• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=Captain Charles;50602905]Hello, I haven't really posted any progress up until this point but... I'm assisting .Vel in re-creating the bumper sword so it can be published on the nexus (and possibly other hosts) But this is what I have so far, critiques and suggestions are welcome. [IMG]http://i.imgur.com/6cUX1Ah.png[/IMG] Thanks![/QUOTE] Are there gonna be weapon mods for it? Would like to see what you guys come up with.
[img]https://66.media.tumblr.com/fc9aaeb16ae6c222eeb506006d8a97f7/tumblr_n9nz2qqaWT1qela56o1_1280.jpg[/img] [img]https://67.media.tumblr.com/9f64f43e4f7ad46ba3e117b0121a9d2e/tumblr_n9nz2qqaWT1qela56o2_1280.jpg[/img]
As far as deathclaws go, I think the only way to really make them work as a one hit kill kind of deal is by having them be absurdly territorial and fairly timid. Basically just give them the usual predator behavior of steering clear of human beings and hunting larger prey. Walking along and minding your own business only to be tackled by a deathclaw that popped out of nowhere isn't fun nor is it immersive.
I remember in fallout three punching a deathclaw to death with a claw, in a business suit granted I might've been level thirty at the time but i'm glad new vegas amped them up imo
[QUOTE=Pax;50601729]In addition to being able to target eyes/groins and have the enemies react appropriately (nut and other targetted shots in Metal Gear games, MGS2 especially, come to mind), you know what advancement I'd like to see? I would love to see the gore system from Left 4 Dead 2 in, well, any other game really, but in Fallout, for crits, especially. Decapitation and dismemberment is fine to an extent, but having torsos and body parts exploding into little gibblets has always annoyed me. It seems like a system that belongs in an older, less technically developed game, or a more cartoony one. The way you can just blow holes out of the zombies in L4D2 has always reminded me of the critical death animations from Fallout 1/2. Of course, I've now revealed I'm a sick freak who wants to blow holes in people's groins.[/QUOTE] The best part of the Left 4 Dead 2 gore system is Valve actually released documents on how they handled it.
[QUOTE=FlakTheMighty;50603997]The best part of the Left 4 Dead 2 gore system is Valve actually released documents on how they handled it.[/QUOTE]yep, if anyone wants a read it's here: [url]http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf[/url]
[QUOTE=FlakTheMighty;50603997]The best part of the Left 4 Dead 2 gore system is Valve actually released documents on how they handled it.[/QUOTE] Yeah, a great look into how they do things. If I remember right, they're decals/overlays that made the body's main texture transparent, combined with the gore addons that I can only imagine work like the bone-mergeable items you can get with TF2 to fill the gap. Boom! Shotgun = hole in body. I also kind of miss the specific death animations some of the enemies had in the original Fallouts. It really felt like a "reward(?)" when you beat a major enemy, though some of them were silly. Much more impactful than the enemy ragdolling away though. Imagine if they'd combined this kind of gore tech with your spouse's death at the beginning of 4. You sure wouldn't be confused at first whether they were really dead or how injured they were, like I was, that's for sure. Of course, if they'd just had your spouse's head explode like an average enemy, well... I'm not sure how I would've felt about that. Shock and/or laughter, I can imagine. But of course, of all the ways that Bethesda has failed to live up to the originals, the style of gore is probably not the most important.
I was kinda sad that securitrons didn't return in fallout 4. They had such a cool design that really would have complemented the new art direction. I got a mod to add them into the automatron workbench, but I loved how bits of them would open up to reveal even more weaponry and the modded version doesn't do that.
[QUOTE=fulgrim;50604666]I was kinda sad that securitrons didn't return in fallout 4. They had such a cool design that really would have complemented the new art direction. I got a mod to add them into the automatron workbench, but I loved how bits of them would open up to reveal even more weaponry and the modded version doesn't do that.[/QUOTE] To be fair, a Securitron being around would make zero sense. They're rare robots made by House specifically for his plans in the Mojave.
I don't really see Deathclaws as the end-all be-all of enemies. They're perhaps the most iconic, but I don't think it means they should be this insurmountably difficult enemy to fight that's also stronger than anything else in the game. New Vegas making them basically one-hit you regardless how strong or equipped you were felt kind of lazy and heavy-handed, it's almost as ridiculous as the 1,500 health albino radscorpions in Fallout 3, just on an opposite end of the spectrum. I feel Fallout 4's Deathclaws were challenging to fight, and feel the most 'alive' compared to other iterations, but as with most Fallout games, the challenge tends to dissolve the longer you play to, and the better equipped you get. And when that isn't an option, using the terrain to your advantage is always a viable strategy when you lack that raw power against a larger target. That I think is the biggest issue really, is that using the terrain to your advantage and basically being able to get dozens of free shots on a bigger target that can't navigate it as easily as you is what makes big enemies like Deathclaws and Fog Crawlers potentially easy. That's probably why Assaultrons are more dreaded than any of the former, because they can navigate much easier, and can still attack you at range with a powerful attack.
For my take on deathclaws, I've always seen them as this great enemy that you're \always\ terrified of attracting the attention of, until many many levels later when you didn't see one rushing you and you actually kill it, then you come across the next one from afar and kill it, then you get closer and kill it, then you realise you can actually take em on now and they slowly becomes another enemy in the wasteland.. .. Or at least, this would be the case until one realises you can simply cripple a leg and it's all over for them, in FO3 / NV they'll be slowed to a crawl and crippling an enemy's leg in fo4 actually pacifies them since they can't even move -or- attack in most cases, but outside of that really overpowered strategy I find deathclaws to be enjoyable from start to finish I love the concord quest for that reason, it gives you a small taste of being able to stand up to a deathclaw but still having to be wary (while teaching you mechanics about power armor), I would've said it's to easy to snipe them from far away while sniping on a ledge (who didn't use an anti material rifle to one shot the entirety of the quarry in NV at some point?), but that's efficient against every single enemies in the game so eh :v: .
They made behemoths a lot smaller in Fallout 4, I wish they were huge(er) again also fun fact: holding your breath with scoped weapons while in power armor runs down the core at the same rate that sprinting does
[QUOTE=LolzMan1325;50605166]They made behemoths a lot smaller in Fallout 4, I wish they were huge(er) again also fun fact: holding your breath with scoped weapons while in power armor runs down the core at the same rate that sprinting does[/QUOTE] They were actually intended to be around this size in Fallout 3, but got scaled up at the last minute. You can tell because their clubs are enormous :v:
[QUOTE=_charon;50605263]They were actually intended to be around this size in Fallout 3, but got scaled up at the last minute. You can tell because their clubs are enormous :v:[/QUOTE] Their clubs are still pretty damn big. I was looking at one the other day, and if you could plant it in the ground, the hydrant would be a tower.
[QUOTE=_charon;50604873]To be fair, a Securitron being around would make zero sense. They're rare robots made by House specifically for his plans in the Mojave.[/QUOTE] I did think about this, but honestly a lot of stuff shows up in fallout 4 that shouldn't really be there logically with just a little justification to facilitate it, Super mutants, Enclave power armor etc. And it's not as if it's hard to come up with a quick little justification for House to have sent a few units out to watch over other projects, especially considering part of automatron takes place in a robot factory that robco recently acquired from general atomics. I guess I just really want to fight such a versatile opponent with the new gunplay
Would have been neat to see various [I]working[/I] prototypes or something in regards to robots, like if you remember that Prototype Sentry bot in the dump in Fallout 4, it would have been cool to have a call back to this old thing, but obviously in the new art direction and obviously not directly identical as this thing was never released, instead of it just being completely identical to the Sentry bot in all but name. [t]http://i.imgur.com/AY9pEIe.png[/t] [QUOTE=fulgrim;50605375]I did think about this, but honestly a lot of stuff shows up in fallout 4 that shouldn't really be there logically with just a little justification to facilitate it, Super mutants, Enclave power armor etc. And it's not as if it's hard to come up with a quick little justification for House to have sent a few units out to watch over other projects, especially considering part of automatron takes place in a robot factory that robco recently acquired from general atomics. I guess I just really want to fight such a versatile opponent with the new gunplay[/QUOTE] Here's a justification for you that works with my idea, the Boston sector of Robco were testing prototype Securitrons, because that's as much as Fallout 4 would give us if they did do it. :v:
[QUOTE=_charon;50605263]They were actually intended to be around this size in Fallout 3, but got scaled up at the last minute. You can tell because their clubs are enormous :v:[/QUOTE] I always wondered why the fire hydrant was my size in fallout 3
Lots of Asians like to mod, they like anime crap/sentai in there games, even if it doesn't fit the games theme. That's pretty much the reason.
[QUOTE=Atlascore;50605592][URL="http://www.nexusmods.com/fallout4/mods/15666/?"]This mod is so random and out of place, what is happening?[/URL] [T]https://staticdelivery.nexusmods.com/mods/1151/images/15666-18-1467050055.jpg[/T][/QUOTE] Literally nothing wrong with a bit of Sentai tomfoolery.
[QUOTE=Atlascore;50605592][URL="http://www.nexusmods.com/fallout4/mods/15666/?"]This mod is so random and out of place, what is happening?[/URL] [T]https://staticdelivery.nexusmods.com/mods/1151/images/15666-18-1467050055.jpg[/T][/QUOTE] I don't know about you but that looks fucking awesome
I'd really just want a securitron for more robot workbench options. Instead of more settlement stuff contraptions should have been a automation workshop.
Would be cool to break into a robco office to download some prototype designs or something, could be an excuse to use their stuff with automatron.
Mod idea: ghoulification of the soul survivor (cosmetically) if you stay outside of vault 111. Large issue being that of the 200 year leap in time, but since vault 111 was abandoned after 180 days (or the inside staff were slaughtered) its not too crazy of an idea that you could have found your way in by stealing a pip-boy, or waltzed in amidst the chaos of the exodus and found a still functioning cryo pod.
Is there any point to exploring locations off the beaten path in New Vegas? I've often heard that New Vegas is more fun to explore than FO3 and even FO4, but most of the individual locations I've found in the Mojave so far contain worthless loot and are rather dull in terms of environmental design, so I'm kind of struggling to see the appeal.
[QUOTE=Atlascore;50605592][URL="http://www.nexusmods.com/fallout4/mods/15666/?"]This mod is so random and out of place, what is happening?[/URL] [T]https://staticdelivery.nexusmods.com/mods/1151/images/15666-18-1467050055.jpg[/T][/QUOTE] You say it looks out of place and yet there you are, linking something from the Nexus.
[QUOTE=Lyonidis;50606082]Mod idea: ghoulification of the soul survivor (cosmetically) if you stay outside of vault 111. Large issue being that of the 200 year leap in time, but since vault 111 was abandoned after 180 days (or the inside staff were slaughtered) its not too crazy of an idea that you could have found your way in by stealing a pip-boy, or waltzed in amidst the chaos of the exodus and found a still functioning cryo pod.[/QUOTE] But why would your character want to get in a cryopod?
[QUOTE=Lyonidis;50606082]Mod idea: ghoulification of the soul survivor (cosmetically) if you stay outside of vault 111. Large issue being that of the 200 year leap in time, but since vault 111 was abandoned after 180 days (or the inside staff were slaughtered) its not too crazy of an idea that you could have found your way in by stealing a pip-boy, or waltzed in amidst the chaos of the exodus and found a still functioning cryo pod.[/QUOTE] Could just easily say radiation leaked into the pods. Or use an alternate start mod and make up your own reason.
[QUOTE=zeldar;50606112]Is there any point to exploring locations off the beaten path in New Vegas? I've often heard that New Vegas is more fun to explore than FO3 and even FO4, but most of the individual locations I've found in the Mojave so far contain worthless loot and are rather dull in terms of environmental design, so I'm kind of struggling to see the appeal.[/QUOTE] Like most Beth games you'd get maybe a snippet of background on the location but otherwise they just serve as loot locations. The actual quests and overall story are the beating heart of NV, especially the DLC.
[QUOTE=zeldar;50606112]Is there any point to exploring locations off the beaten path in New Vegas? I've often heard that New Vegas is more fun to explore than FO3 and even FO4, but most of the individual locations I've found in the Mojave so far contain worthless loot and are rather dull in terms of environmental design, so I'm kind of struggling to see the appeal.[/QUOTE] Pretty much the same reason you go off exploring in any fallout game, plus Unique weapons like ratslayer, the gobi rifle, and the paladin toaster are usually found in Dungeons or locations off the beaten track.
[QUOTE=DChapsfield;50606163]But why would your character want to get in a cryopod?[/QUOTE] "hey these computers say these are decontamination pods i'd better get inside..."
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