superior to unarmed in Fallout 3 when it came to some particular weapons or weapons and perk combinations. (Shishkbebap + Pyromaniac = Q_Q)
More and beefier targets: No more "Let's do Operation: Anchorage at level 4, come out at level 8, beat the whole game thanks to your bugged, never-degrading T-51b and the glorious I-Make-Everyone-Fall-Onto-Their-Behinds Gauss Rifle."
It's actually quite intimidating early on to come across a Giant Radscorpion or a Deathclaw, only to suddenly notice there's OVER NINE THOUSA... a dozen of 'em more nearby.
While ridiculous stuff like taking on a dozen Deathclaws in melee is still possible as I've discovered, the game just ain't going to let you breeze through it as if you were Dusty Lens' in SICKNASTY!-mode armed with a Copperhead +1337. Well okay, you could take the Chem combo mentioned above and just take 20 Turbos in a row to enter bullet-time for say five minutes or so but that doesn't count. Also, encountering a dozen Deathclaws at level 2 = scary. SCARY. SCAAARY. /runandhide
Skills and perks: While I wish I'd have room for some more, the one perk per two levels thingy isn't bad at all. You just can't really make a Jack of all traders and master of the Universe character anymore due to it. And you ain't getting showered in skill-points thanks to there being faaaaaaaaaaaaaaaaaaaaaaaaar less skill-books around, on top of you gaining less extra. (Int score / 2 = what you get extra to the base 10, no more Int score = extra.) On the upside, the fact that you can find and use skill magazines now to get a temporary +10 / +20 boost to a selected skill - among other stuff - is quite nice and generally lets you overcome locked doors / terminals / other skill-checks which in Fallout 3 would've basically required you to wait 'til you level up and dump points into the necessary skill. That kind of makes the game more fluid and that's just a nice thing. Another thing about perks is that there's less 'useless' and more 'useful' ones. Needless to say that that can make perk choice a bitch, but it's nice to see that there ain't any MUST-HAZ!-stuff anymore but just a wide selection of useful stuff. There's also sorta-kinda 'reward' perks which're basically just small bonuses you earn depending on the stuff you do. If you use a lot of Chems, you'll get a free bonus perk that will make all your Chems last slightly longer for example. If you kill a lot of things, you'll get one that'll make you kill a lot of things better. If you kill a lot of things by punching their faces into the atmosphere, you might get one at some point that makes you punch for less AP cost and so on and so forth. While those aren't gamebreaking, they're free and I like that the game basically rewards you for the stuff you do in some other way than $ / gear / xp.
Gunz, the reintroduction of Damage Tresholds and ammo: In Fallout 3, all you had was Damage Reduction. It worked simple: With 40% DR, you'd take 40% damage less from everything that didn't penetrate DR. DT works differently. If you have a 40 DT, it means you're shrugging off 40 points of damage of an incoming attack. If you've drugged up with Med-X for temporary +25 DR as a bonus, the incoming damage is first reduced by 25%. Nice, but it works that way with the stuff you punch / stab / shoot / torch / explode too. What this basically means is that you can grab that mighty Minigun of 500 shots per minute, but don't count on them effectively penetrating a Deathclaw's DT, as each individual shot is rather weak and won't get through the thing's thick hide. Now if you instead use an Anti-Material rifle which does a monstrous amount of damage with its mighty .50 cal, you're having a good shot at driving the bullet into the Deatchlaw's cranium to make its head explode. Another part I really like is the different kinds of ammo. Got yourself an AM rifle? Enjoy picking between regular .50, another that boosts damage, maybe some inciendary to set things on fire or, for the Tin Cans, some armor-piercing bullet-age. Ammo actually matters now and it's reaaally nice to have a wide selection available for all the calibres there are. It's even nicer that you can break down spare ammo you find along the way on a reloading bench and maybe turn it into stuff you actually need.
There are no lawful good guys fighting the evil guys anymore: NCR, <strike>Ceasar's</strike> EMPRAH'S Legion, Brotherhood, there just ain't that standard-esque good vs. bad around like it was in Fallout 3 with the BoS and the Enclave. They all have 'good' and 'bad' sides to 'em and that kind of makes the whole talky and story and etc.-aspect of the game feel more deep. Deeper than "WE'RE THE KNIGHTS IN SHINING ARMOR FIGHTING THE EVIL DEMONS OF SPLEENBURY SET FREE BY THE DARK OVERLORD JUSSIN PANTSBLASTER!". It's more like: There's guys here, guys there. They hate eachother's guts. They kill eachother. Now see, the guys on the left, they're nice to children. They give them free candy and teddybears. But then they also slaughter people here and there for (reason) and they totally do not care about A, but care about B. The other guys, see, they're different. They're nice to children too, but they don't give 'em candy and teddybears. Instead they teach 'em stuff like fishing and do this and that and other nice stuff. And while they sometimes commit (insert random atrocity), they actually care deeply about A, unlike the other guys, and a bit about B too.
Sure, you'll find your more generic good and evil here and there, but it just ain't the way it was in FO3, and that's really really really nice.
Things I dun' like or couldn't care less about!
[color=#FFCCFF]Weapon mods: While I like having them there, I don't like that they're so limited. There just ain't much in terms of versatility when it comes to those and most weapons only have two available, which is kind of... low. Top it off that most 'unique' ones as far as I saw aren't upgrade-able and it's kind of a 'cool but not really necessary / important / etc.' addition, though that might be personal preference. I kind of preferred the WMK mod for FO3 when it came to such stuff as it let you upgrade as good as every weapon with on average three to four of the five weapon mods available. Granted, New Vegas' wmods are more varied and harder to get, but they don't end up having that much of an impact overall in my opinion. The ones that increase weap. condition by 50% are really nice to have however.
Hardcore mode: Currently it's just really not a big deal. Food is everywhere, drink is everywhere, sleep ain't hard to come by and Stimpaks healing over time isn't a big deal if you just keep some Super-Stimpaks handy to use in the middle of the action. The -1 Str. and Agi. or whatever it was debuff isn't really a big deal either. It is a nice addition, but since you always get a nice little message that tells you whether you suffer from sleep deprivation / dehydration / hunger, it's kind of just a way to make you waste more consumable items you find everywhere. It ain't a really big deal - unless if you consider some extra mouseclickage here and there a big deal - and could've been handled better.
The way Charisma is handled: It still only governs Barter and Speech and is that one statistic that doesn't really do anything for you. A Cha. score of six opens up two perks or so for you which're basically 'meh', so Cha. is turned into a dumpstat. Again. Just like in FO3. I hate useless statistics.
There's more and that's just the stuff off the top of my head but Ima go haz maek Mutant heads explode with my fist instead.
Kbainubz.
' Wrote:In the corner of the Silver Rush, there's a corner where the security can't see you with four Laser Rifles stacked up. Just crouch and when you're hidden take them, then sell them back to the Van Gruffs.:P
Yeah, it's from Van Graff's as well, an untouched, 100% condition plasma caster and some other gadgets like tri-beam laser rifles and a laser RCWs.
Long live the grab command bug.
Also, finished it for the NCR side, the ending is terrible. The worst of it is that I don't get to keep my legate helmet and ~30 centurion helmets I looted as trophies. Was planning to decorate my bathroom with it. :/
Oh yeah, can anyone help me find a house, an apartment or a hotel room where I can store my stuff? Old Novac doesn't seem to be able to accommodate all this trash. D:
' Wrote:Oh yeah, can anyone help me find a house, an apartment or a hotel room where I can store my stuff? Old Novac doesn't seem to be able to accommodate all this trash. D:
Chee, I actually read all of that and found myself agreeing with most, if not all of your points.
P.S. I had completely forgotten that grab command existed until now, so I think I'll be grabbing all of the stuff in Van Gruff's and then paying them a little visit...
[17:45:39] Wolfs Ghost (Murphy): Tom, you have problems. Go kill yourself.
[19:25:12] Johnny (Jam): Tomtom, I will beat you with a spoon.
[14:22:56] Prarabdh Thakur: KILL HIM WITH A SHEEP.
[17:40:48] Eagle (Junes): Tom should be slapped with a spoon.
[11:32:18] Warspite: Thank you for being so awesome Tom. <3
[18:17:36] Metano: I love you tomtom
[20:06:24] Warspite: I will seriously give you epic head.
' Wrote:Edit: also, Tomtomrawr, fappin' like a boss.
' Wrote:A caravan is moving through the Mojave. In the distance, the most silent of whispers:
"2milrdai..."
None of the escorts or owner of the caravan heard this, so when later on they attempted to report the Powder Gangers for attacking without prior RP, the Powder Gangers presented an SS that showed them making their demand. The caravan owner and escorts were fined ten thousand caps each, and sent to Bastille for seven days.
:lol:
Man, if I had 10,000 caps...
*Imagines having his guns all at full condition*
Maybe I just suck at level 15. >.>
[8:32:45 PM] Dusty Lens: Oh no, let me get that. Hello? Oh it's my grandma. She says to be roleplay.
[12:49:19 AM] Elgatodiablo: You know its nice that you have all that proof and all, Bacon... but I just don't believe you.
Yes... I'm playing through with a melee character now and it's amusing how much harder it is to keep a machete or knife sharp than a pistol functional.
I took the 15% degradation for 3% critical bonus perk as well, which is really really giving me cause for issue as I struggle to keep my various cutting sticks in working order.
Jury rigging is likely one of the more essential perks, especially for more exotic weapons and armor.
Oh. On a note to Ench concerning weapon mods. Many of the unique weapons already contain some aspect of the available mods plus a little bonus kick. The grenade rifle, for example, can be outfitted with a extended barrel. The unique grenade rifle has that extender built in plus a 33% refire kick.
Weapon mods are a way, I feel, to add a little lifetime to early weapons to carry them longer. Remember the .38 pistol from Fallout 3? Probably not, since you started the game with a better pistol and moved on from there. Or maybe the assault rifle? No reason to use that, since the chinese assault rifle was better and available at the same time if not earlier.
Now you can upgrade your 9mil with an extended mag, sights, silencer etc etc. Or your varmant rifle with a silencer/etc. You can take effective weapons like the early 9mil and give it a degree of usefulness that carries it further into the game, rather than ditching it the second something "better" comes along. It requires an additional investment of caps but, well, in so doing you get an upgraded weapon.
My scoped/focused laser rifle took me through the entire game, where otherwise I might have needed to upgrade to plasma in order to be competitive.
Sniper rifle with silencer is simply h4><. Which is why I don't use it, to be fair, it's just silly good.
Just a thought. It's a nice addition in my book.
Oh, on hardcore mode. Needing med bags to heal limbs and stimpacks healing over time is pretty brutal in certain circumstances. Maybe not so much the mid/late game. But, man, early game when you're running around with a knife and some frakker pops your kneecap? You're in trouble.