Fallout 3 / Fallout New Vegas and DLC Discussion Thread (SPOILERS)
#576
Posté 19 juin 2012 - 12:18
#577
Posté 19 juin 2012 - 01:56
Yeah I set up mine ambushes for them. BOOM *nightstalker in orbit*Barbarossa2010 wrote...
I hate the Nightstalkers in OWB. They seem like they got an HP-injection or something compared to those swarming little bastards in New Vegas. I use an AMR (or explosives if I can catch them all together) on them with glee.
#578
Posté 19 juin 2012 - 01:57
It's intense. A lot of atmosphere in it, though very grim as you might expect. Also it's combat-heavy. Hope you got some Stimpaks.termokanden wrote...
Ah yeah. Do they do extra damage to armor or something? Because mine seems to break all the time against them.
Anyway, off to bed and tomorrow I will start my first Lonesome Road playthrough. Hope it's good. I thoroughly enjoyed all the other DLC so I have a good feeling about it.
#579
Guest_garresvokorion_*
Posté 19 juin 2012 - 03:37
Guest_garresvokorion_*
2012ReconTeam wrote...
What visual improvement mods are you guys using? Damn the engine seems dated now.
not using these awesome mods
Imaginator
FNV Enhanced Shaders
Texture Pack
Nevada Skies
FNV Project Reality
#580
Posté 19 juin 2012 - 06:37
#581
Posté 20 juin 2012 - 06:54

Scouting for headshots. As Cass would say:"Shhh...we're hunting $h!+heads."

Alright, let's do this.

I don't care if you do have a fancy title Mr. Vex; Courier on one side with a riot shotgun and Boone on the other side with a .50 cal = one very bad day.

Nothing quite like bringing fists to gun fight. Macho slaver dumb asses. BTW, wasn't it you who said "degenerates like me should be hanging from a cross?"...um...okay.
Modifié par Barbarossa2010, 20 juin 2012 - 07:04 .
#582
Posté 20 juin 2012 - 06:56
#583
Posté 20 juin 2012 - 06:59
#584
Posté 20 juin 2012 - 09:30
#585
Posté 22 juin 2012 - 07:34
I just went to The Courier's Mile. Wow. All the deathclaws in there can 2 shot me even with Med-X. There's no way I can survive a regular fight against them with just 2 auto-inject stimpaks. Good thing I have so many mines, and my trusty Implant GRX.
The tunnelers are a bit annoying though. They destroy my armor even worse than the nightstalkers of OWB.
The Marked Men are pretty much cannon fodder so far.
Modifié par termokanden, 22 juin 2012 - 07:36 .
#586
Posté 22 juin 2012 - 08:11
Though you gotta give 'em extra points for actually arming themselves with decent weaponrytermokanden wrote...
The Marked Men are pretty much cannon fodder so far.
#587
Posté 22 juin 2012 - 09:32
termokanden wrote...
Really enjoying Lonesome Road so far.
I just went to The Courier's Mile. Wow. All the deathclaws in there can 2 shot me even with Med-X. There's no way I can survive a regular fight against them with just 2 auto-inject stimpaks. Good thing I have so many mines, and my trusty Implant GRX.
The tunnelers are a bit annoying though. They destroy my armor even worse than the nightstalkers of OWB.
The Marked Men are pretty much cannon fodder so far.
Tunnelers...yeah. Didn't want to spoil that little surprise for you.
The Courier's Mile...what can you say? Only for the most resilient Couriers, huh?
Been hunting any warheads lately?
#588
Posté 22 juin 2012 - 09:35
The thing is though, I am armed to the teeth after completing the 3 other DLCs. The main thing that makes deathclaws dangerous is the fact that their attacks ignore DT, and my high DT even in light armor is the reason why the Marked Men aren't tearing me apart.
I looove my shoulder mounted machine gun too. Unlike most other heavy weapons (Arc Welder... sigh), it does OK damage per shot.
Edit: Have I been hunting nukes? Yeah, I have. I haven't had much time to play this week but I suspect I will finish this weekend.
Question: I am at level 36 and have NO idea where to spend my last few perks. I am a light armor user and have all relevant energy weapons stuff except Plasma Spaz and Meltdown (bad experiences with the latter, believe me
- sneak perks: I have none so far and am not sure I really care about sneaking. Suppose it can be good.
- lady killer/confirmed bachelor: good but not sure they work against monsters (and all humans are pretty easy to kill)
- living anatomy: +5% against easy enemies? Marginal...
- explosives perks: could be fun, but it seems like a big investmen
- various utility perks: not sure what I would want here
Got any ideas?
Modifié par termokanden, 22 juin 2012 - 09:47 .
#589
Posté 22 juin 2012 - 10:15
Explosives: I'm an explosives/guns hound, so I'm more than willing to pump points and perks into something I use all the time and make it all the more effective. Explosives to me, are game changers. Mines, satchels, dynamite, C-4 (OMG, C4!), grenades, grenade launchers/rifles and on and on. I usually mine the hell out of the area around me and force the enemies into ambush or try (try mind you) to catch enemies clustering (by sneaking-yes a always a good place to spend points and perks) and use explosive projectiles on them. Once I've depleted my bag of tricks, and there is anything left standing (and there usually is in the DLCs), then I go to guns.
At this point, I'm primarily using .50 cal explosive rounds with my Anti-Materiel Rifle to kill them with a guns/explosives mix at range. They're extremely expensive, but engagements (outside of ambushes) are usually long over before they even start. Like the Grenade projectile weapons though, they are not for use in close quarters combat. You will kill yourself quickly.
Sneak and perception: These really go hand-in-hand if you're sniping (my secondary favorite). I really like to catch 'em early and unalerted, and like Boone says, let them experience the last thing they'll never hear. I don't normally mess with energy weapons in New Vegas (I did alot in FO3), so I'm not sure how you personally use them (close quarter or ranged focus). If you're an energy weapon user, and Sneak/PER fit into your scheme, then by all means invest something there.
VATS/Critical Chance: If none of the above appeal to your play style, then take all VATS perks and critical chance, to include Luck, because they are just good investments to whatever your character's combat scheme is.
Oh, and if you haven't taken the Jury Rigging perk...do it. I fix all my hi-quality guns on hand with this and end up making a ton of caps, selling primo weapons, and not junk, back to Gun Runners. Unfortunately the Van Graffs are no longer in business (thanks to that sultry little red headed minx who demanded their heads), so energy weapons I collect, go into the Gun Runners system, and of course, it takes some time for them to restock caps.
Modifié par Barbarossa2010, 22 juin 2012 - 10:18 .
#590
Posté 22 juin 2012 - 10:28
To clarify, my build is a critical-focused energy weapons build. That means I have 10 luck, Finesse, Better Criticals, and Light Touch. Along with Laser Commander my Hyperbreeder Alpha is just crazy good. Not that I need to save ammo, but this weapon is more effective than I had ever imagined.
Anyway thanks for the suggestion. I think explosives and sneaking might be the way to go.
PS: The Anti-Materiel Rifle is great, but I use its energy weapons equivalent: The YCS/186. This is also a ridiculously powerful weapon. Energy weapons start out pretty bad in New Vegas but they become amazing. The only thing is that you'll be tempted to take Meltdown, and it is both amazing and terrible at the same time. I found it ruined my previous energy weapons build.
Modifié par termokanden, 22 juin 2012 - 10:32 .
#591
Posté 23 juin 2012 - 12:24
After my last game I got to love the Thought You Died perk. And really, what a great name. lol
I also add perks that affect crafting, because I love to tinker. Mad Bomber, for instance, is tons o' fun.
Modifié par Addai67, 23 juin 2012 - 12:25 .
#592
Posté 23 juin 2012 - 10:25
#593
Posté 24 juin 2012 - 01:47
Dr. Mobius' Glasses - (Guess) - Old World Blues
Daniel's Outfit (Hat) - (Guess) - Honest Hearts
Holorifle - Dead Money
EDIT: Congrats BTW. A great journey wasn't it?
Modifié par Barbarossa2010, 24 juin 2012 - 01:48 .
#594
Posté 24 juin 2012 - 01:50
#595
Posté 24 juin 2012 - 09:27
I did not know you could ally the Khans with the NCR either. Last time I just killed them all.
Modifié par termokanden, 24 juin 2012 - 09:32 .
#596
Posté 24 juin 2012 - 12:01
Barbarossa2010 wrote...
I just assassinated Papa Khan with a silenced M14 (mod) in his sleep and allied the Great Khans with the NCR. I had no idea it was even possible.
lol
I think in these kinds of cases the game itself should automatically abolish the pacts.
#597
Posté 24 juin 2012 - 06:30
termokanden wrote...
Ulysses' Duster, but otherwise you got them. You'd probably need to see the back of it to know that though
I did not know you could ally the Khans with the NCR either. Last time I just killed them all.
Aaah, I knew it. I even wrote down Ulysses first and changed it. You really can't tell unless you see it from the back. It was a 50-50 shot.
Regarding the Khans, I was completely surprised that the option was available. It centered around Regis, Papa's right hand man. I didn't remember him being disillusioned with Papa Khan's leadership in my previous playthrough (honestly, I don't think I even cared all that much). Also, I think you only notice certain things depending on what quest you have active (if you even have one active).
I just went through the Omertas and Gomorrah, and it played out differently than my first playthrough. When I actually looked through the guide, I was amazed to see how many different quests (even outside of Yes Man, House, Legion, NCR) intersected through them.
Ah well, finally on the down hill slide of the main quest in this playthrough. Readying up for the DLC playthroughs soon.
#598
Posté 24 juin 2012 - 09:34
#599
Posté 25 juin 2012 - 12:44
I went to Quarry Junction to test it. Imagine a bunch of Deathclaws lying on the ground in a very unnatural position. Yep, the weapon sure works. I don't see how melee enemies can even touch you if you have that gun. Plus it looks hilarious when you zap things. They just sort of slowly keel over.
#600
Guest_jon1991_*
Posté 25 juin 2012 - 01:12
Guest_jon1991_*





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