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JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
To address everything point by point:

1. I hoped path finding would take me through any cracks in the wall... I was mistaken.

I also missed a door on the other side of the compound!

2. Well, nice to see support for the jokes, too. I was having doubts about this LP's quality in comparison to Warlock. Since I aim to be entertaining in all that I do, it is kind of important. Maybe I'll go back to a more narrative approach for whatever game I LP next.

I won't go into detail about Anita, because my ideas are half formed AT BEST, and I don't want this LP to end in a trainwreck!

I guess everyone agrees on cutting back the chan-speak, so we'll do ok.

3. Ahhh, I was never one for minmaxing builds and getting that deep into counting stuff. Still, I'll take Toughness if it appears, oh, about two levels from now.

I might be drunk in the evening, which means that the next LP post is going to be FUN!

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mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.

MJ12 posted:

To be fair, most of the perks are mediocre at Lv 3. However, Toughness is broadly available and if you're wearing Advanced Power Armor, a single rank of toughness boosts your DR from 60 to 70 (meaning you're taking 25% less damage from non-AP attacks), two boosts it to 80 (half damage), and 3 boosts it to 90 (1/4th damage without any ranks of Toughness). Basically one guy should get Awareness for scouting, another guy who you set up as your driver should get Lead Foot for the bonus speed, and the rest are basically just cruft (although Flashman getting Toughness is a pretty decent deal-remember that you get DR from armor-at 25 DR (a fairly easy number to get) 10% DR means an effective reduction in the amount of damage you take by ~14%, and it only gets better as you get better armor. Being able to take that one extra hit on average can be helpful.

You can save perks though. This isn't an abuse of the system either as the manual flat-out tells you.

2 lifegivers at level 12 anybody? :hellyeah:

Will agree with awareness though. Unless you have the whole game memorized, it's nice to see enemy hp (and more importantly, what they're packing).

Also, not asking you to min-max JC. Just throwing out little facts, opinions, and tidbits I've learned about this game over the last decade.

(if you want me to stop I will)

mauman fucked around with this message at 09:13 on Oct 29, 2014

Iretep
Nov 10, 2009
If you have 8 charisma it's best to wait one level so leader perk unlocks. As far as my build goes thats the only time you actually need to wait because after that you have plenty of good perk choices.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




Iretep posted:

If you have 8 charisma it's best to wait one level so leader perk unlocks. As far as my build goes thats the only time you actually need to wait because after that you have plenty of good perk choices.

Leader is Charisma 6 by the way.

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.

Iretep posted:

If you have 8 charisma it's best to wait one level so leader perk unlocks. As far as my build goes thats the only time you actually need to wait because after that you have plenty of good perk choices.

Normally I would agree leader is a great pick.

It might not be that good of a pick when the leader is a melee character.

Iretep
Nov 10, 2009

mauman posted:

Normally I would agree leader is a great pick.

It might not be that good of a pick when the leader is a melee character.

It's a great pick if everyone else is melee too.

TomViolence
Feb 19, 2013

PLEASE ASK ABOUT MY 80,000 WORD WALLACE AND GROMIT SLASH FICTION. PLEASE.

Cooked Auto posted:

Leader is Charisma 6 by the way.

Ah, but if you've got 6CH would it not be worthwhile just going the whole hog and jacking it all the way up to 8 anyway to get Brown Noser too? Thinking back on it now, it's a bit of a strange anomaly that Tactics - of all of the Fallout games - is the one where a high charisma is actually worthwhile.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




TomViolence posted:

Ah, but if you've got 6CH would it not be worthwhile just going the whole hog and jacking it all the way up to 8 anyway to get Brown Noser too? Thinking back on it now, it's a bit of a strange anomaly that Tactics - of all of the Fallout games - is the one where a high charisma is actually worthwhile.

Actually Brown Noser is Charisma 5 Int 6. Now Divine Favour on the other hand is Charisma 8. But level 14 though.

Saitorr
Dec 23, 2008

YES THE CARPET MATCHES THE DRAPES IN BOTH COLOR AND LENGTH

mauman posted:

can't take a joke.

Ha ha ha, what an idiot.

I wasn't trying to cramp your style JCDent, just giving some feedback on what I thought could improve. I do think your stuff is funny in general.

On topic: It doesn't seem like there's much of a reason for diversification so far, or is that in my head?

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
mauman, it's OK, I just feel, sometimes, like I'm doing it wrong, not exploiting it all the way. That's why I never get into hardcore-hardcore gaming. When you start fretting over 0.1 on a stat going this or that way, some magic of gaming is lost (imagine how I feel browsing Hearts of Iron guides!).

I very much appreciate when people point out bugs and stuff, since I don't recall every seeing one when I originally played it.

Post 10: Rock Falls, pt. 2: The Scourge of Medkits



We now continue with Martha Stewart's "Decorating With Skulls"

"If you want to really drive the point that you're unredeemable scum, human form of vermin, just a real sack of poo poo, I feel that there's no such thing as too many skulls. For example, take this scaffold..."



Nope, the health bars show that it definitely hurt you more than it did the team. And not living up to your promises is punished by BULLETS!



Flashman is making forays into the little developed field of punchshooting (or shootpunching) people. Normally, raiders aren't really trained in CQC, so they either shoot, or punch. The shotgun fist marries both concepts in one only marginally unsafe package.



Unfortunately, this does not solve the problem of crossfire, but Flashman has confidence in raiders' lovely aim and retorts "How about YOU say hello to ENGELS for me when you go to HELL?"

(Flashman secretly hates communists with a passion. As for how he knows what a communist is, well, it's anybody's guess).



Well, it took about one tactical retreat, but Flashman killed them all. Meanwhile, the gang managed to take down another raider. Flashman feels that they're not exactly pulling their weight, for five people armed with guns.

With some fitting music playing in this slightly Mexican raider bar, Flashman goes to loot the place.

The nearby table holds one hypo of antivenom.

Maaan, these raiders were into some sick poo poo.



No, Mr. Raider, no you don't.

As Paladin Raichek told us in training, the smarter kind of enemy won't be lured into traps by bait and switch tactics. However, even they will fail to notice the sounds of gunshots or the sight of their comrades' corpses.



With the guards dead (and a door next to the haphazardly repaired part of the wall missed), we finally get to see the prisoner, who goes by the way of Deeson.





Deeson has the most of evil of soul patches and the look of a "Hackers" extra (it was a cult classic about teen hackers who were on hacking race against a currupt VaultTec executive). He murmurs something about wanting to live on a "Deeson sphere", whatever that is. Egotistical prick.



Destroy raiders? Well, don't mind if I do!



I guess that's the mechanical appendage that has everyone up in arms.

NO REGRETS.



Hark, a level up! Some say that at this point, Flashman is getting too good at punching and there some things that a mortal man was never meant to punch.

Flashman would like to punch some people, as it hurts the feelings of someone who'd like to, one day, shoot people with .50 cal HMGs at point blank range.



The Brotherhood navigates out of the small side complex and goes forth. Next stop - the Raider infirmary. Makes one wonder what kind of medicine raiders practice. Amputations must be popular.



Hey, anyone can tell you that to properly shoot a rifle, it takes more than point and click!

Unless you're fighting for Monrovia, in that case you can skip the point part altogether.



Bo isn't smart, nor is he pretty. And Flashman wouldn't fit down his pants, if only because the insane bastard has already packed them with grenades.

Yes, for Bo the Raider, this seems to be an acceptable distance to attack someone with a grenade.



Fortunately for all, Flashman can easily take a grenade to the face and emerge out of the fireball as a bloody, grinning, vaguely English avatar of vengeance and murder.



Unfortanely, no bloody handed avatar can imitate a box, so we get the next best thing: Rebecca!



Par with the course, there's nothing that much interesting in box: a bottle of gently irradiated two hundred year old beer...



...and a Big Book of Science, which is actually a bundle of several books. Why you lie to me, science?!

And who do I give it to?



The barn is somehow worse and gruesome than the rest of the raider base. Flashman goes forth to free a brahmin.

I still say that 2D is better for portraying scenes of ultraviolence than 3D, in most cases



The brahmin moo something to the tune of "freedom to starve is no freedom at all" and immediately run off onto a landmine.

Must have been secret COMMIE COWARDS!



No, the biggest mistake of your life was thinking that cows exploding not three meters behind you don't warrant an investigation.



Rage, quite perceptive for a bold psycho, notices a few mines that weren't "disarmed" by huge commie moo-tant traitors. We try to find who lied in their CV about knowing something about traps.



Ice states her specialist opinion that landmines do indeed look dangerous. The gang decides to abandon this issue and just walk softly from now on.



Such gate switch placement violates both Feng Shui and basic security and base planing requirements.



All the fancy rear end placement of troops is for naught since there's no welcome party on the other side.



The leftmost guy was jammed into such a tight corner that Flashman straight up ran past him, before returning to punch his face in.



Now, this guy is one of the two most troublesome fuckers in the whole base. The wall sentries can, basically, only see inside the inner sanctum, but they're either crack shots or sneaky bastards, because the team expended a lot of meds while trying to get into a shooting match with them. Eventually, Flashman spotted a ladder and that was that.



Mandy also gets a moment to shine, running up to a raider and perforating her with the SMG. Now, if only she wore more leathers and eyeliner...



One raider is dead, another is likely English (in his understatement) and the third one is catatonic or does not give a poo poo anymore, as he's absolutely refusing to react to his friends getting killed.



Minor. Lacerations. Detected. *BEEP BEEP BEEP*

With this done, I continue with my super sneaky plant of outflanking the raiders through the second floor! Once Flashman punches the last raider out, he'll run back and stand at the front door on the first floor. Meanwhile, the gang will take up positions at the stairs and thus, Raiders will be demolished.



Your sweet little raider is pushing daisies right now!



Also my "super sneaking plan" turns out to be "just as raiders planned", since the doors downstairs are locked and the raiders are waiting for people to come downstairs. Not the smartest of tactics, all things considered, but it works.



Let's get to looting and maybe get Flashman in.



The raider leader has some boring gear. I mean, it's nice to have enough AK's to arm one and a half of a Soviet mechanized squad, but not terribly exciting.



The shelf holds stimpacks, Molotov shoptails and a pack of Psycho. Flashman will likely be using it near future.



Of course, there's a safe. Rebecca, to the rescue!



/20 tries later/

Ringpulls, RadAway, Repair manual. Not exactly exciting.



/20 more tries later/

Succcess! We can finally get out of here!



The gang struts back to the entrance, with Flashman breaking off to inform the prisoner that it's OK to run away and get killed in the Wasteland.



With that stupid beard of yours, you'll need all the luck you can get.



If you were some sort of backdoor using, crack crawling person, this might be challenge. Our team only needs to make sure that Deeson doesn't trip over a corpse, slip in a puddle of bloody mud or something like that.



Conga, conga, conga! Conga, conga, conga...





Was ist das? The scribe ran away? No way this happened!



Of course, that is a debriefing that a bad team who let Deeson die or - God forbid - entered the mission end area before him would get.



So, to recap:
>Raiders, raiders never end
>Go west, there's freaky non-replicable technology there
>The scribe will nerd out with out scribes

Next Time: Bunker Alpha: The Power of Punch!

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




Saitorr posted:

On topic: It doesn't seem like there's much of a reason for diversification so far, or is that in my head?

Really all squad members should be, aside from having small arms up the wazoo, just be really really specialized into one thing only. There really is no point at being jack of all trades in this game because you'll only really suffer at one point or another.

quote:

Deeson has the most of evil of soul patches and the look of a "Hackers" extra (it was a cult classic about teen hackers who were on hacking race against a currupt VaultTec executive). He murmurs something about wanting to live on a "Deeson sphere", whatever that is. Egotistical prick.

His name is Diesoon, not Deeson. :v:

Also I had no drat idea about that door either I should add.

quote:

Yes, for Bo the Raider, this seems to be an acceptable distance to attack someone with a grenade.

In my run he didn't even get a chance to throw a single grenade because he got stunlocked constantly. Kinda anti-climatic.

quote:

Ice states her specialist opinion that landmines do indeed look dangerous. The gang decides to abandon this issue and just walk softly from now on.

Or just done the Fallout Tactics way of clearing mines. Shoot them.

quote:

Now, this guy is one of the two most troublesome fuckers in the whole base. The wall sentries can, basically, only see inside the inner sanctum, but they're either crack shots or sneaky bastards, because the team expended a lot of meds while trying to get into a shooting match with them. Eventually, Flashman spotted a ladder and that was that.

I had more issues with the guys inside on the lower floor being able see through the walls and the closed door for some bizarre reason than the guys on the walkways that I just kinda bumrushed with my snipers. Not the best decision but they both survived.
That entire building can be a bit of a clusterfuck, especially the second floor. Took me a while to deal with that decently.

quote:

Of course, there's a safe. Rebecca, to the rescue!

This was the point I discovered that I had tagged steal instead of lockpick on my thief, luckily I had some unspent skillpoints so I sunk pretty much all of those into lockpick.
Now shown, the constant "Can't reach" messages you get if you approach the safe from the front. You HAVE to open it from the side like that. Why? gently caress if I know. v:v:v

quote:

If you were some sort of backdoor using, crack crawling person, this might be challenge. Our team only needs to make sure that Deeson doesn't trip over a corpse, slip in a puddle of bloody mud or something like that.

Or in my case when I rescued Nanook. I had completely forgotten he will just outright bolt once you've talked to him so he ran to the still uncleared front gate, openened it, and then promptly got turned into mince meat by all the guards. Whoops.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Can't you hit cancel in the perk dialog box to save the perk for a later, better level? I know you could do that in at least one of the isometric fallouts.

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.

Saitorr posted:

Ha ha ha, what an idiot.

I wasn't trying to cramp your style JCDent, just giving some feedback on what I thought could improve. I do think your stuff is funny in general.

On topic: It doesn't seem like there's much of a reason for diversification so far, or is that in my head?

I didn't mean what I said as an insult. It was the vibe that I got from your posts, that's all.

We can be civil with each other right?

Friends? :)

Little fun fact; there's a science book in the scientists inventory. Go figure.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




So I take back what I said about the encounter rate previously because once I completed the next mission and started roaming I had encounters constantly.

:gonk:

I'm probably gonna have to start playing with fraps or something in the background from now on.

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.

Cooked Auto posted:

So I take back what I said about the encounter rate previously because once I completed the next mission and started roaming I had encounters constantly.

:gonk:

I'm probably gonna have to start playing with fraps or something in the background from now on.

:smug:

seriously though, yeah. The intro area lulls you into thinking the encounter rate is fine (it's practically non-existent).

Saitorr
Dec 23, 2008

YES THE CARPET MATCHES THE DRAPES IN BOTH COLOR AND LENGTH

mauman posted:

I didn't mean what I said as an insult.

I'm sorry, I take it back. I didn't realize you were trolling me.

Well played. :golfclap:

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
You can hit Cancel in Perk tab, but no amount of cancelation buttons will help you if you're stupid and dead set on getting Swift Learner

Post 11: Bunker Alpha: The Power of Punch!



We're back home and in one piece!

(The bandages and stitches are holding Flashman from falling apart. That man is 27% gauze now)



The mechanic is grumpy and the only thing of note that he sells is the Dao of Piloting.

I'm not buying it, because I'm a radioactive Scrooge, and I'm scared of using skill books on un-optimal characters.



Uh... the tribals did it!



Anyways, we go to sell our poo poo to Octavius. This book we got last time, but I haven't given it to anyone yet (scared). Then again, traps aren't really a part of my master plan, so...



Why do we keep taking poo poo that's almost literally poo poo?

In Wasteland 2, it pays off to collect literally poo poo, but this ain't no Wastland 2



Don't mind me, just selling 14 Czechoslovakian SMGs.



Flashman can carry around 23 AKs with little effort.



23 AK's push us over 10K scrip.



After holding back tears, I repeat the process. Now, what do I want to get from that prick?



Ah yes, Improved Leather armor.

Now, to press done...



...and hold back tears as I have to redo everything all over again.



I also take the funky looking gauntlet and enough ammo to get it going for some time.



Well, that's one way you can put Brahmin Woods to good use, but I seriously doubt that it helps much against stuff stronger than .22... or 9mm :v:



Doesn't help much again gas or electric... Shame, because melee oriented, PE 3 Flashman is likely going to run into every gas mine we encounter.



We also equip the fancy glove, which is also know as the Power Fist! It makes punching more fun, as well as more expensive. Better than shotgun fist, I guess.

Now if you'll excuse me, I have to dig a moat in front of my door to keep GW lawyers at bay.



Stitch gets a level. Spending points on over 100 skills is boring, so science gets at least 1.



We go to see the Personnel Yeoman and... what's this? Could it be Flashman's twin brother Keith?



Unfortunately, Keith has forsworn the path of violence and has worked on his healing skill ever since that fateful Brahmin boxing incident.





He's a team player (I don't think that works) and has a very useless perk to boot.

Unfortunately, Flashman doesn't need those who can't pull their weight and certainly not those who believe in vengeful boxer brahmin.







Stumpy here is an OK shot (with a pistol), can bash people and knows a thing or two about explosives. Unfortunately, explosives fetch a good price in the company store, so no.







Stoma here is really, really dense. However, if we had any heavy weapons, he could fire them AND hit, unlike, say, Flashman.

Unfortunately, we don't have heavy weapons, so he's set aside.



For all her bulk, Beth is as fragile as she's dumb. She a almost a big boned glass cannon (hey, 7 HP matter, you know!).





Stein here is a Rage-placement, being a better shot and a healer to boot. He's not that sturdy, but that's why he'll get the Improved Leather armor, so that he could provide close support for people punching antics.





Tarjay has an incredibly good skill rate... unfortunately, he's some sort of stealth grenadier, something that his low HP doesn't make him good at.

Or I just can't read stats well and I'm missing out on premium rate personnel here. Whoops.



With such a shiny bio, I wonder what she's good at, besides scowling.



Oh look, she's good at nothing.



Stein gets Rage's AK and gear (including the leather armor), and we're off to mingle with the noble savages.



Unfortunately, Tiduk doesn't say nor sell anything good.



Shauri Zora vas Normandy doesn't sell anything interesting either, but has fun voice acting and kick-rear end tats. I hope she makes it through training!



Hey, look who's here!



Em... Celsius is going to be overjoyed, I'm sure.



Meanwhile, he's happy to relieve our wallet inflammation.



Super stimpacks are so good at healing, they might just kill you.

Legends speak of an Enclave base commander that was found naked and dead, surrounded by empty super stims.



Barnaky: an officer and a gentleman.



He even has a face! *squee*



So yeah. The Brotherhood decides to reveal some pertinent information:

There are these things called "Vaults" that store pre-war technology, something that the Brotherhood craves a lot.



Among these Vaults, Vault 0 was supposed to hold the best of technology and the smartest of the people (more likely the fattest of the cats), so that they could rebuild the wasteland. The Brotherhood would like it if that happened under their banner, so that's their main goal: to finally get there and tech out.



Unfortunately, that place is far far away, and any kind of distance traveled in the wasteland involves raiders and worse things. So the Brotherhood plans a slow, steady creep towards the vaults while securing their area, killing bad guys, recruiting new folks, and so on.

Supposedly you never see the full Brotherhood in the bunker, because of engine limitations, work hours needed for something like that, and most players not really caring about realistic sizes of military actors.



Off we go to Bunker Beta! Fortunately, we don't meet anyone along the way. Maybe the Brotherhood killed them. Maybe I set Bandicam at 30FPS.



The new base is so new, they didn't have time to paint the entry area properly.



Peck is the missing link between man and giraffe, but he doesn't sell anything interesting... nor does he have the Dao of Piloting.



So yeah, that's the vehicle bay.





Celsius: morphine for gallbladders, not washing thermometers.



Oh Cypher, you treasonous junkie, you think you can cap Flashman's rear end? Many tried, all of them failed.



You can also gamble with him. As far as I understand, gambling rolls on you gambling stat and then one of you gets the winnings.

So, no, not doing it.



Celsius seems to have moved his store and he has new poo poo to sell! We, of course, only need old poo poo, like First Aid kits.



I don't even know what this thing is, but it looks stupid.



The main hall: a place all scribes like to bitch at.



The briefing room! General Barnaky left the beat boxing, stand up comedy routine practicing scribe back in Bunker Alpha, and everyone was glad.



Probably the first twelve year old to have ever gained rank of Paladin.



Ah, the new armory.



At least the new Quartermaster is a cool dude. I don't even want to punch him at all!

Unfortunately, he shares inventory with Octavius, so we find nothing new.

I wish for a FOBoS sequel where loot that we sell would go towards arming new recruits and such... In some system that's way more elegant that Jagged Alliance remakes.

gently caress the 3D JA games



Enough bunks for 84 tired, tired Brothers (and female Brothers - take that, Tiduk!).



What this? A choice of missions? Could it be a voting opportunity?



Shooting raiders and poor, starving people? Sounds like a fun time to me, even is does paint a much bleaker portrait of the world than any other Fallout game! Now, about the other mission...



JcDent posted:

What this? A choice of missions? Could it be a voting opportunity?

No. No no no no no no. No. No. No.

gently caress Preoria in any orifice you care to find. No, no, no, no, no. Not going there. Nuh-uh.



With our choice cut out for us, we head to Macomb.

PREORIA :argh:



Find convoy truck, relieve the on guy, get out, go it.





Lucky for us, we immediately run into Knight Uncle (alternative joke: Paladin Used Car Salesman) here, and he scrams, leaving us with the Humwee.



Or a Hummer, if you will. I bet both of those things mean something nasty on Urban Dictionary.



Up north, we see the final resting place of Blane.



And down south, there's already a raider waiting for us. Since we accidentaly made this into a night mission, he has no chance of harming us.

Plus, we're not some grizzled guy with a twelve year old girl out for a ride, we're Brotherhood warriors!

Time to tear this place apart!

Next Time: Macomb: You Brought A Roadblock To A Gunfight

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




If that's the only vehicle in the supply convoy I'm amazed they can squeeze in six people inside it.

Ah yes, Preoria. That mission. It's a bastard and a half for a very particular reason.

In my case Macomb started as a day mission but almost ended as a night one as I fought my way to the last roadblock it had actually moved onto dusk.

Now I also feel bad for picking Stat! for my medic, but then again it was first level and I didn't have that many things I thought was suitable. v:v:v

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
At least you didn't trade away your Awareness dude for some guy with marginal increase in... uh... Guns, I guess.

Bondematt
Jan 26, 2007

Not too stupid
:allears: Oh god Peor...Preor...the one with the P that changes depending on what screen you are on or who you are talking too, and I think Barnaky even flip flops throughout the briefings. I remember hitting that brick wall as a teen and having no idea what to do. The game was new too, so the guides didn't really have all the tricks, and outright exploits, yet.

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
As I recall, this was one of those really frustrating missions. Tons of fun to actually beat, but still.

inscrutable horse
May 20, 2010

Parsing sage, rotating time



Thanks for switching over, JCDent, it really makes a difference when loading the page :)

As for the two missions, I've always had the exact opposite reaction when playing. I can't fuckin' stand Macomb - it's such a drat slog, whereas Preoria felt like more of a puzzle dungeon. But maybe it's because I play in regular turn-based mode V:v:V

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




Seriously gently caress Preoria.
(Guess which mission I'm slogging through now. :v:)

And then I even had to redo it from scratch because I realized I lacked some stuff to really complete it.
Tip, bring a lot of drugs with you. Even if you're not a junkie.

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry

Cooked Auto posted:

Seriously gently caress Preoria.
(Guess which mission I'm slogging through now. :v:)

And then I even had to redo it from scratch because I realized I lacked some stuff to really complete it.
Tip, bring a lot of drugs with you. Even if you're not a junkie.

That spoiler reminds of of the sleaziest way to beat that map.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

Cooked Auto posted:

Seriously gently caress Preoria.
(Guess which mission I'm slogging through now. :v:)

And then I even had to redo it from scratch because I realized I lacked some stuff to really complete it.
Tip, bring a lot of drugs with you. Even if you're not a junkie.

Well, glad to see that my choice for the mission has almost unanimous approval.

As for the amount of drugs needed for that, you saw how many RPs is After Burner worth? I don't think I had seen enough of it in the game yet. Anyways, not jumping through exploit hoops, I'm gonna tough it out like a real man... a real man in improved leather armor!

One thing about Macomb is that I remember sweet gently caress all about it, so I guess it wasn't a particularly good or bad mission.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




JcDent posted:

As for the amount of drugs needed for that, you saw how many RPs is After Burner worth? I don't think I had seen enough of it in the game yet. Anyways, not jumping through exploit hoops, I'm gonna tough it out like a real man... a real man in improved leather armor!

If anything you should have a reload/death counter for Preoria when you do it because I'm pretty sure it's gonna tick upwards like crazy after a certain point.

What's really annoying is that certain fights take for-loving-ever because they throw heavily armoured enemies with a lot of HP at you at a point where you've just barely gotten your first batch of AP ammo, and that's just the 9mm type to boot.

I mean sure you get a whole lotta godies out of it but at the same time the sheer consumption of resources almost doesn't make it worth the effort if it wasn't a mandatory mission you had to do.

Iretep
Nov 10, 2009
Preoria was supposed to be bad? I thought it was pretty clear you weren't supposed to kill the turrets and just run past them. I'm guessing the nightmare fuel is coming from people trying to kill them?

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




Iretep posted:

Preoria was supposed to be bad? I thought it was pretty clear you weren't supposed to kill the turrets and just run past them. I'm guessing the nightmare fuel is coming from people trying to kill them?

I wouldn't call the mission outright bad, just slightly frustrating at times with the possibility of high lethality.
It depends really on which ones you are dealing with. The three up top are extremely high level and will splatter your guys in one shot while the ones inside the base can be deal with, even if it just takes a while due to your low damage output. Then again running past them is an option even if the way out might be trickier.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Well, my main beef is THE loving BUGS. BUGS GODDAMN EVERYWHERE. The hell am I going to loot of a God-drat cockroach? Also, I hate bugs

chiasaur11
Oct 22, 2012



Cooked Auto posted:

I wouldn't call the mission outright bad, just slightly frustrating at times with the possibility of high lethality.
It depends really on which ones you are dealing with. The three up top are extremely high level and will splatter your guys in one shot while the ones inside the base can be deal with, even if it just takes a while due to your low damage output. Then again running past them is an option even if the way out might be trickier.

You can turn them off, assuming you don't mind wasting a few tribals. And then you can turn the underground ones back on on your way out, which deactivates the surface ones. No need to gently caress around with them past that, and you get all the loot. Simple. As for the big roach at the end, proper solution is to just run like hell to grab the battery, then run like hell to get out. You suck down a few rads, but that's what radaway's for.

Bondematt
Jan 26, 2007

Not too stupid

chiasaur11 posted:

You can turn them off, assuming you don't mind wasting a few tribals. And then you can turn the underground ones back on on your way out, which deactivates the surface ones. No need to gently caress around with them past that, and you get all the loot. Simple. As for the big roach at the end, proper solution is to just run like hell to grab the battery, then run like hell to get out. You suck down a few rads, but that's what radaway's for.

You miss out on a MacGuffin doing it this way.

chiasaur11
Oct 22, 2012



Bondematt posted:

You miss out on a MacGuffin doing it this way.

You'd think so.

But you'd be wrong.

As long as the switch for the surface turrets is off when you're ready to head out, the tribe leader gives his "Oh, you fools, ha ha, here's a battery for being good sports" speech. Even with a lot of dead tribals on the ground out by the turrets. Sloppy programming, but I'm not complaining.

Or it might have been some weirdness with the 10 second switchover period. Not sure.

Iretep
Nov 10, 2009

chiasaur11 posted:

You can turn them off, assuming you don't mind wasting a few tribals. And then you can turn the underground ones back on on your way out, which deactivates the surface ones. No need to gently caress around with them past that, and you get all the loot. Simple. As for the big roach at the end, proper solution is to just run like hell to grab the battery, then run like hell to get out. You suck down a few rads, but that's what radaway's for.

You can have the tribals survive easily. I just turned off the turrets and ran everyone but one through the turrets. Then I turned them back on before the upper level ones turned on. Once I had to leave again I had the one guy remaining behind turn off the turrets and ran everyone back. I think if you leave the turrets off for more than 10 seconds the upper turrets will never turn on.

Iretep fucked around with this message at 09:20 on Nov 1, 2014

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

Iretep posted:

You can have the tribals survive easily. I just turned off the turrets and ran everyone but one through the turrets. Then I turned them back on before the upper level ones turned on. Once I had to leave again I had the one guy remaining behind turn off the turrets and ran everyone back. I think if you leave the turrets off for more than 10 seconds the upper turrets will never turn on.

It's the recommended method on FO wikia, yes.

Still leaves me with a level of radscorps and roaches.

Anyways, Mac(k?)omb pt. 1 goes up tomorrow.

Just... powerfists, man.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Right, enough of my bitching, we have a convoy vehicle to rescue!

Post 12: Macomb, pt. 1: You Brought a Roadblock To A Gunfight





We start the mission by checking out the nearby buildings. Eastern side of the road is taken by Flashman, Stitch and Rebecca, the rest check the West. Nothing is found, but empty rooms. You'd think people would move into this kind of prime estate.



Nope, more empty buildings.



And a rooftop position that is either totally useless or totally useless at night



Meanwhile, Flashman is stopped by invisible walls. Invisible to a commander that's monitoring their progress from an isometric perspective, that is: you can see the lines barring his path in the minimap. What a dick move!



Tired of careful approach and frustrated by random walls, Flashman charges down the street.



Rebecca still can't hit - or aim at - the raider.



Stitch humwees down the road because, well, why not?



Ah, a Box Co. Box Warehouse, with so many boxes left unshipped. The great war was truly a tragedy.

Oh, I find a repair kit on the shelf. Yay?



Thank God, action! The raiders do the strategic mistake of placing the switch controlling the gate on the wrong side of the gate. It's kind of a running theme in this level.



The raiders don't have anything nice, anyways. Oh, and the Power Fist works wonders. Bloody bloody wonders :stare:



The gates are open ride on!



But before riding on, check the quick keys! I don't know how to get out of the car, nor how to get in.



Yet even before that, Ice goes to take position on a roof... GAH, A RAIDER! Luckily, he's as inaccurate as a stereotypical AK-47 wielding mook.

It's strange how many Chinese Rifles AK-47s litter the wasteland.



Ice (and eventually Rebecca) starts a long, wasteful night time shootout with the raider on the roof across the street.



Flashman checks out the building under the sniper. MORE NOTHING!



On the other hand, the building next door seems to have a bowling alley that's mostly intact. Unfortunately, I can't reach it because...



...there's a chest high sandbag wall in the way.

Chest high walls: because lazy level design should not be reserved to FPS games!



All aboard!

Humwee controls quite nice, in that it doesn't pivot in place (like in RTS games that use tank movement animations for anything, wheels be damned) and has to be navigated like a real car. It's not entirely comfortable, but it will only matter two-three times in game.

The Humwee sits six: one driver and five homies for drive-bys.



Ice hopes that the raider will catch pneumonia from the draft of all the bullets passing him. I would personally prefer that she actually tried shooting the guy.

Snipers, am I right? :v:



One raider had been waiting past the gate to ambush the convoy... with a club. He got shot in short order.



And down the road, you can see some doggies munching on a dead civvie.



Fortunatelly, Ice and Rebecca had already shot the raider enough times to make him statistically dead, so they were able to attract the attention of the mutts. The rest was done by the people in the car.



Flashman goes to check out if there's some grisly, blood and doggie saliva soaked loot on the corpse.



Those must have been some drug sniffing DARE dogs, because they left the drugs untouched. Holy poo poo, was this guy the neighborhood dealer?



Ah, more assholes up front. There's only way to deal with it.



CHECK OUT ABANDONED BUILDINGS. This diner with an outside picnic table inside/car dealership is empty.



And so is this ruin...

You know what? I'm not going to show off empty building anymore. Assume most of the buildings in the map have nothing of value.

Haven't seen that much effort put into making nothing since I played JULIA: Among The Stars

I'm sure I'll be able to cram in a few more mentions of that lovely game



Rebecca engages the raiders on the North roof, while Flashman gets almost shot dead because I forgot that I tasked him to climb the other roof.

The raider still dies. Power Fist deaths are boring: most of the time, the enemy just pops in two.



Eventually, both snipers get to the task of shooting people on the roof. The rest are chilling in the car.



Stitch heals Flashman; Flashman loots corpse.



My punch sense is tingling (not pictured: Stitching scouting out the building underneath the first raider, finding SWEET gently caress ALL.



The third raider is found purely on fine honed instinct. Time to du-du-du-duel!

A very one sided duel.



A whole roof of nothing.

Macomb is long periods of boredom punctuated by moments of excitement :v:



What's this? A lone, friendly raider?



The raider much like the plebeans asks for food in exchange for information, then attacks you anyways. What he told me is that the key to shack guarding the gate switch is in a chest on roof. Some of you might have already noticed the place where I missed the chest. It's going to be some time before that dawns on me.



Angry for not finding the box, Flashman charges into the bowling alley. The raiders don't stand a chance.



T.N.T.!



Ice here, seen a little wounded since Stein hit her with the Humwee.



Stein and Mandy are sent to check out the buildings. Naturally, they can't enter, since the entrance is behind the next gate.



Flashman goes to loot corpses on the roof and finds a live raider!

Turns out, a double barreled shotgun is not the best weapon against people running at you.



Ice is a good driver (or has the best Pilot skill in the whole squad... even though it's not that important), so she doesn't hit Rebecca Mandy.



Rebecca goes to try her lockpicks on the door to the switch. It fails, of course, and I still don't realize where the key is.



Welp, time to try and brute force it.

Of course, poo poo like that (the gates, I mean) would never work in, say, Men of War, since we could probably simply drive through the gate. Or, if it was Silent Storm, blow it all up.

So when/if the new, modern war Men of War comes out, someone could/should/probably shouldn't remake Fallout Tactics on it. Call it "Fallout: Actual Tactics".



:supaburn:

Me no trap good. Setting a the dynamite timer with low trap skill will usually result in unplanned suicide.



Be right back guys, read something on Fallout Wi... I mean, I think I remembered something!



*huff huff*



*loot loot*

FO BoS has the most underwhelming boxes :(



This looks in no way like an ambush with grenades and RPGs. OSCAR MIKE!



Oh no, an ambush with grenades, RPGs and AKs!



This Humwee has the future FRAG-8 armor upgrade kit, since RPGs and grenades only managed to take out the front wheels.



Eventually, grenades kill the Hummer. As luck would have it, the passengers emerge unscathed. Unfortunately, the car is essential to the mission.

The order to "try again" is as immersion breaking as my comments in this LP.



"...and stay out!"

It's nice to see that the renders of three vehicles (out of 5) in game are present for your banishment ceremony.



OK, we position snipers to provide covering fire... No, they can't see anything. Plan B!



Plan B: Find out that you can't really use Psycho, Buffout and After Burner Gum in one go.

Gameplay and story segregation people: video game characters get effects other than combat boosts only if drug induced hallucinations are a plot point.



He's super charged, but unconscious. Time to Alt+L.



St 12, En 10 Ag 12... ROCK AND ROLL!



RPG hits to the face: mildly annoying.



Grenades, AK rounds (it's 7.62mm, right?), RPG rounds... and still in better shape than that raider.



Murders later, Stitch charges forth to save Flashman at 11th hour.

Second time in this mission, and it will happen at least two more times.



Jacked up and good to!



It wasn't me!

The stupid raider managed to explode himself. Still had 10 grenades extra, tho!



That's the stupidest name for a piece of military equipment ever (I still that Magpul Massada was an OK name).



But Flashman still looks cool carrying around this bastard child of RPG-7 and CoH's Recoiless Rifle.



Hey, a library! Books live there!



A person!



His line delivery is fine and dandy, but since I can't get any of websites to work... Well...



He as a Trapping book worth 162 RPs.



We have a mission worth a Trapping book!



Thus, with a new quest, our first heavy weapons and drugged up to the point where eyes are trying to pop out of the skull, our troops march forth!

Next Time: Hubris vs. Bullets

JcDent fucked around with this message at 12:45 on Nov 2, 2014

Saitorr
Dec 23, 2008

YES THE CARPET MATCHES THE DRAPES IN BOTH COLOR AND LENGTH
There was time now... there was all the time he needed. That's not fair...

I've never played a tactics game with vehicles (or at least not far enough into one to have vehicles). Can you actually run people over? That's awesome.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
I too am interested in an explanation of vehicle mechanics.

Also it seems like the best thing to do in that mission is not use the Hummer at all.

Iretep
Nov 10, 2009
The best way to do the mission as far as I saw is to use the hummer like a tank and have everyone shoot from the safety of the hummer (In fact thats all vehicle missions). Only times you need to get fancy is when they have rocket launchers and granades.

Pierzak
Oct 30, 2010

Saitorr posted:

Can you actually run people over? That's awesome.
Yes, until it happens to one of your party members. Babysit your vehicle every step of the way.

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JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Bigass gif ahoy!

Fun with vehicles



Running someone over doesn't do that much damaged. Maybe you need more speed or better pilot skill, dunno.

Anyway, you get in the car by using CTRL+click, I guess, and you get out in the same way.

Humwee sits 6, so party on.

Once inside, the character with the greatest pilot skill takes over, anyone else is free to light up fools with whatever they have. I think backblast doesn't exist in Videogame Land, and it's a good place to throw grenades, too.

Humwee has 200 health and likely a good amount of armor, cos regular small arms don't do that much damage. While inside the car, the troops take no damage whatsoever, and are automatically ejected once the vehicle is down. MRAPS and 40K Crew Ejection Systems (when they existed) ain't got nothing on this poo poo.

At certain amount of damage, the vehicle will become disabled and won't be able to ride anymore. You fix that like you fix any damage: with repair kits!

You drive the vehicle by, well, clicking on the destination. It will then ride towards it, going forward if it's facing the destination; backwards if it's not.

Pathfinding is poo poo and the vehicle will not reorient itself, nor will it avoid obstacles. It's RTS as all hell (I don't remember if there's an RTS where wheeled vehicles would make realistic course corrections when going somehwere. CoH?). This means getting stuck behind pebbles and running over team mates.

Raiders dodge out of the way, at least it looks like it. That makes them smarter than most movie characters.

Some vehicles (read: tank) have their own weapon systems. Those (read: the main gun) come with rare and expensive ammo, and I guess are more situational than anything else.

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