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jero cvmi

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About jero cvmi

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    (3) Conjurer

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  1. Part A: ToEE, because it's the only Troika game i've never played Part B: might and magic 1, because it's the oldest.
  2. They were. There were to type of subtitles you could enable in Fallout 3, and one of them was the random chatter/banter/combat taunts. So yeah, nothing new. Guess i should have taken more time fiddling with the menus then *shrugs*
  3. So, were combat taunts subtitled in Fallout 3? If they were, what was the trick to enable them? I swear i played it with subtitles on, and don't recall one single subtitle while in combat. Because in these New Vegas videos we most certainly are reading combat taunts, and it is very good.
  4. that's the spirit. <3 Actually i'm glad Obsidian focused on fixing problems that can't be modded, and from what i can tell by the previews and gameplay videos they've done a pretty good job at it, at this point what's exciting is that this game will be one actually worth modding in whatever one feels shouldn't have been left out, like item descriptions.
  5. Also, and with Crimson Caravan confirmed to be in the game, this looks like a strong hint that there will be caravan drive sidequests/jobs. Amirite?
  6. Small Guns and Big Guns were not combined; Big Guns was eliminated and the weapons formerly under that skill were distributed to other skills. The rocket launcher and grenade machine gun are under the Explosives skill. The Gatling laser is under Energy Weapons, etc. Even within each weapon skill and each "tier" within each weapon, there are pretty significant tactical differences between weapons. The player has the following to consider: * DAM vs. DT - A big deal. Do not shoot a heavily armored target with standard 9mm bullets. * DPS vs. Health - Some targets have a boatload of health and low DT. DPS is more important against these guys. * RoF vs. Spread - Though not always the case (the minigun is a notable exception if you have a high enough ST), higher RoF weapons tend to have worse spread. I have a few "proving ground" areas in the game where I will drop in and use the weapons from a given skill/tier in different circumstances and adjust them based on viability in a given niche. If I ever find myself saying, "When would I ever use this?" I go back to the drawing board. awsm. wouldn't range, degradation rate and ammo scarcity be factors as well?
  7. It makes sense this one might be the base value, but IIRC in Fallout 3 what you saw on the PIPBoy was the value after the skill modification and it was the same price all merchants gave you.
  8. in the gameplay video, you can see a "VAL" tag in the weapon description page. Does that mean bartering values are fixed for all merchants? I thought reputation would have an effect with prices. Also, there are supposedly more than 3 currencies, what currency is that in?
  9. A lot of new stuff in this interview. That's very cool, i never found much sense in being able to build flaming swords and teddy bear guns, but not more reasonable custom weapons like a slingshot, or a molotov coctail, or even a gun with a scope. I hoped they would dispose of this. Instead they added a kit so you can carry MOAR NUKZ!. And they used the same cheesy reference to name it. This is the first New Vegas news that actually dissapoints me.
  10. An honest question: What would be your defining line between "previous generation" and "next generation" games? Is it some innovations in newer game engines? A set of new technical capabilities that if a game doesn't support, it is filed under "Previous Gen"? I'm not trying to counter your arguments, i haven't even played Alpha Protocol yet, it's just that i'm tired of this "Next Gen" vs. "Last Gen" handwaving. For example, people were all "OMG Next Gen" about Fallout 3, and it didn't look that impressive (apart from the long drawing distances maybe) compared to 3 or 4 years older games, at least not enough to warrant a "generation" shift.
  11. Energy Weapons is easier to "fill out" than Big Guns. Flamers don't constitute early, bread and butter weapons, but it's not hard to think of and implement other low- and mid-power Energy Weapons.
  12. Not only we have Vegas almost unharmed, but we have factions like the NCR and the Gun Runners that are actually making new guns and have probably got their hands on some way to build some low-end energy weapons. And Fallout 3 was full of laser pistols, the first I remember finding was in the Super Duper Mart, so quite early in the game, and there were TWO to boot. Granted, the ammo was scarce, especially if you compare it with the availability of normal 10mm ammo and the likes of it, but still you could find energy weapons quite early. I stand corrected. I only played it for like 10 hours anyway, so i guess i've missed out on a lot of content. :shrugs again:
  13. I quit in level 6, and never came across one :shrugs: well maybe i didn't phrase my question correctly: Isn't High Tec supposed to be something really special in fallout? With whole factions devoted to scavenging it? Does it make much sense for a 1 level dweller to have a laser pistol, when it was something special even for the Brotherhood of Steel? Then again, Vegas is supposedly almost unharmed, so it would make more sense to have High Tec readily available than what it did in Fallout 3. +1000 I was thinking Agility for melee weapons, and Perception for light ranged ones. By your logic, if you're totally clumsy with a blade you will damage it more than your enemy, and if you're greatly myopic you won't be able to aim with a gun. Cattle prod. Fits the setting to a T. Not just fits, it was present in FO2.Regardless, it could be categorized as a melee weapon, that's why I didn't mention it. And also one of the most powerful ones. I was thinking more like a penknife edition of Ripper or something.
  14. This is what's really important: Gun specialization is actually more involved now despite the Big Guns skill being eliminated. Which is awesome, thanks Josh. I still wish there's more than Strength requirements, like Agility or Perception for example. I have a question though: By the same logic, the player should have low end energy and explosive weapons available early on, so that his/hers investment in Energy Weapons / Explosions isn't useless for the first part of the game. With explosives, i can guess it could be dynamites, molotov coctails and the like. But energy weapons were typically powerful weapons. Can you give an example of low end energy weapons a 1st level character will have access to? Are they new weapons or underpowered versions of normal energy weapons?
  15. I find this an interesting point of view. I never saw them as a challenge, more like a chore. Then again, my sense of orientation sucks so much i hadn't thought it's worth challenging, that's why i prefer 3rd person/isometric over 1st person games: In 1st person, i always lose my direction and waste time wandering pointlessly trying to get back on track. So, do you guys thnk this happens in general? Do people avoid challenging skills they totally suck at?
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