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Fallout 3 / Fallout New Vegas and DLC Discussion Thread (SPOILERS)


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#851
Addai

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Mad Bomber adds Nuka grenades to your crafting menu. I love those, too. Still remember the time playing FO3 I tossed one at the supermutants in the DC hospital cafeteria, a mutie was thrown so high he went through the ceiling and came back down. Good times, good times.

Modifié par Addai67, 24 août 2012 - 03:38 .


#852
Barbarossa2010

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Yeah, you can make Nuke Grenades, but you have to have the Mad Bomber perk for it to unlock at the bench. If you aren't a explosives junkie though, you might be wasting a perk.  Nuka Nades require Nuke Cola Quartz which is not an overly plentiful resource in the Mojave, so your supply of grenades will probably be sorely limited.

Having said that, Mad Bomber does give you access to MFC Clusters which you.will.like.  MFC grenades initially only came with Mad Bomber I think, but are unlocked with only GRA now if I'm not mistaken.  Best bang for the buck since you can make them with only 3 MFC Cells.  Much lower DAM than the Cluster (which is 6 MFC grenades), and you can throw them like crazy and just make a ton of them.

Satchel Charges come with Lonesome Road - Like Addai said combining MFC Clusters and Satchels....wow!  Deathclaws tripping over these don't last long.

Explosives is a great skill in NV, affecting all grenades launchers/rifles, any mine, all thrown demolitions, anything that goes BOOM.  It's too much fun to ignore.

EDIT: Ninja'd. Posted Image

Modifié par Barbarossa2010, 24 août 2012 - 04:05 .


#853
Giggles_Manically

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I just prefer the MORE DAKKA route.

"There is no such thing as over kill. Only OPEN FIRE and I HAVE TO RELOAD"
Works better once you can recycle better and gain Energy ammo from EDE

#854
Addai

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Barbarossa2010 wrote...

Yeah, you can make Nuke Grenades, but you have to have the Mad Bomber perk for it to unlock at the bench. If you aren't a explosives junkie though, you might be wasting a perk.  Nuka Nades require Nuke Cola Quartz which is not an overly plentiful resource in the Mojave, so your supply of grenades will probably be sorely limited.

A Nuka grenadier should get the  Nuka Chemist perk, which helps extend the supply.  In FNV you have other nice explosives, though, so I don't use them as much as I did in FO3 anyway.  I do like the "home cooked" appearance.  In FO3 it was always fun to toss them at Enclave, show those stuck-up tin suits some real wasteland ingenuity.

#855
Giggles_Manically

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I just let Fawkes have at em.

Nothing quite says OWNED like a mutant beating down a bunch of racist nut bags.
Seriously Fawkes breaks the game, but in such an awesome manner.

#856
Barbarossa2010

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Fawkes FTW!

And I remember one instance in FO3 coming out of the Metro somewhere (Franklin Station maybe?) and ran right into 4 or 5 Super Mutants clustered together and totally unexpected.  Well I had no real recourse but to toss this new thing I'd learned to craft called a "Nuka Grenade."  Got a fantastic kill scene (used VATS), and killed all of them sending them flying sky high in slow motion.  That was a time I really wish I'd had a screen capture.  It was epic enough to remember, and I've been a fan ever since.

And for the hell of it, this vid captures the real spirit of Nuka Grenade obsession!  The first 4 minutes are how to craft and where to go to upgrade the schematics, the rest (from 4:48 onward) is pure cartoon fun.


Modifié par Barbarossa2010, 24 août 2012 - 06:26 .


#857
happy_daiz

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^ Does Fawkes ever actually lose health? Give that guy a gatling laser, and he's walking death. I still haven't tried Charon, I'm ashamed to admit.

Something really silly is that I finally crafted my first Railway Rifle the other day in FO3. Why didn't I ever use crafting before?

I see that there is a metric ton of stuff to craft in New Vegas - I haven't played the DLCs yet, so I think I may be in for a surprise!

Modifié par happy_daiz, 24 août 2012 - 07:11 .


#858
Barbarossa2010

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Actually, Fawkes just has a massive number of Hit Points!

#859
TobiTobsen

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Yeah... Fawkes loses health. He just has more HP than any other creature in the game. Actually he has so much HP that he's kind of an game breaker :lol:

Addai67 wrote...

Mad Bomber adds Nuka grenades to your crafting menu. I love those, too. Still remember the time playing FO3 I
tossed one at the supermutants in the DC hospital cafeteria, a mutie was thrown so high he went through the ceiling and came back down. Good times, good times.


It's funny in the german version. Since our moral guardians get a hissy fit as soon as they can see blood, there is only the ragdoll engine, but no exploding bodies. Yet the physic enginge for the exploding bodyparts is still there. That makes for some rather ridicioulus catapult moments when the headparts, who should explode and fly away, take the whole body with them.

Looks like the effect the clubs of the giants have in Skyrim!

Modifié par TobiTobsen, 24 août 2012 - 08:40 .


#860
Barbarossa2010

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happy_daiz wrote...

^ Does Fawkes ever actually lose health? Give that guy a gatling laser, and he's walking death. I still haven't tried Charon, I'm ashamed to admit.

Something really silly is that I finally crafted my first Railway Rifle the other day in FO3. Why didn't I ever use crafting before?

I see that there is a metric ton of stuff to craft in New Vegas - I haven't played the DLCs yet, so I think I may be in for a surprise!


Yeah, and don't be overwhelmed by it.  For me, crafting in New Vegas is enjoyable, actually useful, and not the least bit of a chore.  Don't feel like you have to craft everything at once.  It'll come in time.  Cool thing is you can walk up to a work bench, reloading bench, campfire, or electric hot plate, and at least see the ingredient/level requirements of basic recipes.  If it looks like something you'd use, then go collect it or level as necessary. That way you don't have to hang on to every piece of junk you come across.  Posted Image

For perks, just look in the perk menu next time you're at a perk level and read what they do.  Pay particular attention to these:

Hand Loader  (Guns users)
Vigilant Recycler (Energy Weapons users)
Nuka Chemist
Junk Rounds  (Dead Money)
Mad Bomber  (Gun Runner's Arsenal)
Camarader-E (A companion perk in Lonesome Road for ED-E)

Jury Rigging  (Repair 90 required) Yeah, it's not technically a crafting perk, but you will find it unbelievably useful repairing your weapons and armor.  But, yeah, it requires a 90 in Repair!

Most of all, just have fun with it, and initially only worry about crafting Stim Packs (70 Medicine required unfortunately; or be lazy like me and loot or buy them), Doctor Bags and Weapon Repair Kits.

#861
termokanden

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Yeah the crafting system is excellent. In some games it's too much of a chore but it's actually relatively straightforward here, even though there are so overwhelmingly many things you can craft.

In some games I find myself running between stores for half an hour and then ending up at a crafting bench, missing 2 fyktiblidooks to complete a recipe. I just get tired and give up.

#862
Addai

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I love to craft. I get all the crafting perks, I can't help myself. It tortures me that you have to have skill bought up in Science, Repair and Survival to be able to cook everything in your list.

Fawkes is the definition of tank, and the only companion I never worried about getting lost (which happens a lot in FO3, thankfully they improved companion pathing in FNV). Charon is still my favorite FO3 companion. "Y'like that, y' basted!"

Modifié par Addai67, 25 août 2012 - 12:33 .


#863
Haplose

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Crafting is pretty cool, but sometimes downright broken. Like the easy to make Party Time Mentats (+5 Cha!).... which stack with regular Mentats... and pretty much everything else.

#864
TheBlackBaron

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Junk Rounds is pretty useless, honestly - in Dead Money, which is what added it and pretty clearly what it was designed for, it only allows crafting an addition 80 something rounds. The others are excellent though.

Modifié par TheBlackBaron, 25 août 2012 - 10:00 .


#865
Barbarossa2010

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Yeah, it's pretty much not worth s#!+ in DM, since scrap metal is in serious short supply. However, it's awful handy back in the Mojave where you're basically substituting powder/primer/lead for plentiful scrap metal and tin cans. For enthusiastic reloaders it's quite a boon, since all you need is an appropriate casing or shell now to reload.

Having said that, it doesn't work with Hand Loader, so if you're into crafting hand loads (always recommended), then it's best to pass on Junk Rounds. Oh, and Junk Rounds doesn't support reloads of 12.7 either, so that is certainly a consideration for some.

So, all things considered, if you use standard ammo and like to reload, it may or may not be worth spending the perk on!

How well did I balance myself on that fence?

#866
Addai

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80 rounds for a guns character can make a big difference in Dead Money.

But I should remember that I have Perk Every Level, which means I can be loose with my perk selections.

#867
Barbarossa2010

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^I've been teetering on the fence for quite a while about getting Perk Every Level. It's very compelling. But it's like one those mods where I can't quite hide the fact from myself that I'm slightly cheating; even if you could do it in FO3.  Whereas with mods like Companion Menagerie, and...

Ah, who the hell am I kidding?!, I have an M-24, a Barrett 98B, an M-14 and an H&K 416 that do ungodly DAM/DPS...

So yep, Perk Every Level is going in the line up!

Modifié par Barbarossa2010, 26 août 2012 - 12:01 .


#868
Barbarossa2010

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Done!

#869
TheBlackBaron

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Addai67 wrote...

80 rounds for a guns character can make a big difference in Dead Money.

But I should remember that I have Perk Every Level, which means I can be loose with my perk selections.


Yeah, I set Project Nevada up to do the same thing, but...I dunno, I guess there's so many other perks I find compelling. :wizard: Plus, as Barbarossa said, it doesn't interact with Hand Loader at all, which is pretty much a required perk for a Guns user. 

#870
SupidSeep

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Barbarossa2010 wrote...

Jury Rigging  (Repair 90 required) Yeah, it's not technically a crafting perk, but you will find it unbelievably useful repairing your weapons and armor.  But, yeah, it requires a 90 in Repair!


Jury Rigging is the means to a steady income without "cheating".

Pick up a trashed Super Sledge, repair it with a Pool cue, and SELL!

#871
Inquisitor Recon

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Is there a working mod manager for FO:NV at the moment? I recall there being one in the past but a patch broke it.

#872
TheBlackBaron

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ReconTeam wrote...

Is there a working mod manager for FO:NV at the moment? I recall there being one in the past but a patch broke it.


Try Nexus Mod Manager. 

#873
Inquisitor Recon

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TheBlackBaron wrote...
Try Nexus Mod Manager. 


Just downloaded it, looks like a massive improvement over the system of trial and error I had before.

#874
Barbarossa2010

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It works good, and they are continuously updating it to make it work even better.

#875
termokanden

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Addai67 wrote...

80 rounds for a guns character can make a big difference in Dead Money.

But I should remember that I have Perk Every Level, which means I can be loose with my perk selections.


Indeed. There IS a use for Junk Rounds, but with half the amount of perks that you have, there are simply much better choices. Hand Loader is the only ammo perk I take, but that is one amazing perk. And so much fun too. Not just game mechanically. There may be something wrong with me, but I love crafting specialty ammo.

For Dead Money, I think the best (if perhaps a little cheesy) choice is Them's Good Eatin'. You will have so many healing items that even with a guns character you can just walk up to Ghost People and stab them.