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Everything posted by Slowtrain
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eh. melee/unarmed characters are pretty uber right from the getgo. The baseball bat isn't much a weapon, but one you can get a lead pipe or a tire iron, you are off and running. The advantages of melee weapons are pretty huge: no ammo requiremnts, no pauses for reloading, extremely fast strikes (even the slow weapons like the sledgehammer are still as fast or faster than most ranged weapons, no misses (in realtime), you can block when neccessary which gives a big boost to your dr. Yes, you do take damage when closing a gap, but once you are on top of an enemy and start attacking, the enemy will start to take critical hits and drop their weapon or fall over or whatever. Then you just beat on them unopposed till they are dead. The toughest fight for a melee user is another melee user who can block, then it becomes a hit for hit battle. You just try to maximize the number of strikes you can do. 2 for 1 is almost always doable, except against the fatest enemies. hen you just resign yourself to eating stimpacks until the battle ends. The worst situation for a melee/unarmed fighter is facing multiple enemies at once, especially multiple melee enemies that can block, since it takes longer to kill them than firearm toting enemies. That's where you have to think about how to maximize your advantage tactically as best you can. Again, this in RT. From what I understand combat plays out very differently when VATS is used.
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However, it doesn't work the other way around; weapons do not give any UI feedback about what skills they use. That's true. A bit of extra info there would probably be helpful. I actually found all the items and weapons to be somewhat threadbare as far as usfeul info went when mousing over them in the pipboy. That whole area could stand a bit of sprucing up.
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No argument that skill points were WAY too freely given out in FO3. Between books and bobbleheads and perks, you almost don't even need skill points at level up. I'd like to see SP scaled way back, even if the skill system remains the same. SP should have value. In the current incarnation of FO3, they really don't. AS far as melee/unarmed efectiveness, that may be more a matter of playstyle than anything else. RT vs VATS. I don't use VATS at all. In realtime combat I've played a lot of melee/unarmed characters and they are devastating combat builds. The shiskabob is the single most powerful weapon in the game; the deathclaw gauntlet is right behind it. NONE of the ranged weapons are even close. With melee/unarmed you can kill anything so fast they don't even have time to spit before they are dead. Yes, you do need a resilient character build because you do take a lot of damage and there's a bit more tactical thought that goes into combat than with ranged weapons. If I had to pick one pc build using one weapon to get to FO3 without dying; it would be a high endurance/high strength melee character using the shiskabob.
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Really, there only needs to be 2 catefories of combat skills in the game. 1) Things you shoot at people 2) Things you hit, stab, bludgeon at people. Grenades could fold into either although they probably make a tad more sense as a shoot at people thing. Setting and defusing bombs and mines is more of a mechanical skill, not so much a combat skill, and make sense in the repair skill category
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In terms of overall fun, definitely. But as far as being a fully worthy of the same skill point value as a theoretical marksman skill? Not so much.
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Well, if you were going to combine small, big, and energy into one category, you'd have to redesign the remaining combat skill tiers as well. Melee and unarmed would fold together easily enough. IIRC, Josh dropped throwing and included grenades with melee. Explosives could be dropped as an independent category at that point and perhaps folded into repair (skill with finicky things), which would make repair more of a vaulable skill as well. Explosives are a lot of fun in FO3, but really doesn't seem deserving of its own category.
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What? It's my GF. Mate, it's not like I'm going to post a disgusting pic and pretend it's my GF. It doesn't metter, Krezzie. I've had bad experience with posted links on message boards. My trsus and faith are broken things. Once something is learned; it can never be unlearned.
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Its a sad day when even Bethesda games befuddle the average gamer. In the old days I would have said RTFM. Nowadays I guess I would say: Learn to read.
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Trying to make sure your game is immediately accessible by even the extremely stupid is a surefire way to make a stupid game.
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I'm pretty sure it says in the skill description in the pipboy what guns the Big Guns skill refers to. If gamers can't be bothered to read what is right there on the computer screen, I don't really expect the developer to do much else. You can't protect people from their own ignorance or stupidity.
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Like I would even click that link... Most stuff on the internet I don't even wanna know exists
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lol. I have the same problem. I haven't played a game that crashes as much as FO3 in a long time. I thought it was just my system though.
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That's cool. I just think that unrestricted/consequence free saving tends to be bad for games, especially free roaming ones like FO3. I'd be quite happy with being limited to a very small number of save points in FO:NV (providing the game is stable), but I recognize my opinion on that is definitely a minority one. Just throwing the thought out there.
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Actually, its kind of an interesting comparison. In FO1/2 my favorite archetype pc was small guns/speech. It was ahrd to imagine taking a pc with no speech skill especially. In FO3 my favorite archetype pc is explosives/big guns. I never would dream of even developing speech in FO3. Let's just have some fun blowing **** up! The difference in a nutshell between Interplay/Black Isle and Bethesda.
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Because Big Guns are just dang fun! Especially in FO3. I never made much use of them in 1 or 2, where I was mostly a small guns/speech pc.
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I don't think its going to happen anyway, so the best thing would be to revamp the weapon lineup in NV. Think about in FO3: there were a ton of small guns that were all available at low levels, but three were completely useless. Theer were four big guns but only three were really common. There were four energy weapons but only 2 were around before the late game. Note I am not counting uniques or special encounter weapons, just generally available stuff. I think it would be nice to drop the chinese pistol and .32 pistol and even the 10mm and maybe add one or two new small guns to replace those. Add a couple big guns that provide some different attack possibilities and maybe bring back the gauss rifle as an energy weapon.
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And just on a related note I will point out that it was completely possible to play right through the end of Fallout as a small guns fighter using the sniper rifle. ALthough it was weaker than the TPR, the TPR was so overpowered that it didn't really matter. The sniper rifile was still totally awesome.
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There would definitely have to a lot of ranged-weapon related perks, I agree. But Bethesda did sucha bad job with perks that there is plenty of room for improvement in the perk department. Just replace all those +5/+5 skill bonus perks with weapon perks. Anyway, I don't imagine Bethesda wouldn't allow such a major change, regardless.
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I still think Josh's long ago idea of putting all ranged weapons under one skill (say Marksmanship) and then using perks to provide bonuses and various specializations for different type of ranged weapons is good. Too late for that now, I assume.
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I love the Big Guns! I play entirely in real time No VATS at all) and they are really awesome in RT mode. The flamer is the best close range weapon in the game; the minigun is the best midrange automatic weapon (except for the Gatling Laser of course) and doesn't suffer from the tiny magazine problems of all the other automatic weapons. The RL is awesome at blowing away large groups of enemies at a distance. Just gotta aim for their feet. That being said the Big Guns have some pretty bad downsides. They are grotesquely heavy because you have to carry multiple copies of each weapon cause of the games stupid repair system. Ammo is somewhat rare and they chew through it like there is no tomorrow: 5000 rounds for the minigun can disappear in just a few battles. There's no good way to hit single targets at long range, unless you don't mind expending missiles on single targets or uwing a tremendous amount of minigun ammo. There's no scoped sniper atatck. But overall, I find the rt combat benefits of Big Guns far outweighs the negatives. Generally, since my big guns characters all start the game with an 8 strength, I tag melee weapons and explosives use those through out the first part of the game while I'm building up a stockpile of the ammo for the big guns. Around level 10 I start bringing them out! But even then, my big guns character make hevy use of melee and unarmed (Deathclaw gauntelt ftw!) throughout the game. I think it would be impossible to be a dedicated Big Guns-only character from start to finish.
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One thing I've learned from my years on the internet is that even were I to outlive Methuselah, I would never be able to come up with the practices and obsessions and fetishes I have heard about on message boards over the years. I simply lack the wit and imagination. And frankly, I'm happy that way.
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I'm sure it's a testament to my horribly sheltered life, but I have no idea what "furries" are. Nor do I want to know. The great fear in learning of something is that it can never be unlearned. :/
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Developer involvement in community discussions
Slowtrain replied to TwinkieGorilla's topic in Computer and Console
I have to disagree with this. Majority of regulars in this board care only what they want. It's understandable but at the same time it's useless info for the developers. To make matters even worse, this many in this board are interested of niche games or design choices that are financially extremely risky. Budget, development time or resources mean very little for the board members, but are just about everything for the developers. We DEMAND that developers listen to us but at the same time have barely any idea what going on. It's best that developers ignore us. See the thing is interaction between fans and developers didn't used to be just about getting what you want. That's where I see the loss nowadays. -
The environmental art looks pretty nice. The human animations and poses look a bit wonky though, but its hard to tell if that's just becuase they were captured in some weird position at the moment the screenie was taken. ANyway, from a graphics pov it certainly appears sufficient.
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Well, there are plenty of people with severe carpal tunnel syndrome who are always looking for new ways to interact with their computers. There are even some mice that can be used with your feet. From what I can see, that keyboard would be pretty useful for physically impaired people who might not have the manual dexterity to type a bunch of keys quickly. Although it does cost 400 dollars. Of course, but that doesnt make it any less stupid looking. My boss used to use this: and it was a real hoot to watch him type. The little mirrors on the sides are obviously so you can see the keys but they even took the extra step of printing the letters backwards on the keyboard so they would show up correctly in the mirrors. why does he use that instead of a regular keyboard, G1?