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Sax Offender
Sep 9, 2007

College Slice
I finally got around to buying the DLC. I'm on my first playthrough and, in my usual style, have done a ton of sidequests before ever setting foot on the Strip. My only regret in this regard is having to move all of my stash from Novac to the Lucky 88 Presidential Suite and collect my followers to go hang out there (a nice touch).

At this point, I'm going to step away from the main story to do the DLC. My question is where the story more or less permanently branches into choosing a side. I'm playing an angel right now, so I don't really care about pissing off Caesar. But the quests note that if I continue working with Yes Man, NCR will know and stop cooperating. Likewise, how many of Mr. House's quests can I do before there is no return? I like to play as many quests as possible in my first playthrough, including ones that ultimately won't count toward the ending I choose. For the record, I will probably try to find a way to get BoS and NCR together, assuming this is possible. (The Vault Dweller didn't do all that work for them to fail now!)

This time around, I put few points into combat skills at first, letting Boone and ED-E do most of the dirty work, though I'm great with energy weapons now (Lvl 29). Next time, I'm going for an evil Unarmed courier. I assume high STR, END, AGL is the way to go.

VVVVVVVVV Thanks. Does that count for Mr. House, too? I'm only on "The House Always Wins, Pt II"

Sax Offender fucked around with this message at 17:34 on Aug 21, 2012

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Sax Offender
Sep 9, 2007

College Slice

redmercer posted:

By the same token, I'm over 270 hours and all the endings into Fallout: New Vegas and I still haven't played a single hand of Caravan.

No Caravan for me, either. I did buy lots of cards because I thought it might be possible to cheat at the casinos if I had a bunch of their cards on hand. Still, 7 Luck and Blackjack will solve all of your financial woes.

Sax Offender
Sep 9, 2007

College Slice

thrakkorzog posted:

He walked there. Just try not to think about it too hard or you'll probably end up in the NMA ward of the nearest mental institution. I wish we could have had Harold in NV. Just because Harold is pretty much the coolest old Ghoul.

Harold is not a ghoul. He's a unique FEV mutant. :science:

The apocryphal Van Buren has him as far east as Colorado, and maybe he followed the BoS on their eastward march.

We all knew that Bob was going to take over in the end. And if you manage to show Harold that his fate is pretty cool after all, it doesn't seem to bad to have him be the source of new life with a cadre of worshipers.

Sax Offender
Sep 9, 2007

College Slice

Rape Jake. posted:

People actually use the Lucky 38 for storage?

If you haven't gathered all of your followers into the Presidential Suite with fully stocked fridges, Sunset Sarsparilla machine, workbench and ammo lockers, and sorted weapons lockers (Melee/Unarmed, Guns, Energy, Explosive) and apparel (Armor, Faction Gear, Other), then you aren't treating them right. I need to find my screenshot of Victoria sitting between Boone and Raul (in sniper and desperado gear, respectively); she looked so uncomfortable.

I'm still working my way through the DLC. Dead Money was okay. It didn't do despondent and creepy as well as The Pitt. Unless I missed something, there was no explanation for the Ghost People. Honest Hearts was solid. It was one of the rare times my angelic messiah character was torn on the right decision.

So far, Old World Blues is awesome. It has the campy humor combined with post-apocalyptic waste that makes Fallout shine. I'm not too far into it, but I can already tell that I'll be sad when it ends.

Sax Offender
Sep 9, 2007

College Slice

kingturnip posted:

My current playthrough is the first time I've got into The Strip the normal way. Every other time, I've 'procured' some NCR armour, run from Sloan to Repconn HQ and taken the monorail. I did help the Kings out to get a passport (although I had plenty of cash from cleaning out at the Atomic Wrangler) and I actually picked up Veronica for the first time in any of my saves.

I'm also playing with that mod that lets you get robot minions. Two 'Mr Handy's are better than none, by far.

Repconn HQ has a monorail?! Was that behind a key-only door? (It was irrelevant at that point as I had already completed Camp McCarran and gone to the Strip, but still....)

Sax Offender
Sep 9, 2007

College Slice

kingturnip posted:

Fiends/Raiders with SMGs are a real pain in the groin, though.

VATS really needs a groin option. One of my best Fallout play-throughs was Dick Groinkiller, who powerfisted his way through Raider, ghoul, and mutant testicles to save the world.

Sax Offender
Sep 9, 2007

College Slice
^^^^Great picture, but I have to object to Raul not being in his Vaquero outfit. :clint:

I just finished Lonesome Road, and was surprised at how big of a dick Ulysses turned out to be. (The foreshadowing in the other DLC made me think he would be more of a kindred spirit to my upstanding Courier.) I kind of regretted letting him live though, since his pretentious monologues reminded me of Three-Dog, who I always wanted to shoot in the face. Overall, I think it was the weakest of the DLC, feeling like a slogging linear shooter with minimal content; having only two non-hostile NPCs will do that I guess. It also suffered from following Old World Blues, which is just phenomenal on so many levels (except the incessant spawning).

I finally maxed out levels, taking the Explorer perk at 48. Holy crap, I have missed at least half of the locations in Mojave! Lots more content coming my way. :pervert:

Sax Offender
Sep 9, 2007

College Slice
I actually enjoyed Trejo's voice acting the most out of all the companions. That undercurrent of snark was fantastic. What surprised me was that the character voiced by Zachary Levi ("Chuck") was so deadpan most of the time.

Sax Offender
Sep 9, 2007

College Slice

Rinkles posted:

It suited Arcade. I thought he was great.

What I meant was that I was surprised that they hired Levi but then gave him a relatively no-nonsense, deadpan character. Snark suits him better, in my opinion.

I'm glad I got the Explorer perk - I'm running around finding side quests and enjoying the little spots that aren't vital to the game. Deep down, I'm also trying to delay the final stages of the main quest, because I don't want it to end. Hopefully, I'll get around to that second playthrough as an unarmed sociopath who will leave a trail of bodies throughout the Mojave and probably nuke the world, but I have a lot of games to get to in the meantime, and we all know the winter sale will just add to the pile.

Sax Offender
Sep 9, 2007

College Slice

Eiba posted:

Really? They've done Mad Science once before so they can never revisit it? Mad Science is at the core of Fallout.

The Northeast gives Bethesda an opportunity to expand their original canon fairly well. The DC Brotherhood give them a familiar faction to latch on to fairly plausibly, and perhaps even develop, while the vague talk of the Institute gives them a nice original major faction with a lot of potential for good Fallout Mad Science.

I think I made a long post earlier where those two factions could make for a pretty interesting contrast- the humanistic technofetishism of Lyon's Brotherhood contrasted with a mad/pragmatic technofetishism that the Institute could have. Maybe the Brotherhood is backwards looking, preserving old technology, but compassionate, while the Institute is forward looking, developing new technology, but ruthlessly. Maybe the DC Brotherhood are building a new nation, NCR style, and running into issues with expansion, particularly in the face of an established and powerful Institute. Or something.

I mean, it's Bethesda's ball to drop, but as a setting it's got as much potential as anything. I'd be quite happy if Fallout 4 was set in the Northeast. (The fact that I live in Massachusetts has nothing to do with this. It's a total coincidence that I think the next Fallout game would be really interesting if it happened to be set in My Back Yard!)

Also, I'm curious as to where you heard these rumors. It's something that's always made sense to me, but I'd be interested if there was anything more concrete than speculation.

The DC Brotherhood/Rivet City/Project Purity nation should have a pretty good base of power, what with a pure water source, quelled Super Mutant threat, and Harold's jumpstart to the local flora.

Whether you have them expanding north or have the Outcasts migrate in that direction, you could have an interesting story. Since the first Fallout, I've always thought the Brotherhood made for a great anchor for the story since they provide both a connection to the past and the knowledge and tech to forge the future. The DC Brotherhood in particular is fun since they embrace the local community.

On the other hand, I hope they resist the temptation to revisit the Enclave. I've gone through the trouble of defeating them utterly on both coasts already.

Hopefully Boston will not be another slog through feral ghouls and Super Mutants in the sewers and streets, respectively like FO3. I think urban settings have a lot of potential, but I really didn't care for most of DC proper in the last urban outing.

Sax Offender
Sep 9, 2007

College Slice
^^^I just fed them a face-full of Multiplas.

Asehujiko posted:

If I hated DM and generally liked HH, how would I enjoy OWB and LR and are they doable starting at 35 or should I set my level a bit lower to avoid scaling issues?

I have almost finished the game and all DLCs. OWB is the best Fallout since the Chosen One left Navarro. I have a single complaint, which is the frequent enemy spawns outdoors, but they aren't that bad for a high-level character.

Sax Offender
Sep 9, 2007

College Slice

Wolfsheim posted:

(sometimes one hit since they had that goddamn poison)

That's why my heart stayed in the Sink.

Sax Offender
Sep 9, 2007

College Slice
The screwed-up way FO3 portrayed the status of civilization (mainly still living on the scraps of the old world rather than building new societies) creates a problem for how to write the BoS. Contrast this with FO1, wherein most communities were built de novo (e.g. Shady Sands, The Hub, Junktown) and FO2 even gave us Vault City, which was pretty advanced.

Also, I always preferred possible endings of most games wherein the BoS is researching and sharing advanced technology for the surrounding societies. I get a bit frustrated when they are portrayed as borderline xenophobic and hoarding, especially two centuries after the war when they should have rebuilt/protected a good chunk of society. Maybe New Vegas is supposed to just portray McNamara's individual flaws in this regard, since FO1 and FO2 certainly don't, and Lyon's chapter, Outcasts aside, actively helped the Capital Wasteland.

Sax Offender
Sep 9, 2007

College Slice

02-6611-0142-1 posted:

This is the entire goddamn point. They are not the good guys. The BoS in FO3 felt completely out of sync with the universe, like Bethesda couldn't handle the idea that their game didn't have any good guy white knights in it, so they had to made up a splinter chapter that is, frankly, difficult to believe. They're supposed to be a deranged cult who aren't remotely concerned with the wasteland or the wellbeing of the people in it, the only thing they care about is to follow the laws that their book lays out. When you take that away from them, they're not interesting anymore.

This isn't true at all. They were super-secretive in FO1 because it was just 2 generations since the war, and even then they actively traded with Junktown. The "canon" ending to FO1 has them actively helping the fledgling NCR. By FO2 they have bunkers in several of NCR's cities, though they are getting a little worried since they see the Enclave has Vertibirds and more advanced power armor, and they have grown a bit stagnant themselves.

In FO3 they treat Lyons as though he is this bizarre anomaly by creating a chapter that actively helps the community, which makes no sense unless you want to argue that his specific mission for the DC area was to grab tech and run/report back instead of putting down roots.

New Vegas has open hostility between BoS and NCR, which going by the game's storyline, has a lot to do with NCR's ambitions and continuous expansion/power grabs. Again, you had a bit of a bizarre chapter in that their continuous isolation, even from the rest of the BoS apparently, was strange enough to cause a lot of strife within the Mojave chapter itself. Still, unless your first Fallout was 3, the idea that BoS only ever intended to sit in bunkers and hoard weapons is a little off.

So ultimately I see my interactions with the Mojave BoS as putting them back on track by getting them out of their bunkers and back in the community. I don't mind that they took their power armor back from NCR, who is getting a little aggressive for my tastes, especially since they took up protection of the roads for traders.

Sax Offender
Sep 9, 2007

College Slice

rotinaj posted:

Is it possible to completely erase a faction? I want to wipe out the Powder Gangers, but can't find where the last few stragglers could be.

You have to wipe out the BoS for certain endings. Outside of the main story, you can probably kill all Powder Gangers, though the game may not recognize it story-wise. Besides the correctional facility, they have camps in each of the cardinal directions from the jail and the biggest outside faction is in Vault 19. I don't think they randomly spawn anywhere.

You may also be able to kill all Great Khans, Boomers, and Kings. I can't think of any time when these spawn randomly.

Sax Offender
Sep 9, 2007

College Slice
I think we can all agree that no matter which factions you favor or oppose, all choices are acceptable as long as Meyers is sheriff of Primm.

"Howdy-doo, folks. I'm Sheriff Meyers. Be good, or I'll shoot you dead."

Sax Offender
Sep 9, 2007

College Slice

sitchelin posted:

Lonesome Road was my favorite too. My only gripe was how linear it was, but the challenge was nice. OWB had waaaaaaayyyyy too much running back and forth for me, and HH was too short. I've bitched about DM enough so I'm not even going there.

I don't think I repeated any areas in OWB, except that you obviously swing by the Sink every once in a while to drop of sweet loot and AI upgrades.

If you enjoyed the mix of campy/zany self-aware humor that peppered FO1 and FO2, you will love OWB. If you like your Fallout serious and grim and rage at the flaws of the BoS and NCR's politics and only take Wild Wasteland to get the alien blaster and not because you like Johnny Five Aces and Monty Python references to show up in the Mojave, then you aren't going to like OWB the best FPS Fallout.

I liked a few of the story elements of Lonesome Road, but [channeling Benny] could Ulysses be more pretentious? The prior DLC made him out to be a wise soul with at least a hint of compassion [see: Christine/OWB], but he turned out to be a rambling irrational rear end in a top hat. I'm sure some writer thought he was creating a deep, soulful, bitter character, but he just came off as self-absorbed, pretentious, and obtuse. It was Three Dog's "Good Fight" speeches except exponentially worse. Also, the "battle of the Great Divide" that was foreshadowed in Dead Money was a total anticlimax.

Honest Hearts is very good. It felt a little short, and I wish I could have tied my knowledge of Joshua Graham to the main story a bit more, but I really enjoyed it. There was definitely enough to explore to make it worthwhile.

Dead Money was...different. I did not have a character built to fight the Ghost People, so it got a bit tedious. Also, the constant rust color and dark lighting was part of the story, but I thought it was a bit painful to stare at for a prolonged period. I enjoyed the companions and thought they were well-written.

Overall, I am right and the posters above me are wrong. OWB is the best. :colbert:

Sax Offender
Sep 9, 2007

College Slice

thehumandignity posted:

I'm not getting all "MY IMMERSION :qq:" about it or anything but the "get the bullet out" trope has always bothered me kinda. If someone has been near-fatally shot, digging around in the wound for the bullet/shot/fragments is categorically one of the worst things you can do. I've never seen a TV series avoid it, either, even the most "serious" shows that I've seen do it.

The sole exception I can think of is No Country For Old Men.

Maybe there was an exit wound instead of it ricocheting around in your cranium.

Sax Offender
Sep 9, 2007

College Slice

Genocyber posted:

Is there an energy weapon equivalent to the revolver, the shotgun, and the grenade rifle? If not, are there any good mods that add those?

There are a few flavors of energy pistols such as laser and plasma pistols/defenders. Off the top of my head I don't know how close any compare to a revolver. For a shotgun, check out the multiplas and the tri-beam laser rifle. The former was my main weapon. The closest thing I can think of for a grenade rifle would be the Tesla cannon. There's a good unique version in OWB.

Sax Offender
Sep 9, 2007

College Slice

VaultAggie posted:

Then he's bummed out because he and the girl have nothing to do now. :smith:

The rat respawns. Kid's family has got to eat daily.

Sax Offender
Sep 9, 2007

College Slice

anviroid posted:

I still want to know how he knows I hosed with his cow skull...

It's actually really buggy, and even if it jiggles too much based on how it's drawn/spawned/whatever he becomes instantly hostile.

Sax Offender
Sep 9, 2007

College Slice

SlothfulCobra posted:

Where did the Legion get all those precious metals anyways? I've never heard of Arizona having a large supply of gold and silver.

Arizona and New Mexico have had very lucrative mines. The latter even has a town called Silver City.

Orange Fluffy Sheep posted:

Well since we're talking about currency, wasn't the main currency in Fallout 2 NCR bills? What inspired bringing back caps for New Vegas? Caps felt more Fallout-y? Engine limitations? Thematic of the Mojave's lack of unification? So pre-war buildings could have money as loot? Some combination of the above?

NCR regions using caps makes sense. Even before the NCR existed, The Hub had a currency system based on water and caps. In FO:NV, characters frequently refer to The Hub as the main economic...hub...of NCR.

What makes no sense is the use of caps in FO3. I doubt the BoS would have bothered to set up a currency system, and Harold sure couldn't from his vantage point. So FO3 has the concept that every insular region from The Hub to the Capital Wasteland to the Pitt to Point Lookout all independently started using Nuka-Cola bottlecaps as currency.

Sax Offender
Sep 9, 2007

College Slice

FlyingCheese posted:

The justification for the difference is that the east coast (specifically DC itself) suffered far more damage from the bombs. The Mojave didn't get hit nearly as bad. Most of the capital wasteland was completely uninhabitable until just a few years before the events of FO3.

The Mojave, or at least the area of the game, wasn't hit at all due to House's defenses. That's why entire casinos are completely functional and Nellis isn't a smoking crater.

Was anyone else expecting Caesar's Legion to have arisen from Caesar's Palace as a Vegas faction rather than an outside force based on initial information and advertisements?

Sax Offender
Sep 9, 2007

College Slice

Count Chocula posted:

I'm almost Level 20 and barely completed half the vanilla game'a quests, so I'm pretty worried. And gently caress Vault 34; all that for an okay gun, a locked chest, and a redone version of the Trolley Problem from my Ethica class. And I apparently need to make another trip for that pulse gun.

I think I bugged Veronica's quest by getting my space laser; I haven't even met Veronica and when I talk to McNamara there's no option to talk about it. Hopefully it'll sort itself out when I find her.

You can't talk about it or any of the other relevant techs unless you're completing Veronica's quest.

Regarding Hardin, he's actually pretty reasonable. As long as you convince McNamara to end the lockdown, he recognizes that the BoS stagnation is ending and thanks you.

Sax Offender
Sep 9, 2007

College Slice

DamnGlitch posted:

"Shoot real fast" "Unload" I dunno. I just felt like being a pest and pointing that out, initially.

I dislike plasma weapons. They remind me of the acid gun from UT99.

I *like* laser weapons, but like you said they aren't... super integral with the world.

I understand kind of what they were attempting with making them available at low levels (validating choosing energy weapons as not just an end game preparation), but the laser and plasma weapons should DESTROY. they are just before the great wwar tech that should have felt like they did in FO1 and FO2, dangerous and deadly. How to operate the skill to accommodate that, I don't know. I think that there should be less upper level guns, maybe just a few like the anti material, and have a lot of those top tiers get filled out by laser and plasma weapons. It might just be me having gotten used to the gun first energy later design of FO1 and 2, but getting a laser pistol and having it do the same damage as a 10mm but with less ammo makes it feel cheap. Then, having it lack both accuracy and damage and not sound as fun as guns just kills it.

I've played through FO3 and NV a bunch of time and after my very first run I just bailed on energy weapons. They don't feel fun (to me).

I think the solution is to just have Small Guns, Big Guns, and Explosives. It even makes more sense, since Repair is a separate skill. What is fundamentally different about firing a Gatling and a Laser Gatling? Or a Rifle vs a Laser Rifle? Maybe the recoil, ammo change, etc. is slightly different, but not so much that the skills are incomparable.

Sax Offender
Sep 9, 2007

College Slice

Cicadalek posted:

The problem with Big Guns is that they can be very scarce, especially earlygame. You pretty much have to look in specific spots to find any before entering Vegas, and those are likely to be in really lovely condition/ not the specific type of gun you want. So Big Guns becomes this skill that isn't really desirable to pump points into early, since there's no payoff. But that means you have to either take another weapon skill or just make do until a good weapon shows up.

In New Vegas, yes. I was thinking more about how to change the skill/gun progression issue in future games. By separating the skills as I described, you could balance them by simply controlling the availability and strength of weapons available in the early, mid, and late games so that all skills are viable throughout. The designers would probably have to think of another, weaker Big Gun for an early game mainstay, though.

Sax Offender
Sep 9, 2007

College Slice

DamnGlitch posted:

I like this alot. Cut the apron string a bit with the direct special/skills tie in?



Most everyone takes multiple weapon skills though. At least I always have. A weaker big gun makes poor sense, just like weaker energy weapons feels cheap.

Rolling all the weapons together and making energy mid and big guns top tier feels pretty right. Weak energy and big guns just sounds wrong. The problem there though is that you've basically made 'fight' a skill, outside of melee and unarmed (and explosives, which is ever a secondary skill)

Who wants weak energy weapons? I'm saying we eliminate that skill instead of Big Guns. Also, I don't think of Big Guns as "top tier", but more of a tradeoff - lots of DPS in the form of rounds per second, but sacrificing mobility, range, and reaction time.

The skills shouldn't force players to choose top tier over bottom tier. Rather, they should encourage a range of styles. Small gun snipers have been ridiculously deadly in most Fallouts, but should suffer when crawling through Vaults if they don't have a secondary skill, whereas Big Guns should clear hallways in a hurry, and Melee/Unarmed characters can close short distances and manage crowds.

Basically, I like it when all types (big, small, ranged, explosive, etc.) of weapons are viable throughout the game. As long as you have a premise that includes scarcity/hording of certain weapon types (e.g., energy weapons and BoS in FO1) that have to be "unlocked" in a sense, you can simply control the access to Gatlings and Plasma Rifles until the end game.

For early game Big Gun choices, think outside of Gatlings, Laser Gatlings, etc. You just have to redefine what the skill allows. Maybe a minimal Big Gun skill allows the use of an Elephant Gun or huge shotgun early on.

Sax Offender
Sep 9, 2007

College Slice
As someone who started with FO1 and FO2, NV felt more like a continuation of that world due to the Western setting, had a generally more vibrant region in terms of connectivity, economy, etc., and definitely had better radio stations. FO3 did a better job of rewarding exploration with detailed sets with mini-stories--either as an actual sidequest or just neat details like a skeleton grasping for a just-out-of-reach syringe or stories in computer files.

I enjoyed all of the DLC in both games except Mothership Zeta. OWB was by far the best with Honest Hearts near the top, but I thought the Pitt did gritty better than Dead Money and Operation: Anchorage was a cool look on the world before the war.

I guess the major sins of FO3 were the disconnection from the previously established Fallout lore and compartmentalized areas, while NV lacked the absurdly detailed world. And while the NV story was a tighter overall, I am a sucker for father/child stories, so both games got a thumbs-up from me there, as well.

In conclusion, FO1 is still the best Fallout. :colbert: :corsair:

Sax Offender
Sep 9, 2007

College Slice

antidote posted:

Aside from that one scripted event, it was also buggy as gently caress and disappeared sometimes. I was always pretty careful with my saves back then.

If you didn't pay attention and ran out of fuel it was easy to leave it in the middle of the desert.

Sax Offender
Sep 9, 2007

College Slice

OldMemes posted:

House has managed to build a more advanced civilization in seven years with a few tribes than the Washington DC people have in 200 years. Even Ceasar has created a cult that functions as a basic society/empire in 40/50 years, pretty much single handedly.

I guess the East Coast could use the advanced technology at their disposal to create a safe society and system of government, but you know... :effort:

The general consensus is that D.C. was hit harder than the west coast and is just beginning to become livable. So any civilization other than that imported by the Brotherhood will be significantly behind those in the west.

On an unrelated note, I think it's interesting that there is relatively little effort toward new production. Off the top of my head, I can think of a few agricultural efforts such as the sharecroppers in NV. I think FO2 had a little bit of mining, and only the Pitt showed a return to mass production of goods. You'd think the Brotherhood would put a lot of emphasis on that sort of infrastructure.

Sax Offender
Sep 9, 2007

College Slice

Kalos posted:

Yeah, Shady Sands doesn't get slaughtered to the man entirely due to the acts of FO1's protagonist, and most of the main raider factions were from the same vault. The only vault that wasn't an experiment in the Core Region was 8/Vault City, which only got by on being a totalitarian state that all but literally criminalized thinking and fun. The successes of postwar society were in spite fo the vaults, not because of them.

Vault 13 was also a control. The water chip broke by chance and a shipping error sent the supply of backups elsewhere.

Sax Offender
Sep 9, 2007

College Slice

Raygereio posted:

The GECK was suddenly a super awesome magic device in Fallout 3. This magic device could have been used to create some much needed farmland, but was instead destroyed because Dad is a terrible engineer.

The GECK was always a magic MacGuffin. It was a suitcase-sized device which, in FO2, established Vault City--a sprawling modern settlement by the standards of the first games. Its only limitation seemed to be that it didn't supply endless power (which is what ghoul-run power plants are for).

Wolfsheim posted:

Talking deathclaws, ghosts, and the protagonist of Fallout 2 causing the events of Fallout via time travel: canon

Remnants of the BoS fighting remnants of the Enclave on the east coast: TOTAL BULLSHIT gently caress YOU BETHESDA

People forget just how much humor was involved in the first two games. Some was more subtle stuff or references to other works, but some were ridiculously zany stuff that wasn't really organic to the universe, and not at all meant to be taken seriously by the player. (E.g., Hitchhiker's-esque whale/plant carcasses, a cafe with NPCs that talk about the prior game, aforementioned time travel resulting in the breaking of the Vault 13 water chip, etc.)

Sax Offender
Sep 9, 2007

College Slice

OldMemes posted:

Try the Fallout 2 manual. The canonical take on the Vault Dweller states that Dogmeat died in the military base, helping him destroy the FEV production factory, and stopping the Master from taking over. Dogmeat did help save the world. :3:

Even that was a wink and a nod to the difficult task of keeping Dogmeat from walking into the force-fields.

Sax Offender
Sep 9, 2007

College Slice
If only there was some way to work Raul in there in his gunslinger outfit.

Sax Offender
Sep 9, 2007

College Slice

thehumandignity posted:

Nah, I think I'm generally more likely to survive three 9 mm bullets to my chest than I am to survive someone swinging an axe at me anywhere three times.

You think wrong, unless the axe was aimed at your neck or head.

Sax Offender
Sep 9, 2007

College Slice

thehumandignity posted:

Hold on, let me get my sperg hat.

A heavy enough axe hitting anywhere but the meatiest parts of the torso has a pretty good, if not certain, chance of severing an artery, a wound that will kill pretty quickly without immediate intervention. Bullets, on the other hand, take a (mostly) linear path through tissue and will only kill immediately if they hit something immediately vital, which in the chest means the heart, aorta, or superior/inferior vena cava, or maybe the axillary artery. The bronchus or a lung or a sucking chest wound will be a fatal wound, eventually, but they would take a lot longer to kill you than blood loss would.

Not to mention that I specifically said 9 mm. 5.56, 7.62, basically any rifle round, or even 10 mm (maybe) would be much more likely to kill, but 9 mm rounds don't always have the power to break right through ribs. With 9 mm wounds it's really not uncommon to see bullets or bullet fragments lodged in the ribs or intercostal tissue.

Now I'm not saying that getting shot with a 9 mm is a walk in the park, or even that it isn't likely to kill you. I'm just saying that an axe is, when employed in a way that is deliberately intended to cause death, more likely to do it much faster. In my ideal world not I nor anyone else is ever wounded by either of those two very deadly things.

Well, I guess you'd know better than me.

Sax Offender
Sep 9, 2007

College Slice

BCR posted:

Total pacifism. After basically killing all the mojaves problems, I thought maximum gandhi would be good.

High stealth, speech and unarmed with boxing wraps.

Does this apply to your followers? If so, is it even possible? I'm trying to think of how you can win at Hoover Dam without anyone dying.

Sax Offender
Sep 9, 2007

College Slice
Operation Anchorage was okay for what it was: a rare look at the Fallout World before the war. Granted, it was at an austere Alaskan frontier, but it was still cool to see platoons of shiny new T-51bs and US Army medics handing out drugs that would later become the stuff addicts would kill for in the post-War world. I would have liked more content on the Outcast side of the experience.

I liked the Pitt pretty well. It was a gritty, oppressive environment, and explored a few interesting ideas about the value of authoritarians in a dying world vs innate right to freedom as well as the prospect of re-industrialization on the East Coast.

Point Lookout had some neat moments, but the bullet-sponge hillbillies actually bugged me more than their OWB counterparts for some reason. I did like the overarching story of old world enemies finishing their rivalry once and for all.

Mothership Zeta.... It was kind of cool to meet some Pre-War personas, but I can't think of much else that I liked.

Sax Offender
Sep 9, 2007

College Slice

OldMemes posted:

It's been implied that the war with China was based entirely on :911: ARE COUNTRY jingoism - the US didn't even really need the oil, considering that small nuclear reactors were widely available for power (and still function in the wastelands), so they went to war because of pride.

Didn't China invade Alaska? I get that the Fallout U.S. was indeed something of a parody of 1950s jingoism, but I wouldn't call a counter-offensive against an invasion of your own territory jingoistic. (Of course, the counter-offensive was launched from our new territory in Canada, so karma.)

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Sax Offender
Sep 9, 2007

College Slice
OWB will always be my favorite, predominately for recapturing the humor of the original Fallouts. Sometimes we get in super-serious discussions about the Fallout mythos and how dark and bleak and hopeless it should be and forget that we started with retarded super mutants, Hitchhiker references, special dunce conversations, and MYRON, BABY!

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