Fallout 4 V24: You're Tied to This Thread Kid, Your Energy
5,003 replies, posted
[QUOTE=elowin;49440118]No, not at all.
In all of those cases, with the exception of Oblivion and Skyrim, there's a logic to why you do more damage. Your character is getting better, meaning they're more skilled at aiming for vital spots, or perhaps just straight up stronger now. You have to realize, RPG mechanics originally came about because of a desire for simulationism. Every stat, every dice roll, represents something in the game's world.
However, in Fallout 3 and onwards, along with Oblivion and onwards in The Elder Scrolls, control over combat changes from being in the hands of the character, to being primarily in the hands of the player. If you hit someone in the head or vitals is no longer up to the character's skill, it's [I]your[/I] skill. Thus, with the exception of strength affecting melee damage, It no longer makes any sense for your characters' ability to affect damage, because it's not actually representing anything.[/QUOTE]
I really don't see how a cool down based crit meter linked to your luck is anymore of a simulation then?
[QUOTE=RenegadeCop;49440126]Sure it makes sense, it's because video game
The same reason you care about shaun and the same reason society hasn't rebuilt[/QUOTE]
Amazing reasoning right there, you sure showed me!!!
For some games, that's enough. Games like the Shadow Warrior reboot, that are more about mindless fun than building a coherent world. And hey, if that's all you want, that's fine I guess.
But it's certainly not all I want, not from an RPG anyhow. I want to be immersed into a world unlike our own.
[QUOTE=RenegadeCop;49440155]Ehh I got bad news about FO4 then, it's about as immersive as super mario brothers[/QUOTE]
yeah no shit, that's why i come in here periodically to complain about it
I'd really like to know why Beth removed the level cap.
[QUOTE=Hatley;49440220]I'd really like to know why Beth removed the level cap.[/QUOTE]
Artificial content probably.
[QUOTE=Hatley;49440220]I'd really like to know why Beth removed the level cap.[/QUOTE]
Because people wanted to keep playing and getting new perks after level 30 or so, imagine if you stopped at level 30 in Fallout 4, you wouldn't even have half of the available perks.
is it me or does the perks chart have a lot of really blatant padding anyway for how few of them there are? why even take out skills if it just means 30% of the perks have to be straight damage ups for X variant of Y weapon or just be utility things like lockpicking? it just feels like an excuse to have less perks that actually do anything unique
[QUOTE=Atlascore;49440264]Because level caps are an annoying arbitrary limit, especially when they're low as shit like in Fallout 1 and 3.
Black Isle had the right idea when they made Fallout 2, they cranked that shit up to 99, the level cap in New Vegas is high enough (with the DLC) that it works out just fine.[/QUOTE]
Level caps exist so you can have persistent end game content without being over leveled.
I suppose in order to re-introduce a level cap, you'd have to restore the original amount of starting SPECIAL points.
[QUOTE=Atlascore;49440349]You can still have consistent end-game content without a level cap, I think Fallout 4 does it decently, you can only level the SPECIALs up to 10 and your damage stops increasing once you get rank 5 in any damage perk (which is around level 45), the only thing that increases after a certain point is your HP.[/QUOTE]
End game content meaning non-level scaled areas. If the level cap is 20 there are multiple 20-22 dungeons etc.
Not to mention actually having you specialize in a build.
[QUOTE=Hatley;49440337]I suppose in order to re-introduce a level cap, you'd have to restore the original amount of starting SPECIAL points.[/QUOTE]
I wouldn't mind that.
[QUOTE=Atlascore;49434883]Yeah, Luck is an amazing stat, lots of good perks, and each point increases the build-up speed on crits so great synergy with the perks.
If you want to see an actual dump stat in F4 just look at Endurance, it's utterly useless, the little bit of extra hp you get from each point is pathetic, and the perks are either useless or a gimmick.[/QUOTE]
I'm really sad I gave my character a decent amount of endurance and a lot of perception
Both skills are 100% pointless past level 2-3 or so. There's some cool perks at the end of perception that would be kind of neat to get (like the one that lets you shoot through cover) but it's hardly worth the rest of the tree being garbage ignoring the token weapon damage perk.
EDIT: Okay perception at least has some more useful stuff outside of Rifleman. Locksmith is useful..ish. There isn't anything in the game that actually matters behind a locked door I've found. But it's always nice to get goodies. Demo Expert is actually pretty nice if you use grenades a lot. Penetrator (as mentioned) is good, but not amazing. Concentrated Fire is also good, but not amazing.
I think the biggest issue with perception tree is that Night Person, Refractor, Sniper, and Pickpocket is 100% useless, while the top skills in the tree are [I]nice[/I] but not really worth going for 10 perception. Stuff like Penetrator and Concentrated Fire would be much better lower in the tree, and something new that is truly good should be at 9/10.
Oh god I'm going to end up making another perk overhaul mod again aren't I when the mod tools come out like I did for skyrim :x
It's not completely scaled, every area has a minimum level and a maximum level. It's a good balance imo, though I think they could've been a bit harsher with it.
I just hope video game RPGs take a hint from Tabletops soon and start to move away from the concept of classes and levels.
There are much, much better ways to deal with progression.
[QUOTE=Instant Mix;49439501]Gauss isn't pronounced like that so.. No, unfortunately. A* for creativity though[/QUOTE]
Actually it IS pronounced like that.
Ef for Effort.
[QUOTE=purvisdavid1;49440582]Actually it IS pronounced like that.
Ef for Effort.[/QUOTE]
I had a Japanese electromagnetic physics professor and a Ukrainian circuits professor, I've heard gauss pronounced a dozen different ways
[QUOTE=elowin;49440544]I just hope video game RPGs take a hint from Tabletops soon and start to move away from the concept of classes and levels.
There are much, much better ways to deal with progression.[/QUOTE]
Which systems are good for that?
i think Exalted and Numenera work that way?
[QUOTE=TheRealRudy;49440191]In my opinion, they should just have kept the old system involving skills with traits and perks on top of them, improve and iron out any flaws the old system had (don't recall being many) and then put the improved feel, look and responsiveness of the new gunplay system in top of it.
Oh well, I can only hope for a mod someday.
Also, speaking of the gunplay and such, is there still a way to play stealthy? I remember this time when playing Tale of Two Wastelands, I headed into Fallout 3's The Pitt. Ofcourse, pretty early in the DLC you get searched and stripped of all your weapons and equipment, but due to the holdout weapon system of New Vegas, I was able to keep my silenced .22 pistol (is that system still a thing in Fallout 4 by the way? )
From that point forward I silently took out the guards by being in sneaking mode and aiming for their heads multiple times in VATS and sneaking causing multiplied critical damage when the NPC is unaware of your presence. None of the other guards were noticing I took out their men, so every time I took one out I quickly took his best equipment, and moved on to the next. I always really enjoyed being able to play stealthy, but I've never really found any moment in all my hours of Fallout 4 to play like this.
[Editline]yeee[/editline]
This video has to be my favourite example that stealth is a very viable option to play in New Vegas, even on very high levels levels.
(The timing of that headshot was so badass after Kimball just finished his sentence)
[video]https://youtu.be/_kYig-_iJPI[/video][/QUOTE]
I do stealth unarmed and it works out well. almost never even get to caution. lots of legendary gear
[QUOTE=brenz;49439886]Wait wait wait, people were saying the combat was tons better earlier. If it isn't because of the removal of random crits, then in what way is it better? I don't notice much of a difference, so maybe someone can enlighten me.[/QUOTE]
its just less janky in general
I welcome that mod because the new crit system screwed over my typical high luck crit build
[img]http://imgkk.com/i/8ce4.png[/img]
can anyone hazard a guess at why my fps always dips at spectacle island :v:
I've heard it as gaous's law, gauasses law and gouse's law
Speaking of difficult enemys, the Gutsy got a serious upgrade in this game. It's like they turned his machine gun into a minigun and blended it with a sniper rifle. They're almost worse to fight than deathclaws at low levels.
[QUOTE=overwatch pvt;49440677]Speaking of difficult enemys, the Gutsy got a serious upgrade in this game. It's like they turned his machine gun into a minigun and blended it with a sniper rifle. They're almost worse to fight than deathclaws at low levels.[/QUOTE]
Actually fuck assaultrons.
Beat the game recently with a messy first character that didn't really specialize in anything
does anyone have any fun build recommendations for a second character?
was thinking about melee/punch only but would love to hear other recommendations
[QUOTE=purvisdavid1;49440694]Actually fuck assaultrons.[/QUOTE]
Assualtrons, I can handle. They gotta get up close to do some real damage, and their death beam's pretty easy to dodge. But Gutsys, doesn't matter how close are far you are, they'll chew you up.
[QUOTE=overwatch pvt;49440729]Assualtrons, I can handle. They gotta get up close to do some real damage, and their death beam's pretty easy to dodge. But Gutsys, doesn't matter how close are far you are, they'll chew you up.[/QUOTE]
Maybe we're fighting different assaultrons, because I've died when an assaultron got behind me and deathlasered my ass.
Like, literally hit me in the ass and I died.
[sp]I was butthurt[/sp]
[QUOTE=o DefcoN o;49440710]Beat the game recently with a messy first character that didn't really specialize in anything
does anyone have any fun build recommendations for a second character?
was thinking about melee/punch only but would love to hear other recommendations[/QUOTE]
I was thinking of doing a James Bond/Kingsman type character that always wears suits, and only uses silenced rifles, pistols, and walking canes.
[QUOTE=o DefcoN o;49440710]Beat the game recently with a messy first character that didn't really specialize in anything
does anyone have any fun build recommendations for a second character?
was thinking about melee/punch only but would love to hear other recommendations[/QUOTE]
I did a bit of a melee build starter (no power armor).
[code]9/3/1/1/1/8/5
SPECIAL BOOK: Agility
PER Bobblehead
Level 2: Idiot Savant
Level 3: Rooted
Level 4: Blitz
Level 5: Moving Target
Level 6: Big Leagues
Level 7: Action Boy
Level 8: Blacksmith
Level 9: Armorer
Level 10: Big Leagues
Level 11: Idiot Savant
Level 12: Locksmith
Level 13: Toughness
Level 14: Bloody Mess
Level 15: Sneak
Level 16: Ninja
[/code]
You want Idiot Savant as early as possible to make up for the loss of xp for having 1 INT.
Rooted works with VAT's so if you use VATs a lot, you will do a lot more damage by levelling rooted.
[QUOTE=o DefcoN o;49440710]Beat the game recently with a messy first character that didn't really specialize in anything
does anyone have any fun build recommendations for a second character?
was thinking about melee/punch only but would love to hear other recommendations[/QUOTE]
Get nerd rage
become a foul-mouthed sadomasochist
[QUOTE=SleepyAl;49438512][url]http://www.nexusmods.com/fallout4/mods/6771/?[/url]
[t]http://staticdelivery.nexusmods.com/mods/1151/images/6771-0-1450908627.jpg[/t]
Adds luck based critical hits outside of VATS like in F3/NV. You still have the crit meter inside VATS too.[/QUOTE]
By the way, this is why Overdrive is such a good chem.
Overdrive basically does what this mod does except with 25% chance instead of a theoretical maximum of 12% with this mod.
It is really confusing because there normally isn't crit chance in the game yet overdrive says "+25% Critical Chance".
[QUOTE=TheRealRudy;49440937]I don't get why they removed the Turbo chem and gave Jet the effects that Turbo normally would give you. Also, where have the other Jet variants gone to, like Rocket and Ultrajet?[/QUOTE]
Dunno about Rocket, but Ultrajet is definitely in the game.
And given that Rocket was essentially a more potent version of Jet, it wouldn't really be necessary to have two chems which would now do the same thing.
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