• Fallout V22 - Diamond City Edition
    5,001 replies, posted
[QUOTE=Mbbird;49227052]Are they not overpowered enough for you already???[/QUOTE] The only overpowered thing they really do is make you near bulletproof, I want to be overpowered in different ways.
[QUOTE=Rents;49227094]The only overpowered thing they really do is make you near bulletproof, I want to be overpowered in different ways.[/QUOTE] Being bulletproof in a shooter is pretty overpowered But i get what you mean
[QUOTE=_charon;49224920]It came out before release.[/QUOTE] My pre order still says December 22 though. Did that s special edition ship already?
[QUOTE=notlabbet;49223156]Bay Area fallout game: start in Oakland, the bay bridge is covered in raider and NCR camps, constant battle, San Jose is a crater full of deathclaws, so it's bridge or that, transamerica building NCR hq?[/QUOTE] We already know what the bay area is like (the hub in fallout lore). We visit ot rather extensively in FO 2
Since we're getting close to thread cap: Fallout V223: Robosexuals Anonymous
[QUOTE=Ruh-roh;49227122]Being bulletproof in a shooter is pretty overpowered But i get what you mean[/QUOTE] I'd sacrifice bulletproofness for more interesting abilities and mods is what I mean. I have fully upgraded X01 and on survival I'm still taking basically no damage from 90% of enemies, and it's a little boring to play like that.
Is it just me or are semi-auto weapons vastly superior to full auto? With the way vanilla is balanced, semi auto weapons do considerably more damage with much higher accuracy for much less bullets. Because of bethesda magic bullets lose significant impact when they are fired in automatic modes, and the base spread and recoil turns automatic weapons into peashooters beyond a few meters. In the end semi-auto is still useable in CQC if you manage to click fast enough with the combat rifle and use a bayonet. Full auto really could use a buff.
[QUOTE=Mingebox;49227211]Since we're getting close to thread cap: Fallout V223: Robosexuals Anonymous[/QUOTE] V 223: Best Calibre Edition
[QUOTE=Hatley;49226835]I fucking love the suiting up animation for Power Armor. I'd always wondered just how the hell anyone put it on.[/QUOTE] I'm extremely bothered by it because the arms and legs just kind of snap into place. I get why, but it looks horrendous and robotic as all hell.
[QUOTE=Mingebox;49227211]Since we're getting close to thread cap: Fallout V223: Robosexuals Anonymous[/QUOTE] Fallout V223: Can you fuck it? [editline]2nd December 2015[/editline] [media]https://www.youtube.com/watch?v=IKBJxZf-Dgs[/media]
[QUOTE=mecaguy03;49226913]Well that would depend on the power armor systems I suppose. When you are dealing with an exoskeleton that is reading the users input, it would depend on what sort of processing goes in-between the input and the actual movement. If we think of unintended movement as noise, things like shaking or just not being steady, then if the user input has a degree of noise and it is not processed out then the power armor movements would have it too. The recoil of weapons would definitely be reduced but im not sure about scope sway. idk if power armor ever had any kind of targeting system or whatever.[/QUOTE]The reason you have scope sway on guns in real life is that guns are heavy and then you constantly need to be firing off your muscles in order to stabilize them, resulting in jittering movement. In a suit of power armor you're told to relax and let the suit do the movements, so there should pretty much be no extra jitter.
Who else thinks Nick has most realistic facial animations when we exclude the sometimes bugging forehead? I mean great job Bethesda, the one who shouldn't have realistic ones has the most realistic ones.
[QUOTE=Mrfantasticool;49227225]Is it just me or are semi-auto weapons vastly superior to full auto? With the way vanilla is balanced, semi auto weapons do considerably more damage with much higher accuracy for much less bullets. Because of bethesda magic bullets lose significant impact when they are fired in automatic modes, and the base spread and recoil turns automatic weapons into peashooters beyond a few meters. In the end semi-auto is still useable in CQC if you manage to click fast enough with the combat rifle and use a bayonet. Full auto really could use a buff.[/QUOTE] Try an Assault Rifle with Advanced receiver. That shit puts the Combat rifle to shame. Really fast RoF for a semi-auto rifle, good magazine size and great accuracy.
[QUOTE=Rents;49227094]The only overpowered thing they really do is make you near bulletproof[/QUOTE] Realistic Weapon Damage mod basically turns it into intimidating looking biscuit armor
Raider power armour pieces made from 150lbs of phone books, as soon as I figure out how to make that I will.
I kinda want the Power Armor to do more than just prevent shooties and fly around. It's pretty much excellent since it removes fall damage, gives you cool animations and with the right sound mods makes you sound like a fucking Space Marine, but as far as contextual actions go, it's kinda lackluster. Say; When I find doors that are maglocked by a terminal, it'd be neat if I could kick it the fuck down with my powerful powered legs. When there's a safe in the wall, my guy should pick it up/detach it from the wall and rip the fuckin' lid off it.
[QUOTE=MrHeadHopper;49227301]I kinda want the Power Armor to do more than just prevent shooties and fly around. It's pretty much excellent since it removes fall damage, gives you cool animations and with the right sound mods makes you sound like a fucking Space Marine, but as far as contextual actions go, it's kinda lackluster. Say; When I find doors that are maglocked by a terminal, it'd be neat if I could kick it the fuck down with my powerful powered legs. When there's a safe in the wall, my guy should pick it up/detach it from the wall and rip the fuckin' lid off it.[/QUOTE] Also the carry weight bonus should stack with your gear bonuses. I can carry more without my power armor, than with it.
[QUOTE=Del91;49226824]I was sniping some bandits today in power armor when it hit me...why the fuck is there scope sway in power armor? Like you should be rock steady. Hell you should be able to shoot the .50 sniper one handed and still be acurate, but thats not important.[/QUOTE] Eh, it's debatable. If the exoskeleton was matching the user's movement then there'd still be sway. A suit with fine enough motor control to match precise hand movements would probably still be sensitive to swaying.
[QUOTE=MrHeadHopper;49227301]I kinda want the Power Armor to do more than just prevent shooties and fly around. It's pretty much excellent since it removes fall damage, gives you cool animations and with the right sound mods makes you sound like a fucking Space Marine, but as far as contextual actions go, it's kinda lackluster. Say; When I find doors that are maglocked by a terminal, it'd be neat if I could kick it the fuck down with my powerful powered legs. When there's a safe in the wall, my guy should pick it up/detach it from the wall and rip the fuckin' lid off it.[/QUOTE] I would say that this was kinda silly because it removes all the importance of picking up your skills and perks but Bethesda already removed any hint of detailed character building anyway so why the hell not, sign me in
[QUOTE=MrHeadHopper;49227301]I kinda want the Power Armor to do more than just prevent shooties and fly around. It's pretty much excellent since it removes fall damage, gives you cool animations and with the right sound mods makes you sound like a fucking Space Marine, but as far as contextual actions go, it's kinda lackluster. Say; When I find doors that are maglocked by a terminal, it'd be neat if I could kick it the fuck down with my powerful powered legs. When there's a safe in the wall, my guy should pick it up/detach it from the wall and rip the fuckin' lid off it.[/QUOTE] This bugs me a lot, especially when you're lategame with max lockpicking and still have to go through the effort of lockpicking novice wooden doors, when I'm in a huge mechanised suit. Why not just kick the woodchip piece of shit in? Just to skip the repetetive minigame I wish you could at least skip all lockpicking/hacking scenes for any door/safe below your skill level. So if you got Master lockpicking you will only actually have to do the minigame for Master locks, rest will just unlock at the click of a button.
It's a shame that the shishkebab is so wimpy stat-wise, that flame effect looks so cool.
what mods would you say are most important to have right now? what ones would you like to see?
The Human Error quest perfectly puts into perspective how retarded the Railroad is: [sp]You have to rescue Amelia Stockton, daughter of Old Man Stockton, who's a railroad supporter. By choosing the "good" option, you kill a bunch of people to save the synth spy who killed and replaced the real Amelia. Not that the covenant are exactly good people, but it's basically the railroad's theme of not caring about the truth for the sake of feeling good about themselves[/sp]
[QUOTE=Combine 177;49227260]Who else thinks Nick has most realistic facial animations when we exclude the sometimes bugging forehead? I mean great job Bethesda, the one who shouldn't have realistic ones has the most realistic ones.[/QUOTE] The face animations in this game remind me of animatronics where everything moves individually and is slightly delayed, its like every single person is a synth
[QUOTE=Nemisis116;49227423]The face animations in this game remind me of animatronics where everything moves individually and is slightly delayed, its like every single person is a synth[/QUOTE] uhh spoilers???
[QUOTE=Nemisis116;49227423]its like every single person is a synth[/QUOTE] maybe they are...
[QUOTE=Oicani Gonzales;49227345]is there a mod to remove the collision boxes of settlement pieces or at least make them smaller? it's hard to make the stuff you want when everything is red almost all of the time[/QUOTE] Toggle collision and fiddle diddle, let's say you want junk wall A near junk wall B, you pick up junk wall A and tab out(or just place it), now that it is moved/placed while in no collision mode the hit boxes from it disappears and you can put junk wall B even inside it. [editline]2nd December 2015[/editline] The command is 'tcl' in console. [editline]2nd December 2015[/editline] Also you can move the objects again and they work again after you go back to collision on.
[QUOTE=Combine 177;49227260]Who else thinks Nick has most realistic facial animations when we exclude the sometimes bugging forehead? I mean great job Bethesda, the one who shouldn't have realistic ones has the most realistic ones.[/QUOTE] Probably because they didn't need to worry about the uncanny valley, they could just make his facial features as clear as possible (and in fact it was probably handy to do so to make him look more inhuman).
[QUOTE=Ryo Ohki;49227420]The Human Error quest perfectly puts into perspective how retarded the Railroad is: [sp]You have to rescue Amelia Stockton, daughter of Old Man Stockton, who's a railroad supporter. By choosing the "good" option, you kill a bunch of people to save the synth spy who killed and replaced the real Amelia. Not that the covenant are exactly good people, but it's basically the railroad's theme of not caring about the truth for the sake of feeling good about themselves[/sp][/QUOTE] [Sp]How do we know that Stockton isn't aware his daughter is a synth?[/sp]
Decided to mess around with a picture I took, managed to do this and it looks creepy now. [t]http://i.cubeupload.com/re39Ky.png[/t] Just the eyes in the darkness disturbs me a bit. It also kind of follows the curve of the Ninja Turtles masks. :v:
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