• Fallout V22 - Diamond City Edition
    5,001 replies, posted
[QUOTE=elowin;49179361]A musket would be a pretty cool early game power rifle. Like, it's damage could be on par with late-game rifles, but it only has a single shot and a really long reload time. Only problem is switching a weapon in and out automatically reloads it.[/QUOTE] Could make it work like the laser musket by requiring you to load it before you can shoot it, rather than having it be loaded by default.
[QUOTE=I am Error;49179997]Is anyone else sad that Condition on armour and weapons is gone? At first I was glad because god damn if it wasn't frustrating finding a cool new gun you couldn't use because fuck you, but in Fallout 4 you already have the junk stuff with the screws and steel and aluminium, it'd have been easy to implement without being stupid.[/QUOTE] there's basically no reason for item condition to be in the game imo it adds nothing gameplay-wise, skyrim was much better off without it too although the total lack of item creation puzzles me greatly
[QUOTE=I am Error;49179997]Is anyone else sad that Condition on armour and weapons is gone? At first I was glad because god damn if it wasn't frustrating finding a cool new gun you couldn't use because fuck you, but in Fallout 4 you already have the junk stuff with the screws and steel and aluminium, it'd have been easy to implement without being stupid. Mods will fix that, no doubt, but it's still kinda lame that that seems to be to answer to a lot of things.[/QUOTE] Power armour degrades, but nothing else, which helps balance how powerful it is. Until you have a stockpile of 100+ aluminium, steel and ceramics, anyway.
Am I the only one who thinks piper is a huge bitch?
[QUOTE=Mbbird;49173105]Why is the Hazmat suit something the player picks up within a couple hours of leaving Sanctuary...that can be bought for like 200 caps. And radiation before that point was still pretty much pointless anyway. Was Bethesda really so intent on making sure that radiation was a complete and total non-issue? [B]Were they really this uninterested in variable difficulty based on radiation?[/B][/QUOTE] Probably The fact that radiation isn't a huge problem and how easy it is to get an assload of chems/stimpacks/etc by the time you make it to level 10+ are likely both done for the same reason. Consumables are liberally thrown around intentionally because it turns out most people tend to get a psychological positive feedback when they find consumables, even if they don't actually need it. This allows the designers to make it feel like the player is always being rewarded for exploration without imbalancing the game by giving them access to "major" loot (relevant weapons/gear/etc) all the time. This has a side benefit where if you are a bad player, you can almost always have access to just enough stimpacks/etc to get through a situation without being frustrated. Even if you rarely need to use stimpacks, getting a redundant amount still feels good to most players because it feels like an investment ("What if I do need this many in a future fight?"). Radiation is exactly the same, but inverse. It is kind of used as a sort of "danger zone", to give the player tension and to keep them moving in certain areas. In all likelyhood, it isn't intended to be an actual difficulty mechanism, and is more intended for the psychological aspect of "Oh shit, this place is irradiated, I can't stay in here". I'm willing to bet for most players, this holds true. Even though for most spots that are irradiated, you'd need stay in there for 5+ minutes to die, the fact that there is a [I]potential[/I] to die makes radiation enough of a psychological threat for players to want to avoid it. TL;DR radiation and consumables are put in as false choices/challenges purely for the moment to moment psychological aspect of peril & reward without actually affecting the overall difficulty of the game. EDIT: For what it's worth, the lead level designer talks about some of this sort of stuff on some talks he did at GDC and in the Skyrim level design tutorials. They intentionally populate lots of loot in dungeons that are "low impact" purely for the psychological aspect of finding loot. For most players, it feels better to get a stimpack than it does to get a piece of armor that isn't better than what you are already wearing, while having much less of an impact on the overall balance of the game.
I hope that when mods become more robust we'll see character creation mods that let you save presets for different faces and configurations
Going back to the laser musket, it's really annoying trying to shoot and realizing you didn't wind it up first. I dunno why it just won't do it for you.
[QUOTE=I am Error;49179997]Is anyone else sad that Condition on armour and weapons is gone? At first I was glad because god damn if it wasn't frustrating finding a cool new gun you couldn't use because fuck you, but in Fallout 4 you already have the junk stuff with the screws and steel and aluminium, it'd have been easy to implement without being stupid. Mods will fix that, no doubt, but it's still kinda lame that that seems to be to answer to a lot of things.[/QUOTE] there isn't a real reason for it in-game it happens slow enough to not really be a problem more often than not, but even the rates it happened in Fallout 3 and NV were [i]absurdly[/i] fast for what would happen in reality.
i wish you could romance valentine he's the best
To be fair though radiation was never a true danger to the player characters in any game. Mostly just one place really irradiated to hell that you could jump in and jump out with stuff without problem anyway (The Glow, Toxic Caves, Vault 34, i don't care enough about Fallout 3 to remember a place from there) Then they worked around the concept in Dead Money (and most people hated it) and radiation became a cool background non-issue till Lonesome Road again If anything i'm glad that the radiation storms at least already exists. When the inevitable survival-hardcore mod comes in, this will be fun to tinker with [editline]24th November 2015[/editline] [QUOTE=Saza;49180070]there isn't a real reason for it in-game it happens slow enough to not really be a problem more often than not, but even the rates it happened in Fallout 3 and NV were [i]absurdly[/i] fast for what would happen in reality.[/QUOTE] It kinda makes sense because you're getting old weapons without proper personnel to maintain all around. It's not surprising that they break faster than you can reload then after sitting in a shelf for hundreds of years or being misused by some dumb drugged raider The problem begins when you have people like the Enclave and the Gun Runners around, and their weapons shouldn't be degrading this fast. My bet is that the engine couldn't handle the variable degratation rates and differentiating the "new manufactured" and the "old shitty weapons" around so they just used fast rates at everything to justify putting more points in repair it would be easy enough to make degradation depends on your guns skills alone. you have low values, you're using your gun like an idiot and it's going to break up fast. you have good values, then you know how to use and maintain your weapon and pretty much your only concern should be finding ammo and stuff
[QUOTE=redBadger;49180060]Going back to the laser musket, it's really annoying trying to shoot and realizing you didn't wind it up first. I dunno why it just won't do it for you.[/QUOTE] Same for most weapons.
Valentine's such a good character that it feels like he's from a completely different game.
[QUOTE=Skyward;49180132]Valentine's such a good character that it feels like he's from a completely different game.[/QUOTE] I'm really hoping we get a DLC with him in it.
[QUOTE=Saza;49180070]there isn't a real reason for it in-game it happens slow enough to not really be a problem more often than not, but even the rates it happened in Fallout 3 and NV were [i]absurdly[/i] fast for what would happen in reality.[/QUOTE] Not that I was ever defending it in Fallout 3, I hated it there and I still hate it, but thinking about unique weapons made me go back to it. I just felt way more attached to a weapon in Fallout 3 even though there was nothing about it that made it mine, but constantly finding replacement parts and repairing it made it feel more like some rusty piece of shit that was barely holding together made it feel like it was my constantly breaking piece of shit. That said, if it was in Fallout 4 it should be done differently and not at all like in Fallout 3. I dunno. I feel like if it actually was in the game it'd probably feel like bullshit and I'd be crying why would they ever add something as stupid as weapon degrading.
Patiently waiting for the GECK so that I can get a Fallout equivalent of [URL="http://www.moddb.com/mods/stalker-wormwood/news/stalker-call-of-pripyat-redux-v10-official-release"]this[/URL]. Perfect mod for me would be: very scarce ammo (even enemies will run out quickly and resort to melee), very scarce caps (prices would be balanced more ofc), realistic damage and protection (helmets prevent insta kill headshots but seriously wound, etc.), sweet weather mods, hunger + thirst, actually harmful radiation, very scarce fusion cores but last much longer, and ammo having weight. I'm sure there's tons more I'm missing but essentially I want a super hardcore Fallout where you have to fight tooth and nail to survive
Level 54, still no [sp]UFO crash[/sp] for me. Just a bunch of lag-inducing fog where it's meant to be. Starting to think it's bugged and won't ever happen on this save :c
[t]http://images.akamai.steamusercontent.com/ugc/576821232672425106/3C67446AB8AADA03D5B111A0EE5EA06949DBA2D4/[/t] looks like team rocket's blasting off again
[QUOTE=bloboo;49180147]is it just me or are automatic weapons garbage They kick up in your face so much you cant see what you're shooting at, and their damage is really low even with the perk at a high level. Im pretty sure you're supposed to be constantly hitting the enemy for them to be effective, but I can barely hit someone twice without the gun pointing at the fuckin moon. Even if I get rid of the recoil the end of the gun is always infront of the sights and I cant see shit.[/QUOTE] Weird I feel the exact opposite. I mainly use semi-automatic weapons such as the Plasma Rifle with the sniper barrel and the combat rifle, but it feels hard as shit to hit people with them sometimes since the recoil is weird. My fully modded automatic assault rifle on the other hand has absolutely no recoil and I can score an easy 10 hits to a super mutants head within like a second.
So, tips for playing a melee weapon focused character with idiot savant?
Shame the FO:NV didn't make it into FO4 along side the FO3 music. Big Iron, Johnny Guitar, Why Don't You Do Right and Heartache By The Numbers were some great songs.
[QUOTE=Chains!;49180221]Shame the FO:NV didn't make it into FO4 along side the FO3 music. Big Iron, [b]Johnny Guitar[/b], Why Don't You Do Right and Heartache By The Numbers were some great songs.[/QUOTE]nty Personally, Lone Star was my favorite
[QUOTE=Chains!;49180221]Shame the FO:NV didn't make it into FO4 along side the FO3 music. Big Iron, Johnny Guitar, Why Don't You Do Right and Heartache By The Numbers were some great songs.[/QUOTE] Johnny Guitar literally put me to sleep.
Shame I'm playing on Console, otherwise I'd totally put the New Vegas radios on FO4.
Johnny Guitar was a total buzzkill of a song, but yeah there are some fantastic songs on New Vegas' radio.
I never got the hate for Johnny Guitar Sure it's not remarkable but it's not Skrillex playing in the middle of all the other good songs either the frequency never felt wrong in my game too but maybe i got lucky, who knows. Spurs that jingle jangle was the one playing every two minutes for me i barely noticed it because i had Mysterious Broadcast or Black Mountain Radio all the time anyway
"Cause I got spurs that Jingle Jangle Jingle." I know the music doesn't really fit the Commonwealth, but damn it'd be fun to listen to.
[media]https://www.youtube.com/watch?v=JkfRkEazsaw&feature=youtu.be[/media]
The thing with fnv, is it has more of a western feel so all the songs in it fit more imo Fo4/fo3 has more of a "pop, in the city feel". I dunno, but I like obsidian/bethesda fallout music choices being different, gives both games an entirely different feel.
Gonna replay New Vegas but I don't know what kind of character to play as or what story route to take...
[QUOTE=Sir Whoopsalot;49180209]So, tips for playing a melee weapon focused character with idiot savant?[/QUOTE] Make a shit ton of Psychobuff and Buffjet, I'd also suggest putting a few points into range weapons, since there are some enemies that you'll have to shoot from a distance.
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