Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
MikeJF
Dec 20, 2003




They've should've modelled the institute on the base from Forbidden Planet.

Adbot
ADBOT LOVES YOU

chitoryu12
Apr 24, 2014

Katt posted:

Yes but age wise Black Mesa is comparable to someone modding Daggerfall into the Morrowind engine.

Which I think would be a cooler mod. Or instead of making FO3. Make FO2 or 1 in the FO4 engine.

It was 6 years between Daggerfall and Morrowind, and 14 years between Half-Life 1 and Black Mesa.

It's been 10 years since Fallout 3 was released. It's about time to get on it, I say.

Katt
Nov 14, 2017

chitoryu12 posted:

It was 6 years between Daggerfall and Morrowind, and 14 years between Half-Life 1 and Black Mesa.

It's been 10 years since Fallout 3 was released. It's about time to get on it, I say.

I was thinking more of the time between todays date and the release date of the game they are modding. They are modding Fallout 4 to FO3 which were released 2 and 10 years ago respectively.

As opposed to Black Mesa who are modding Half Life 2 to HL1 which were released 14 and 20 years ago.

Katt fucked around with this message at 13:52 on Mar 13, 2018

dragonshardz
May 2, 2017

MikeJF posted:

Bethesda is apparently advising that they do not permit assets to be transferred between games, and that copying files from FO3 to a modded FO4 violates their copyright even without intent to redistribute. Which is pretty loving dodgy.

Even dodgier is the idea that even if we accept that, distributing a script to do so is also a violation on and of itself, rather than the act of running the script.

They wouldn't have a leg to stand on, but no mod team is going to go to court over it.

So BethSoft being retarded and overprotective as usual. Figures.

TGLT
Aug 14, 2009

Rookersh posted:

More then half those unmarked quests are repeatable quests also. Even more are super banal talk to a guy a few feet away type things.

I've only done it once, but it's totally possible to 100% do every quest in F3, plus have 60-80% of the map explored within 20 hours of gameplay. Including at least the Pitt/Anchorage.

I skipped Point Lookout because by the time I got there the ghouls took a billion rounds, and I skipped Mothership Zeta because lol. But yeah, F3 is actually a very tiny contained little experience you can do over a weekend if you'd like.

I just finished Point Lookout. It's the best DLC, I guess, but all the quests there are real short so it's not like it's that much more poo poo. Vengeance and The Terrible Shotgun handled everything just fine though.

Still probably made the right call, since that would mean more FO3. The Swampfolk are a huge waste.

Katt
Nov 14, 2017

Found an explosive shotgun. It's like a flack cannon. It does more damage to vertibirds than a max perk missile launcher.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


The weapons in F4 were boring as hell. It seems like Bethesda decided that having modifiable weapons was an excuse to have fewer base weapons. There's no laser pistol, no sniper rifle, no grenade launcher, two laser weapons that are effectively the same thing (institute and regular), a garbage mini gun, no .38 weapons outside of pipe guns, only 2 actual pistols, no pump action shotgun, only one kind of assault rifle, and a terrible smg. Also, they are all pretty drat ugly.

Pipe guns blow and are really drat ugly by the way. I have never used one and never will.

The double barrel shotgun disappointed me the most. It reloads so slow that it is nearly useless, and also is underwhelming in power. Worst of all is that it can't fire both barrels simultaneously. This annoys me because New Vegas had a double barrel that fired both simultaneously, was powerful, and also had a reasonable reload time (when in good condition).

In the end I had nearly 30 weapon mods just to have a variety that felt worth my time. At least half of those were just guns from F1,2, and new vegas.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
The number of weapons in Fallout New Vegas is just absurd, even before you add stuff from the DLCs and weapon mods.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


I enjoyed it. It was the excessive types of ammo that I didn't care for.

Arc Hammer
Mar 4, 2013

Got any deathsticks?

The Skeleton King posted:

I enjoyed it. It was the excessive types of ammo that I didn't care for.

Once you got Hand Loader there really wasn't any point to use anything other than JFP rounds barring the occasional use of hollowpoints on low DT enemies.

Katt
Nov 14, 2017

The Skeleton King posted:

I enjoyed it. It was the excessive types of ammo that I didn't care for.

Especially since the choice was an illusion because each weapon had one optimal ammo that beat them all and was easy to make.

Technically armour piercing ammo was less efficient against un-armoured targets but AP ammo still tore those to shreds. I never found myself switching from AP to regular ammo with the Anti-Material rifle because this raider doesn't have armour on.

I don't remember if the shotgun slugs had any downside. Supposedly buckshot was better at close range but slugs were great at all ranges.

Samuel Clemens
Oct 4, 2013

I think we should call the Avengers.

That's more of a problem with New Vegas being pathetically easy than ammo types being inherently useless though.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
Yeah I never understood why I would want to be more effective against unarmored creatures. If they are unarmored, they're probably pretty weak!

Keeshhound
Jan 14, 2010

Mad Duck Swagger

Katt posted:



Technically armour piercing ammo was less efficient against un-armoured targets but AP ammo still tore those to shreds. I never found myself switching from AP to regular ammo with the Anti-Material rifle because this raider doesn't have armour on.

Well, yeah; you should have been using explosive rounds for everything.

Wolfsheim
Dec 23, 2003

"Ah," Ratz had said, at last, "the artiste."
New Vegas is kind of the aberration in that it has an ungodly amount of every weapon type (including my favorite, unarmed). Take that out and it's a pretty linear progression from F1->F4 in terms of variety, just the jump from F3 alone is pretty significant especially when you account for all the 'unique' weapons in F3 that were just the normal weapon model with a higher damage value and a different name.

corn in the bible
Jun 5, 2004

Oh no oh god it's all true!

Wolfsheim posted:

New Vegas is kind of the aberration in that it has an ungodly amount of every weapon type (including my favorite, unarmed). Take that out and it's a pretty linear progression from F1->F4 in terms of variety, just the jump from F3 alone is pretty significant especially when you account for all the 'unique' weapons in F3 that were just the normal weapon model with a higher damage value and a different name.

F3 absolutely has more weapon types than 4

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Looking through the wiki and discounting uniques, in Fallout 3 we have
  • six pistols
  • eight rifles
  • three shotguns
  • one smg
  • nine big guns (including minigun and fat man)
  • four energy pistols
  • six energy rifles
  • ten explosives
  • ten bladed weapons
  • ten blunt weapons
  • four unarmed weapons

Fallout 4 has
  • four pistols
  • ten rifles
  • two shotguns
  • three pipe weapons
  • six heavy weapons (including minigun and fat man)
  • four laser weapons
  • one plasma weapon
  • one gamma weapon
  • six "other" guns like the alien blaster and Assaultron head
  • nineteen explosives
  • four traps
  • ten bladed weapons
  • fourteen blunt weapons
  • five unarmed weapons

So slightly fewer gun options (depending on preference) but as many or more melee and explosive options. Again, not counting uniques.

Personally I never felt like Fallout 4 played well with melee unless you hyper specialized for it, so most of those melee weapons feel like traps to be ignored.

marshmallow creep fucked around with this message at 18:57 on Mar 14, 2018

chitoryu12
Apr 24, 2014

SolidSnakesBandana posted:

Yeah I never understood why I would want to be more effective against unarmored creatures. If they are unarmored, they're probably pretty weak!

That's the most Brotherhood thing I've ever heard.

Wolfsheim posted:

New Vegas is kind of the aberration in that it has an ungodly amount of every weapon type (including my favorite, unarmed). Take that out and it's a pretty linear progression from F1->F4 in terms of variety, just the jump from F3 alone is pretty significant especially when you account for all the 'unique' weapons in F3 that were just the normal weapon model with a higher damage value and a different name.

It's balanced a bit differently in New Vegas than just damage. Ammo availability is also a big part of it (for a lot of the game, big rounds like 12.7mm and .45-70 are rare and expensive), as well as aspects like accuracy and mods. It's easily possible to use a Cowboy Repeater for the majority of the game until you start exclusively facing heavily armored opponents, because ammo is cheap and available everywhere so you'll likely stockpile tons of it.

Since I play with mods, headshots with any weapon are automatically lethal on unarmored humans and any animal smaller than a Bighorner. Taking a little .22 vest pocket pistol into the casino is now a viable option because if you get in trouble with the White Gloves or Omertas, you just go into VATS and pop their skulls.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!

Wolfsheim posted:

New Vegas is kind of the aberration in that it has an ungodly amount of every weapon type (including my favorite, unarmed). Take that out and it's a pretty linear progression from F1->F4 in terms of variety, just the jump from F3 alone is pretty significant especially when you account for all the 'unique' weapons in F3 that were just the normal weapon model with a higher damage value and a different name.

I feel sure F2 has more weapons than 3 or 4, but it's a good while now since I played either

Speedball
Apr 15, 2008

So running around in a pink frosting and sprinkles power armor suit is pretty fun. The brick walls and windows you get from the Slocum's Joe are also welcome in regular settlement building because they're nicer to look at than most other room types.

Wolfsheim
Dec 23, 2003

"Ah," Ratz had said, at last, "the artiste."

marshmallow creep posted:

Looking through the wiki and discounting uniques, in Fallout 3 we have
  • six pistols
  • eight rifles
  • three shotguns
  • one smg
  • nine big guns (including minigun and fat man)
  • four energy pistols
  • six energy rifles
  • ten explosives
  • ten bladed weapons
  • ten blunt weapons
  • four unarmed weapons

Fallout 4 has
  • four pistols
  • ten rifles
  • two shotguns
  • three pipe weapons
  • six heavy weapons (including minigun and fat man)
  • four laser weapons
  • one plasma weapon
  • one gamma weapon
  • six "other" guns like the alien blaster and Assaultron head
  • nineteen explosives
  • four traps
  • ten bladed weapons
  • fourteen blunt weapons
  • five unarmed weapons

So slightly fewer gun options (depending on preference) but as many or more melee and explosive options. Again, not counting uniques.

Personally I never felt like Fallout 4 played well with melee unless you hyper specialized for it, so most of those melee weapons feel like traps to be ignored.

Melee is tough because F3/FNV/F4 all have a huge amount of borderline useless melee weapons available that you would only use as a joke. Like, there's literally no reason to ever use a rolling pin or a pool cue because they're worse than any melee weapon you'd start the game. F3 also has serious balance issues in that even top-tier melee weapons are kinda useless at higher levels because of the enemy scaling.

It's also muddled because there's stuff like brass knuckles/spiked knuckles or shotgun/sawed-off shotgun being two different weapons in F3, whereas F4 has them as different mods on the same weapon with actual unique effects instead of 'one does more damage' :shrug:

Keeshhound
Jan 14, 2010

Mad Duck Swagger
Some of those were concievably usable as emergency weapons when durability was a thing.

Internet Kraken
Apr 24, 2010

slightly amused
I dunno I had fun killing enemies with a super sledge pretending my guy was a prewar construction worker. Didn't feel like I had a gimped build either. You just gotta know when to use melee and when to rely on a backup weapon; explosions are the perfect compliment to melee/unarmed builds in every 3D Fallout game.

Course that illusion was shattered anytime I was reminded he was actually a military veteran.

Katt
Nov 14, 2017

The game sure likes making use of that melee weapon pool when it comes to unique weapon drops.

Don't you just love defeating a legendary enemy only to find your 4th rolling pin with poison damage.

Vakal
May 11, 2008
Something I never got around to trying to do in F4 was building a giant tower.

Is there an invisible ceiling to the world, or can you just keep on building upwards until it just stops rendering the land beneath you?

Wolfsheim
Dec 23, 2003

"Ah," Ratz had said, at last, "the artiste."

Katt posted:

The game sure likes making use of that melee weapon pool when it comes to unique weapon drops.

Don't you just love defeating a legendary enemy only to find your 4th rolling pin with poison damage.

The pool cue that did 50% damage to bugs was like a phantom that followed me across multiple plagthroughs :negative:

I do think F4 did a good job of making melee more viable than F3 with stuff like Rooted/Blitz though, which can let you one-shot deathclaws/etc under the right circumstances. Where they really dropped the ball was unarmed, and it's obvious that the only reason they don't let you use any of the weapons in power armor is they didn't want to bother animating how it would look to slap a pair of brass knuckles/etc on the big metal glove.

ToxicSlurpee
Nov 5, 2003

-=SEND HELP=-


Pillbug

Vakal posted:

Something I never got around to trying to do in F4 was building a giant tower.

Is there an invisible ceiling to the world, or can you just keep on building upwards until it just stops rendering the land beneath you?

There are ceilings in at least some places. I haven't tried building up everywhere but you can't get more than three or four floors in some of the areas. I got five floors somewhere, I think. Didn't try in every settlement.

I really just wanted to build a gigantic arcology out of the vault pieces but welp.

Katt
Nov 14, 2017

Wolfsheim posted:

The pool cue that did 50% damage to bugs was like a phantom that followed me across multiple plagthroughs :negative:

I do think F4 did a good job of making melee more viable than F3 with stuff like Rooted/Blitz though, which can let you one-shot deathclaws/etc under the right circumstances. Where they really dropped the ball was unarmed, and it's obvious that the only reason they don't let you use any of the weapons in power armor is they didn't want to bother animating how it would look to slap a pair of brass knuckles/etc on the big metal glove.

Personally I could never get melee working in FO3 or New Vegas. Not for any challenging content anyway. Enemies would just kite me and fire away. For a regular build I could tackle my first swarm of cazadors with the grenade launcher. What would a pure melee do there?

FO4 has blitz which helps a ton but also stuff like the power armor jetpack so you can be a flying super sledge wielding angel of death that crushes enemies you land on and causes a shockwave that knocks down others.


I did a melee stealth run once and a combat knife upgraded for stealth kills with max perks. Sneak up on a high level enemy in full power armour and stab him in the back for so much damage that the entire armour just explodes into pieces.

Or vats 5 enemies in a room and teleport around the room like Nightcrawler silently shredding them all to pieces in seconds.

OneMoreTime
Feb 20, 2011

*quack*


Vakal posted:

Something I never got around to trying to do in F4 was building a giant tower.

Is there an invisible ceiling to the world, or can you just keep on building upwards until it just stops rendering the land beneath you?

Depends on the settlement. All of them have an upper limit but it can vary from 4 story high building to something ridiculous like 20 at Abernathy farm.

Keeshhound
Jan 14, 2010

Mad Duck Swagger
I think the lighthouse is supposed to be the tallest build ceiling.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
Project Nevada's sprint feature is great for closing the gap in new Vegas meler

Neurolimal
Nov 3, 2012
IMO you should judge weapon variety based on how they feel/act rather than names and models. For extreme examples: every heavy melee weapon plays out exactly the same in FO3 whether it's the power fist or the super sledge, meanwhile despite having largely the same model and name most of the Sonic Emitter guns in Old World feel pretty different on account of having distinct different crit effects (fire, knock down, paralyze etc.)

Similarly, despite all being recolorings of the default glove the named doctor gloves both work out pretty differently, with Klein's glove severely weakening melee enemies and Mobius' glove lowering perception and frenzying on crits.

That's also something I feel FO4 took a big step back on; NV gave most melee weapons a unique VATS special attack that helped further differentiate them.

CFox
Nov 9, 2005

Katt posted:

Personally I could never get melee working in FO3 or New Vegas. Not for any challenging content anyway. Enemies would just kite me and fire away. For a regular build I could tackle my first swarm of cazadors with the grenade launcher. What would a pure melee do there?

Cazadores tend to stagger if they get hit hard. If you've got a power fist and time it right you can hit and stagger them when they fly up to you but before they attack. For large groups of cazadores or anything else you soften them up with explosives first. A grenade rifle with plasma grenades is devestating. You can also use the terrain the hide behind a rock/building and have them funnel to you. It also sounds like you might have been using heavy armor, what you want is light armor + travel light. Kiting isn't really an issue at that point.

IUG
Jul 14, 2007


Vakal posted:

Something I never got around to trying to do in F4 was building a giant tower.

Is there an invisible ceiling to the world, or can you just keep on building upwards until it just stops rendering the land beneath you?

You'd have to build quite high before you would stop rendering the ground:
https://www.youtube.com/watch?v=gdGFTPODOfw

Katt
Nov 14, 2017

Targetting HUD plus explosive minigun on vertibird mod.

https://i.imgur.com/3Xjsm5R.mp4

https://i.imgur.com/HPrpck7.mp4

https://i.imgur.com/5oI1nVp.mp4

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

SolidSnakesBandana posted:

Yeah I never understood why I would want to be more effective against unarmored creatures. If they are unarmored, they're probably pretty weak!

c a z a d o r e s

frajaq
Jan 30, 2009

#acolyte GM of 2014


Todd Howard was on a podcast if you want to listen to his sexy voice for 1 hour

Katt
Nov 14, 2017

StashAugustine posted:

c a z a d o r e s

Their health was never an issue though. More that 5 seconds after firing the first shot. The remaining 5 cazadors will be on you.

hawowanlawow
Jul 27, 2009

I straight ran away from cazadores. If they're guarding anything cool I haven't seen it.

Adbot
ADBOT LOVES YOU

Wolfsheim
Dec 23, 2003

"Ah," Ratz had said, at last, "the artiste."

hawowanlawow posted:

I straight ran away from cazadores. If they're guarding anything cool I haven't seen it.

The fire axe near Chance's grave, the Followers safe house and an Enclave helmet :eng101:

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply