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I know this is the FO1/2/Tactics thread, but I have a related New Vegas question: I didn't finish NV, only put maybe 15-20 hours into it over 6 months ago, but this week I'm going to be getting more into it. I remember FO2 being hard as poo poo, and I was wondering if putting NV on Very Hard makes the game feel more like 2, or would that be overkill? My favourite thing about FO1 and 2 is that you'd level up, be able to take on a few enemies here and there, but god help you if you ran into a super mutant. I found FO3 never made me feel terrified of super mutants if I was past level 8 or so.
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# ? Aug 10, 2011 17:36 |
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# ? Apr 24, 2024 15:17 |
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LLCoolJD posted:Since everyone here seems to love these games, I'd like to point out what a good job they did of pacing your equipment and skill upgrades over the course of the game. There were ways for experienced players to get around that, but on the first time through these games really made finding the desert eagle or hunting rifle of FN FAL a real treat. The FN FAL is a great gun when you have the ammo for it. It sucks that 7.62mm is so rare.
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# ? Aug 10, 2011 17:41 |
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Oh the memories of finding a truck with like 10000 caps like 5 seconds after exiting the Vault 13. "Bottle caps? o.O WTF would I need bottle caps?" I learned 5 minutes later.
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# ? Aug 10, 2011 17:41 |
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Rupert Buttermilk posted:I know this is the FO1/2/Tactics thread, but I have a related New Vegas question: New Vegas has less level scaling than Fallout 3 — as far as I know, gaining levels no more "upgrades" enemies their harder versions, but it makes them carry better weapons instead, thus still making them more dangerous. Changing the difficulty in New Vegas changes how damage is calculated — on Very Hard, you will be doing 50% of your normal damage and enemies will be inflicting 200% of their normal damage. It does make enemies more dangerous, yes, but it also turns pretty much every enemy in the game to a giant bullet sponge. I would recommend for you to look into Project Nevada and especially its Rebalance component. By default, it lowers the hitpoints of every creature in the game (including your character) and removes the extra hit point gains from leveling, which makes the combat a lot more dangerous. The default settings of the Rebalance component aren't really optimal in my opinion, but the great thing about Project Nevada is that everything can be configured to your needs. Another option would be to get one of the custom difficulty mods. This mod in particular has some nice options. Something like the 75/200% version might be a good starting point. Oh, and I would recommend for you to visit the modding thread. The guys there will no doubt have more options for you to consider.
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# ? Aug 10, 2011 17:54 |
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So does the first game play it completely straight? I've only played FO2(and the new ones) and the impression I got from reading complaints about FO3 was that the first games were all about jokes and humor.
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# ? Aug 10, 2011 18:31 |
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Fallout has its humour but a lot of it is fairly bleak and in-universe, whereas by comparison a lot of the humour in FO3 (and to a similar, but not quite the same, extent as FO2) is based on pop culture references or overtly 'whacky'. It's why I'm glad New Vegas relegated it to a trait, honestly; there was nothing inherently wrong with the humour but it could jar the sense of immersion. IIRC, Tactics played the setting almost completely straight and only had the occasional combat bark be out of character.
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# ? Aug 10, 2011 18:38 |
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it's weird that the talking deathclaw bit kinda got lumped into the whole "wacky wasteland" thing, they were played entirely straight in FO2 (and not very many things in FO2 were played entirely straight)
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# ? Aug 10, 2011 18:54 |
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What are Deathclaws, anyway? I mean I've played both games to completion so I know what they look like and all, but where did they come from? I swear I remember them being mutated chickens or something. Also I don't see what's wrong with talking Deathclaws, even in FO1 they are recognised as being extremely intelligent. Edit: Never mind, I looked it up. Apparently they're "Jackson's Chameleon".
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# ? Aug 10, 2011 18:58 |
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Yeah, they're mutated chameleons. Genetically modified - or engineered, I forget which - by the FEV virus. Also I don't think that Deathclaws talking was the problem, per se, but rather how a massive vault of them came out of nowhere.
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# ? Aug 10, 2011 19:00 |
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poptart_fairy posted:Fallout has its humour but a lot of it is fairly bleak and in-universe, whereas by comparison a lot of the humour in FO3 (and to a similar, but not quite the same, extent as FO2) is based on pop culture references or overtly 'whacky'. It's why I'm glad New Vegas relegated it to a trait, honestly; there was nothing inherently wrong with the humour but it could jar the sense of immersion. IIRC, Tactics played the setting almost completely straight and only had the occasional combat bark be out of character. I dunno, Fallout 1 had a lot of pop-culture references too, you just had to look more for them. But maybe Mad Max references, Godzilla and Hitchhiker's Guide to the Galaxy don't quite count?
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# ? Aug 10, 2011 19:05 |
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poptart_fairy posted:Fallout has its humour but a lot of it is fairly bleak and in-universe, whereas by comparison a lot of the humour in FO3 (and to a similar, but not quite the same, extent as FO2) is based on pop culture references or overtly 'whacky'. Wait, what? I don't remember much in the way of wacky pop culture references in Fallout 3 (admittedly, I haven't played it all too recently), but I can definitely point to a number from Fallout 2. I always thought FO3 was closer to the original game than the second was, at least in its approach to humour.
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# ? Aug 10, 2011 19:07 |
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Mordaedil posted:I dunno, Fallout 1 had a lot of pop-culture references too, you just had to look more for them. Well that's my point, more of it was hidden away. F02 and FO3 seemed a little too eager to throw things in your face and point out how hilarous! these things were. yerrow peril posted:Wait, what? I don't remember much in the way of wacky pop culture references in Fallout 3 (admittedly, I haven't played it all too recently), but I can definitely point to a number from Fallout 2. I always thought FO3 was closer to the original game than the second was, at least in its approach to humour. Hence the qualifying statement about whackiness, dude.
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# ? Aug 10, 2011 19:09 |
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poptart_fairy posted:Yeah, they're mutated chameleons. Genetically modified - or engineered, I forget which - by the FEV virus. Also I don't think that Deathclaws talking was the problem, per se, but rather how a massive vault of them came out of nowhere. I thought it was explained away by having the Enclave and specifically Dr. Schreber experiment on Deathclaws which could make them talk, or something? Mordaedil posted:I dunno, Fallout 1 had a lot of pop-culture references too, you just had to look more for them. Yeah but the references in Fallout 1 weren't as overt and obvious as Fallout 2, outside of random encounters on the world map.
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# ? Aug 10, 2011 19:12 |
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poptart_fairy posted:Fallout has its humour but a lot of it is fairly bleak and in-universe, whereas by comparison a lot of the humour in FO3 (and to a similar, but not quite the same, extent as FO2) is based on pop culture references or overtly 'whacky'. It's why I'm glad New Vegas relegated it to a trait, honestly; there was nothing inherently wrong with the humour but it could jar the sense of immersion. IIRC, Tactics played the setting almost completely straight and only had the occasional combat bark be out of character. I feel like the distinction was fallout 1 had a ton of pop culture stuff but stuck it all in Easter eggs away from the main game, fallout 2 had a lot of silly stuff in during main quest type stuff. The two games blend together in my memory a lot but it's interesting to read the fallout bibles and see how the developers feel about certain things. An interesting point is how much they regret FEV in fallout 2, that using it so often as explanation changed the tone from 1950s "radiation does everything" to 1990s "genetic mutations DUUUUDE" and they wish FEV stayed being the source of only the really gruesome and extreme mutations.
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# ? Aug 10, 2011 19:12 |
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On the flipside, remember fallout one had psychic powers? That was dumb and kinda just never happened again.
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# ? Aug 10, 2011 19:18 |
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dis astranagant posted:And a loving lot of engine bugs fixed. For example, ammo types have no effect in Fallout 1. Ammo types had no effect in FO2 either. You needed a fan patch to make AP rounds functional and even then there was really no difference compared to the JHP rounds. poptart_fairy posted:Yeah, they're mutated chameleons. Genetically modified - or engineered, I forget which - by the FEV virus. Also I don't think that Deathclaws talking was the problem, per se, but rather how a massive vault of them came out of nowhere. The Enclave engineered them to be killing machines, but they couldnt control them. They tried to make them smart enough to understand human speech just enough so they could be told to guard a place or attack but still be dumb enough to not have any sense of self-preservation. The experiment went wrong and they became legitimately intelligent and pretended they werent until they were ordered to hold Vault 13 and make sure nobody tried to get inside it, for whatever reason that would be. Thats how the deathclaws came to be and why Bethesda actually earned a point by having deathclaw handlers use telepathy or some poo poo like that to control them in FO3, as weird as that sounds.
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# ? Aug 10, 2011 19:20 |
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Mr. Fortitude posted:I thought it was explained away by having the Enclave and specifically Dr. Schreber experiment on Deathclaws which could make them talk, or something? yeah, and the deathclaws there helped in the capture of the Vault 13 inhabitants by the enclave though I kinda forgot why they stayed there afterwards
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# ? Aug 10, 2011 19:20 |
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Owlofcreamcheese posted:On the flipside, remember fallout one had psychic powers? That was dumb and kinda just never happened again. Fallout 2 had a ghost.
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# ? Aug 10, 2011 19:20 |
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Fag Boy Jim posted:yeah, and the deathclaws there helped in the capture of the Vault 13 inhabitants by the enclave though I kinda forgot why they stayed there afterwards They wanted a new life away from the Enclave so they made Vault 13 their home.
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# ? Aug 10, 2011 19:21 |
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HoldYourFire posted:Fallout 2 had a ghost. Where?
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# ? Aug 10, 2011 19:22 |
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Sam. posted:Where? The Den, in the haunted house after midnight.
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# ? Aug 10, 2011 19:23 |
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HoldYourFire posted:Fallout 2 had a ghost. And a mummy!
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# ? Aug 10, 2011 19:24 |
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Category Fun! posted:And a mummy! I actually just got that quest where you find out that guy is some dude from Gecko that went missing
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# ? Aug 10, 2011 19:25 |
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Evoq posted:Ammo types had no effect in FO2 either. You needed a fan patch to make AP rounds functional and even then there was really no difference compared to the JHP rounds. Ammo types are fully functional in Fallout 2, it's just that the stock armor piercing rounds are poorly designed and do half listed damage (while hollow points do double, less the DR mod) up front before anything else is applied and thus never make it past the target's DT if they're wearing anything resembling decent armor. .223 FMJ, .44 magnum FMJ, 4.77 mm caseless, 2mm EC and AP rockets all perform quite nicely vs armor, especially since most .223 and both 2mm guns have the ignores DT flag and the rockets do more than enough damage to go right through the target's DT.
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# ? Aug 10, 2011 19:36 |
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Holy loving gently caress, I just read through the entire LP of FO1 that was posted earlier. Those who haven't read it yet, stop everything you're doing, and read it now, it's loving fantastic. Loved the ending, the 'last entry'.
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# ? Aug 10, 2011 20:14 |
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dis astranagant posted:Ammo types are fully functional in Fallout 2, it's just that the stock armor piercing rounds are poorly designed and do half listed damage (while hollow points do double, less the DR mod) up front before anything else is applied and thus never make it past the target's DT if they're wearing anything resembling decent armor. .223 FMJ, .44 magnum FMJ, 4.77 mm caseless, 2mm EC and AP rockets all perform quite nicely vs armor, especially since most .223 and both 2mm guns have the ignores DT flag and the rockets do more than enough damage to go right through the target's DT. Yeah I remember now. They werent broken just useless without the patch that fixed the way they did damage. Not that it matters, either youre a dumb sniper build and just crit one shot everything or you melt them down with an automatic weapon. You dont fight anyone in any armor worth a drat until the oil rig and even then you hardly do any fighting. Better off just selling all the FMJ/AP rounds you get.
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# ? Aug 10, 2011 20:17 |
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Evoq posted:Better off just selling all the FMJ/AP rounds you get. The .223 FMJ pistol in FO2 is up there with gauss weaponry in how much it annihilates everything. The sniper rifle is powerful too, but uses a ton of AP, and does about the same damage as the pistol. Even while using .223 exclusively, I wind up with thousands of rounds in my trunk every single time. AP rounds are pretty worthless though. I save em for enemies I don't want to waste "real" ammo on that aren't really capable of hurting me, rats, junkies, etc.
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# ? Aug 10, 2011 20:32 |
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Doing the math again takes .44 magnum fmj off that list. Hollow points doubling the damage before DT is just way too strong barring targets with implants and the toughness perk wearing metal or less. This is why the sniper, the .223 pistol, the gauss guns, the ripper and the power fist are so strong, they ignore DT in the first place. dis astranagant fucked around with this message at 20:44 on Aug 10, 2011 |
# ? Aug 10, 2011 20:42 |
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Am I remembering things wrong or did the Khans in FO1 always drop their armour upon death? I vaguely recall when I first played I was annoyed that that cool leather armour wasn't lootable, but replaying it recently it was. Being able to pick up about seven sets of expensive armour is a huge turning point in the game now. Pre-Khan it was still a struggle to feed the basic shotgun, but after the battle your cup floweth over.
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# ? Aug 10, 2011 20:44 |
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Boogoose posted:Am I remembering things wrong or did the Khans in FO1 always drop their armour upon death? I vaguely recall when I first played I was annoyed that that cool leather armour wasn't lootable, but replaying it recently it was. Seems about right. I seem to remember my issue being carrying it all. But then, I always played scrawny fast-talking sharp-shooters.
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# ? Aug 10, 2011 22:10 |
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Minarchist posted:AP rounds are pretty worthless though. I save em for enemies I don't want to waste "real" ammo on that aren't really capable of hurting me, rats, junkies, etc. Its entirely possible to go through FO2 using nothing but the thousands and thousands of AP rounds that you find to barter with. Also the best mod for someone who has played Fallout 2 a trillion times and just wants to do a crazy runthrough like that flare-between-the-eyes build is the one that makes enemies drop their armor upon death. It is impossible to do a 100% complete Den run through as a good guy (which means killing the slaver that Im forgetting the name of) and not be overencumbered after buying out all the merchants (then killing Flick and getting it all back!).
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# ? Aug 10, 2011 22:22 |
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Evoq posted:Also the best mod for someone who has played Fallout 2 a trillion times and just wants to do a crazy runthrough like that flare-between-the-eyes build is the one that makes enemies drop their armor upon death. It is impossible to do a 100% complete Den run through as a good guy (which means killing the slaver that Im forgetting the name of) and not be overencumbered after buying out all the merchants (then killing Flick and getting it all back!). I'd just have armor stashes in every town. Lara's gang house has lots of containers for stashing gear, and they don't mind you using it especially when you sell them out to Tyler Even in vanilla, I eventually hoard enough gear to where:
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# ? Aug 10, 2011 23:09 |
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Chainsawdomy posted:Seems about right. I seem to remember my issue being carrying it all. But then, I always played scrawny fast-talking sharp-shooters. Ah yes, the best template for an easy but comprehensive play-through, what I like to call The Gentleman Sniper. With the use of Gifted and Small Frame you can get high perception, agility, charisma and intelligence at the cost of average luck and strength, and sub-par endurance. It opens up pretty much all diplomatic solutions, but still allows you to be a killing machine with a hatred of eyeballs. I think I'm a terrible RPG player. Every time I try to make a Fallout character that's for example a dumb but strong knifeman, I immediately miss all my snappy retorts and verbal shortcuts. It doesn't help that the canonical Vault Dweller was clearly a Small Guns / Speech build.
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# ? Aug 10, 2011 23:40 |
Minarchist posted:A mod that takes out a lot of item drops and makes stuff more expensive would improve gameplay for me a lot, as it is, it's just looting and ammo gathering with some marginally challenging combat thrown in, even on Very Hard. Something in the Mib88 Megamod does this, I believe, because I'm sucking dick for nickels. Also, it (lamely, some might think) modifies drops so that you can't loot weapons off of every person you kill. Unrealistic? Hell yes. But it seems to balance the game quite well...so far, at least.
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# ? Aug 11, 2011 00:58 |
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Cream-of-Plenty posted:Something in the Mib88 Megamod does this, I believe, because I'm sucking dick for nickels. Also, it (lamely, some might think) modifies drops so that you can't loot weapons off of every person you kill. Unrealistic? Hell yes. But it seems to balance the game quite well...so far, at least. Megamod makes equipment looting based on your repair and science skills. Get both up around 150 and you can even loot Horrigan's armor
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# ? Aug 11, 2011 01:00 |
dis astranagant posted:Megamod makes equipment looting based on your repair and science skills. Get both up around 150 and you can even loot Horrigan's armor Ah yes, that's what it is. Thanks.
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# ? Aug 11, 2011 01:03 |
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Boogoose posted:Ah yes, the best template for an easy but comprehensive play-through, what I like to call The Gentleman Sniper. "Quick Draw" might actually be more accurate for me. I tend to take Fast Shot and Gifted (does anyone not take Gifted?), followed up with Action Boys and Bonus Rate of Fire. The ultimate expression of this build was my first Fallout Tactics protagonist, who could fire the Gauss pistol ten times and reload every turn.
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# ? Aug 11, 2011 01:28 |
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I am at a quandary in Fallout 2. I'm still in Klamath and have yet to kill the rat god or rescue that trapper dude. Problem is I am completely out of bullets. I bought out the two shopkeepers I could find and they have none left. Where can I get some more ammo?
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# ? Aug 11, 2011 01:54 |
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Lets gently caress Bro posted:I am at a quandary in Fallout 2. I'm still in Klamath and have yet to kill the rat god or rescue that trapper dude. Problem is I am completely out of bullets. I bought out the two shopkeepers I could find and they have none left. Where can I get some more ammo? I'm trying to think of other quests in Klamath, because jeez, where did you use all the bullets (you should be meleeing most poo poo in Klamath that isn't the rat god, or a golden gecko)
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# ? Aug 11, 2011 01:55 |
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# ? Apr 24, 2024 15:17 |
Lets gently caress Bro posted:I am at a quandary in Fallout 2. I'm still in Klamath and have yet to kill the rat god or rescue that trapper dude. Problem is I am completely out of bullets. I bought out the two shopkeepers I could find and they have none left. Where can I get some more ammo? Did you break into Vic's house? I think he's got some ammo. Failing that, go to that farm on the outskirts of the Den (the one that gets attacked by Slavers shortly after you show up.) Don't participate in the firefight, just loot the bodies afterwards. And like Fag Boy Jim says: When you're out of bullets, it's time to learn how to poke poo poo with a Spear.
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# ? Aug 11, 2011 01:56 |