Fallout 3 / Fallout New Vegas and DLC Discussion Thread (SPOILERS)
#176
Posté 16 septembre 2011 - 03:46
It seemed like they made it really a pain in the behind to steal as well. I could have a really high sneak and still fail roll after roll on pickpocketing.
#177
Posté 16 septembre 2011 - 03:48
Barbarossa2010 wrote...
Addai67 wrote...
Pretty sure they said none of the DLC will be post-campaign. edit: But the chatter is that this will have implications on the Mojave after you play the DLC.
Spoiler:
People on Bethsoft forums are saying that it looks like nukes falling on McCarran, the Strip etc. Maybe you get nukes for your final battle?
The implication of a missile launch is clearly in the trailer. Feels right to me that it is something that could/should happen in the story arc...or be avoided! You can really feel the crescendo of a final showdown, which was well developed over the main story and 4 DLCs.
They've just done a great job with this entire iteration. Hope this style of gameplay and story continues over the next sequel for the franchise. My guess, (since Bethesda/Obsidian don't seem inclined to shoot themselves in the foot, and actually leverage and build upon what's good in their games, not eliminate them), is that it will.
I'm wondering about the ICBM launches myself, and its my opinion, he's fighting to restore the old US. Best way to do that to him, might be just to nuke the **** out of both major factions in the west, maybe the East too.
#178
Posté 16 septembre 2011 - 03:57
I liked FO3 better at first, too, but appreciated FNV more when I tried to roleplay.Jestina wrote...
The reputation system in Vegas annoyed me and the game felt kind of blah compared to FO3. I also didn't like the new speech system(without a roll). Some things were interesting ideas but I never saw a use for them...like crafting and making bullets. The only time I ever needed to craft was when playing an energy weapons build.
It seemed like they made it really a pain in the behind to steal as well. I could have a really high sneak and still fail roll after roll on pickpocketing.
Hardcore mode and higher difficulties make crafting more valuable.
#179
Posté 16 septembre 2011 - 04:41
Loved Hardcore mode & crafting. Combined with a more RP approach to gameplay it made things very enjoyable. I mostly used crafting for food, but was also helpful to turn one type of ammo into a better type. Fun shotgun rounds being my favorite.
Modifié par Cutlass Jack, 16 septembre 2011 - 04:43 .
#180
Posté 16 septembre 2011 - 04:59
If their logic in forcing you to get speech skill was to prevent cheating on a roll, it was dumb to add boosts in the form of magazines to the game.
#181
Posté 16 septembre 2011 - 07:35
It's a game that rewards "deep" roleplay, and Fallout 3 doesn't do that as much.
Modifié par Addai67, 16 septembre 2011 - 07:36 .
#182
Posté 17 septembre 2011 - 01:10
Addai67 wrote...
Well, weight management but also food, drink and sleep, and limited healing from stimpaks and sleeping (you can't heal limbs by sleeping, for instance).
It's a game that rewards "deep" roleplay, and Fallout 3 doesn't do that as much.
Kind of how it was before. There were two skills...first aid and doctor but they have since lumped them all into one skill, medicine. I remember those days, limping and poisened, lost in the wastes but all I could think about was how was I going to carry more bottle caps.
#183
Posté 17 septembre 2011 - 06:53
Anyways, I love how Obsidian gave us this big wasteland focused main game, but with the focus on the Courier as side-DLCs. This is how Fallout (even better than how the originals were paced) should be. The main game focusing on the world with small chapters surrounding the character we are playing. They tried to do this in Fallout: 2 (seen on Killaps restoration patch) with the Chosen One's rival, but they didn't finish it. I love how they are bringing it back with the focus on Ulysses (Courier) vs. The Courier just like the Chosen One vs. the first Chosen One.
#184
Posté 17 septembre 2011 - 12:33
#185
Posté 17 septembre 2011 - 03:58
Jestina wrote...
Fallout was more designed as a survival game so that stuff(hardcore as they call it now) worked on there. FO3 and Vegas are more shooter, so I don't mess with hardcore. There's an overabundance of explosives and high power firearms so healing injuries would just become annoying. In the first Fallout I was overjoyed just to find a handgun...but I guess they were trying to draw in a different crowd with FO3 and Vegas because almost everyone you run into is armed to the teeth.
The same thing could be said, though, about Fallout: 1 and especially Fallout: 2. Towards the end of the game, money and ammo becomes something that you never have to worry about. For me, that moment came when I finished the Den and Junktown--too soon. The beginning of games are always the toughest, and I think it would be impossible to keep that level in any game. In the beginning of New Vegas, it does stress some survival (unless you haven't stolen everything) as you have hardly any coin with sucky weapon drops--especially if you are a melee/unarmed character.
Since the enemies come in bunches and you have the power of the lucky critical, you can get resupplied so easily killing a lot of random encountered patrols/raiders/slavers in Fallout: 1/2. I'm not saying I like New Vegas more than Fallout: 2, but I think it is the best Fallout game we will get post Fallout: 2. If this so happens to be the last true Fallout game, I'm very satisfied with how Obsidian handled the end of the series. I just hope that Lonesome Roads will be a last hoorah before the end.
#186
Posté 20 septembre 2011 - 08:32
#187
Posté 20 septembre 2011 - 09:19
Is that correct? Aren't most New Vegas DLC larger?
#188
Posté 20 septembre 2011 - 09:45
naughty99 wrote...
I just downloaded Lonesome Road, haven't played it yet, but I was really surprised that it was only 28MB.
Is that correct? Aren't most New Vegas DLC larger?
Mine was 400+ on the 360.
Anyway it's worth it.. It's bloody hard though.
#189
Posté 20 septembre 2011 - 10:02
I'm not finished with the DLC yet but it's different than all the others. It's also linear in the sense that, yes, it's a road you walk. But individual areas still have exploration to them.
The atmosphere is really nice and rather bleak. Tone-wise it's closest to Dead Money.
#190
Posté 20 septembre 2011 - 11:17
#191
Posté 20 septembre 2011 - 11:23
virumor wrote...
I guess it's level scaling, but Divide deathclaws almost one-shot my 450 HP character.
And they're still "nice" compared to Rawr. *shudder*
#192
Posté 21 septembre 2011 - 12:47
#193
Posté 21 septembre 2011 - 12:50
virumor wrote...
I guess it's level scaling, but Divide deathclaws almost one-shot my 450 HP character.
They definitely level scale. It was evident during OWB.
#194
Posté 21 septembre 2011 - 12:52
Its a good DLC though short, I beat it and played it yesterday, and the changes and nukes if you allow them are just on two major supply lines leading into the Divide if you go after both sides. (NCR legion)
Keep in mind that those bombs aren't ICBM's but are Missile Defense weapons pressed into the ground attack role, they have much smaller warheads and are ment to attack incoming warheads, so even all of those missiles at the base won't add up to much daamge. But I also have canned the launches. But given as I missed alot of crap like I always do, I'll wait for Falloust Wikia to update, pick over it, then play the DLC again on the 26th once the gun runners pack is out. I want to wait and see if they have an AK at last >>.
#195
Posté 21 septembre 2011 - 01:33
KenKenpachi wrote...
I had no problem with the Deathclaws myself, But I normal run back from them while unleashing a rocket storm, or three riot gun shells to the face.
Its a good DLC though short, I beat it and played it yesterday, and the changes and nukes if you allow them are just on two major supply lines leading into the Divide if you go after both sides. (NCR legion)
Keep in mind that those bombs aren't ICBM's but are Missile Defense weapons pressed into the ground attack role, they have much smaller warheads and are ment to attack incoming warheads, so even all of those missiles at the base won't add up to much daamge. But I also have canned the launches. But given as I missed alot of crap like I always do, I'll wait for Falloust Wikia to update, pick over it, then play the DLC again on the 26th once the gun runners pack is out. I want to wait and see if they have an AK at last >>.
Okay, good. Got it. Wasn't sure after watching the trailer. Sure looked like ICBMs, but that clears that up going in. Will probably DL today or tomorrow.
Yeah, with Deathclaws (especially NV Deathclaws), if I have just a bit of warning, I'll usually backpedal and lay down a few mines to wear them down then finish them off with the .50 cal AMR. They are much tougher beasts in NV than FO3, and evidently now are even tougher in the Divide (especially if your Courier is a level 45!). Okay, looking forward to it.
#196
Posté 21 septembre 2011 - 01:48
Barbarossa2010 wrote...
KenKenpachi wrote...
I had no problem with the Deathclaws myself, But I normal run back from them while unleashing a rocket storm, or three riot gun shells to the face.
Its a good DLC though short, I beat it and played it yesterday, and the changes and nukes if you allow them are just on two major supply lines leading into the Divide if you go after both sides. (NCR legion)
Keep in mind that those bombs aren't ICBM's but are Missile Defense weapons pressed into the ground attack role, they have much smaller warheads and are ment to attack incoming warheads, so even all of those missiles at the base won't add up to much daamge. But I also have canned the launches. But given as I missed alot of crap like I always do, I'll wait for Falloust Wikia to update, pick over it, then play the DLC again on the 26th once the gun runners pack is out. I want to wait and see if they have an AK at last >>.
Okay, good. Got it. Wasn't sure after watching the trailer. Sure looked like ICBMs, but that clears that up going in. Will probably DL today or tomorrow.
Yeah, with Deathclaws (especially NV Deathclaws), if I have just a bit of warning, I'll usually backpedal and lay down a few mines to wear them down then finish them off with the .50 cal AMR. They are much tougher beasts in NV than FO3, and evidently now are even tougher in the Divide (especially if your Courier is a level 45!). Okay, looking forward to it.
Hahaha nah, more like SRBM's

These here are IRBM's,

And these here are your ICBMs.

Then your SLBM's and Cruise Missiles. So from the sizes in the trailer and the Silo they arn't very large, not even close to being ICBM's.
http://www.au.af.mil...iah/kiziah2.jpg
http://www.missileth...98&IM_HEIGHT=-1
#197
Posté 21 septembre 2011 - 01:51
Modifié par virumor, 21 septembre 2011 - 01:54 .
#198
Posté 21 septembre 2011 - 01:56
virumor wrote...
It doesn't really matter if they're ICBMs or not, what matters is their payload.
The bigger the missile the bigger the warhead it can loft. The excpetion to that is SLBM's but they have to get to about IRBM range to be of use. With a strong enough ASW force, a mute point. Still doesn't matter in any case.
But they are defensive missiles, in the game I mean. All you have to do is read the floor panels and such around the base. It was part of a Missile defence program, funny enough the US HAD a system like this, and the Russians still do.
From the time I set one off and didn't die I wonderd about that till I found the Base commanders office. Plus you have to take into account failing maintenance, degradation. Its not like you build these bombs and thats it. Hell half of the US's atomic force is in dire straights of needing to be mothballed as we lack the experts to maintane all of them. But point is that would effect the yield on those missiles having sat around for 200 years. I'm surprised they didn't just blow up on launch.
Modifié par KenKenpachi, 21 septembre 2011 - 01:58 .
#199
Posté 21 septembre 2011 - 01:59
An actual nuke in FO3/NV is huge, for example the bomb in Megaton.
Modifié par virumor, 21 septembre 2011 - 02:00 .
#200
Posté 21 septembre 2011 - 02:11
virumor wrote...
The code on the general's body did mention ICBM, though. They probably fill them with mini-nukes.
An actual nuke in FO3/NV is huge, for example the bomb in Megaton.
Yeah, I was going on the assumption of whats written in the base, and the Yield we witnessed, plus one of the Couries options is a cocky "Those won't do any major damage." To which your dear friend/enemy says "I know, but you taught me something, if you can cut off a supply line you can cut off an idea." Or something to that effect. I'm pretty sure they were Anti ICBM's Warheads. Just strong enough to blow those apart. I mean hell you launch one to move ahead in some region, and I didn't notice anything too major. I think there were ICBM's on the base though, most likey underground and what was set off making the divide.
But as you noted with the huge nukes, Fallouts world didn't fallow the dame path as ours, breaking off some plave in the 50's. I mean they mainly use bombers, and hand tens, if not hundreds of thousands of bombs to drop, on all sides I mean. And Missiles were a small part. I mean they could have went a whole nother way in rocket design, or warheads. Or seen the Missiles as something to hit Area's the bombers can't.
But its funny you mentioned megaton, if you can compair its blast zone and crater with those in New Vegas, and assume all the missiles hit one or two targets, being I think there are 8 missiles on the base, then that means they only have maybe an 8th of the same power of that bomb. So I'm pretty sure they are defensive weapons, I mean between the signs, the ones you set off, its clear whatever the purpose they have, the range is short, and the Warheads very low yield. And it makes no sense to have tactical weapons in the middle of the US.
Modifié par KenKenpachi, 21 septembre 2011 - 02:12 .





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