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Too many. Probably get better results at the Bethesda forums. Lot more going on there.

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By the way, back on topic, we know for sure that we'll have these weapons as energy weapons:

 

- laser pistol, laser rifle, plasma rifle, laser minigun (assuming they'll make a return);

 

- plasma caster (I think it's the plasma rifle from Fallout 1 and 2);

 

- flamethrower;

 

- (uncertain) plasma grenades? plasma mines? ;

 

- probably something else too.

 

I'm wondering if laser/plasma weapons will have special properties or simply a different feel (when it comes to recoil and such) to set them apart from firearms.

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By the way, back on topic, we know for sure that we'll have these weapons as energy weapons:

 

- laser pistol, laser rifle, plasma rifle, laser minigun (assuming they'll make a return);

 

- plasma caster (I think it's the plasma rifle from Fallout 1 and 2);

 

- flamethrower;

 

- (uncertain) plasma grenades? plasma mines? ;

 

- probably something else too.

Laser Minigun in Fo1&2 = Gatling Gun in Fo3 ??? If I'm not mistaken. And if I'm not, it'll be nice to see it under EW instead of BG.

 

Grenades (all) count as "Explosives" and I'm still not too comfortable with Flamer being an EW, but this list could work imo.

 

 

I'm wondering if laser/plasma weapons will have special properties or simply a different feel (when it comes to recoil and such) to set them apart from firearms.

I think it depends on whether or not different damage types will be available (burn damage for EW?). And if there's different ammo types then I guess they'll do something about EW too.

"Save often!" -The Inquisitor

 

"Floss regularly!" -also The Inquisitor

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The Heavy Inciniterator is pretty much a Flamer Minigun.

 

- probably something else too.

Hopefully, the Alien Blaster:

buckrogers6a.jpg

 

My favourite tool to swiftly off the ubiquitous Giant Radscorpion.

Edited by virumor

The ending of the words is ALMSIVI.

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- probably something else too.

Hopefully, the Alien Blaster.

 

 

My favourite tool to swiftly off the ubiquitous Giant Radscorpion.

 

Hopefully not, not because I don't like it as a weapon, not because I hate easter eggs, but because I can imagine the ****storm on the Bethesda forums with things like 'OBSIDIAN??!! WHY HAVE YOU MADE MOTHERSHIP ZETA CANNON??!!'

Yeah 'cannon'. That spelling is more common than the correct one, and no, that's not just a Beth's forums problem.

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I like the alien blaster as a 'now you've made me lose my temper' weapon. Not realising how dangerous everyone is in Point Lookout I managed to get into 'certain' seige, and was essentially certain to do. Enter a satchel full of mines, and my trusty alien blaster.

 

"Where are all the drugged up tribals that were attacking?"

"The answer, my friend, is blowing in the wind."

"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.

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Don't they want Mothership Zeta as canon over there? It being made by Godthesda and all?

 

Actually no, it's pretty hated by the Beth crowd too, from what I've seen, with people who liked it in the minority.

Now there's a surprise.

But they still want aliens in general to be canon, no?

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Don't they want Mothership Zeta as canon over there? It being made by Godthesda and all?

 

Actually no, it's pretty hated by the Beth crowd too, from what I've seen, with people who liked it in the minority.

Now there's a surprise.

But they still want aliens in general to be canon, no?

 

I think there's a split, but for the most part, every time aliens are mentioned you can expect flames and nerdraeg. o:)

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- probably something else too.

Hopefully, the Alien Blaster.

 

 

My favourite tool to swiftly off the ubiquitous Giant Radscorpion.

 

Hopefully not, not because I don't like it as a weapon, not because I hate easter eggs, but because I can imagine the ****storm on the Bethesda forums with things like 'OBSIDIAN??!! WHY HAVE YOU MADE MOTHERSHIP ZETA CANNON??!!'

Yeah 'cannon'. That spelling is more common than the correct one, and no, that's not just a Beth's forums problem.

 

You mean the rouges in dues ex arent cannon???++++plus

You're a cheery wee bugger, Nep. Have I ever said that?

ahyes.gifReapercussionsahyes.gif

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Truth be told, I'm actually a little unclear on this whole concept, in light of the merging of Big Guns/Small Guns.

 

The argument could certainly be made that such was a problem in FO3: a small gun specialized charaacter had no way of doing AoE attacks and that their options of dealing with multiple targets at close range were limited. COnversely, in FO3, a Big Guns specialized character had few options when dealing with single targets at medium or long ranges or with multiple ttargets at medium range. (Of course with the vast number of skill points available it ewas easy to be good in everything, but ignore that for the moment).

 

However, you've effectively eliminated this problem by combining small guns and big guns, since now a charcter can switch from the sniper rifle to the rocket launcher to the minigun to the magnum without penalty, all on one skill. There would in fact seem to be less need for a variety of weapons in NV since one skill now covers more bases.

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.

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Unbelievable.

So much so that the moderators proactively shut down threads that go down that avenue of conversation,

and quarantine everybody (not really) into a semi-dedicated area.

But for all of us, there will come a point where it does matter, and it's gonna be like having a miniature suit-head shoving sticks up your butt all the time. - Tigranes

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I like the alien blaster as a 'now you've made me lose my temper' weapon. Not realising how dangerous everyone is in Point Lookout I managed to get into 'certain' seige, and was essentially certain to do. Enter a satchel full of mines, and my trusty alien blaster.

 

"Where are all the drugged up tribals that were attacking?"

"The answer, my friend, is blowing in the wind."

 

The original alien blaster was the same way with me.

 

When I played the last time with all the add ons though I ran through Mothership Zeta first (why? Because I love me some zap guns) and had a tonne of the various alien weapons including the best alien rifle. I also had tonnes of extras for repairs.

 

While it was fun, it did make a lot of fights trivial when I switched over to it. That said it was fun to walk over the dust remains of my enemies after a large firefight.

I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man

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Truth be told, I'm actually a little unclear on this whole concept, in light of the merging of Big Guns/Small Guns.

 

The argument could certainly be made that such was a problem in FO3: a small gun specialized charaacter had no way of doing AoE attacks and that their options of dealing with multiple targets at close range were limited. COnversely, in FO3, a Big Guns specialized character had few options when dealing with single targets at medium or long ranges or with multiple ttargets at medium range. (Of course with the vast number of skill points available it ewas easy to be good in everything, but ignore that for the moment).

 

However, you've effectively eliminated this problem by combining small guns and big guns, since now a charcter can switch from the sniper rifle to the rocket launcher to the minigun to the magnum without penalty, all on one skill. There would in fact seem to be less need for a variety of weapons in NV since one skill now covers more bases.

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?

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this is why i trust sawyer to improve the combat/mechanics in the game by 10x, he actually is paying attention to it instead of just saying "lets make moar kool gunzz!!!"

 

I really like the idea of tiered weapons in each category, but i like even better the idea of weapons in each tier being balanced against eachother for different uses like "this is my crowd control gun, this is for big meatshields, this is for armored guys, etc etc"

 

those kinds of balances can be found in lots of games, but definitely was missing for the most part from fallout 3 (ie some weapons were just totally pointless in that game)

 

one request mr sawyer: make a direct hit from a rocket kill a raider in one shot. nothing ruins disbelief like watching two blips from his health bar go away after being rocketed in the chest... maybe a super boss raider could handle it... but not rottenjoeraider whose job in the gang is to collect dog food for the other members to eat


Killing is kind of like playin' a basketball game. I am there. and the other player is there. and it's just the two of us. and I put the other player's body in my van. and I am the winner. - Nice Pete.

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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.

 

 

Ah yes, I had forgotten that explosive firearms were being moved under the explosives skill. That does make a difference as far as weapon skill balance goes.

 

 

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'll just say that having these considerations to think about is a Good Thing, as far as a gameplay goes, regardless of the weapons in the game. :)

 

One question: does the DT of armor grow less as the armor takes damage? Similar to how in FO3 the DR would grow less as the armor took damage? Or is the armor DT a constant number regardless of condition?

 

 

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.

 

 

:ermm:

Notice how I can belittle your beliefs without calling you names. It's a useful skill to have particularly where you aren't allowed to call people names. It's a mistake to get too drawn in/worked up. I mean it's not life or death, it's just two guys posting their thoughts on a message board. If it were personal or face to face all the usual restraints would be in place, and we would never have reached this place in the first place. Try to remember that.
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New info.

It has actually been out for some time but no one posted it so...

 

Places:

 

* The Lucky 38 has a restaurant that circles around its own axis.

 

* Another Vegas Building mentioned: "Ultra Deluxe Resort", a grey monolith with a big fountain in front of it. There are half-naked drunken girls playing in the water and a security robot as well as human "military cops" try to get them out.

 

* The "Tops" Building has its own band called "The RAD Pack" ahahahhaha oh boy.

 

* Vault 21 is also a hotel.

 

* "The game isn't set directy at the pacific coast, but veterans may recognize some connection-points, the NCR for example." (!!!)

 

* The Primm casino is called "Bison Steves Casino".

 

* A rocket-factory called "Repcon" is mentioned, and it is rumored to be home to a colony of ghouls. Explosions can be heard frequently.

 

* A place for poor people called "Freemont" is mentioned.

 

 

 

 

 

* There are NCR and Legion camps in a constant firefight northeast of Novac. The NCR camp is called "Forlorn Hope", the Legion camp "Nelson". As usual, the NCR camp has no connection to other NCR posts or backup supplies. You have to find a missing NCR troop who was supposed to get some supplies. (If you side with them) The missing troop visited the Helios One NCR outpost and got lost on the way back. You'll eventually find out they were killed by Cacadores (Bloatflies with butterfly wings) and retrieve the supplies. Later on you can help the NCR camps doctor if you have a high medicine skill. You'll need to amputate legs and arms. If your medicine skill isn't very high you can still gather some materials like Med-X, bandaged and bone-saws. Soon the camp will be ready to attack the Caesars Legion camp and you get to decide from what direction the NCR troops will attack (and if you are on the front or watch the fun from behind as a marksman)

 

 

 

 

 

Weapons:

 

* A "claw-glove" is mentioned. Its special VATS attack is a "cross-chop". (Thats either a deathclaw gaunlet or something new.)

 

* The Varmint Rifle has a better chance to score critial hits when fired at limbs.

* The "Cowboy Repeater" can penetrate light armor.

 

* Flamethrower moved to energy weapons.

* Some mods are mentioned: Laser-pointer and Stabilizer(for lesser Minigun spread)

* Standard-modifications don't need any talent, but advanced ones have a requirement. (What exactly isn't mentioned)

 

 

Skills:

 

* The new Survival skill influences how effective food and heal items are. You can also create consumable items like stimpacks with the right plans and material.

 

 

Enemies:

 

* Golden- and firegeckos are considerably stronger than normal geckos as usual.

 

* There will be wild Big Horns who can be easily provoked. (Not initially hostile creatures?)

 

 

Other:

 

* Stiff animations are mentioned. Obsidian told them they improved them, but the reviewer noticed no difference.

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New info.

It has actually been out for some time but no one posted it so...

(...)

[some plot details]

(...)

* The new Survival skill influences how effective food and heal items are. You can also create consumable items like stimpacks with the right plans and material.

(...)

* There will be wild Big Horns who can be easily provoked. (Not initially hostile creatures?)

 

- I appreciate the spoiler tags, so it's not directed towards you:

I just don't understand why this kind of info is leaked / disclosed in the first place. I mean, the people who buy a game for a good story & solid quest design don't want to know the details about them (do they?), and those who buy a game for the "blingz" and the "kaboomz" don't care for this stuff. So, what's the point?

 

- Both Survival skill and this "crafting" stuff gets more and more interesting.

BTW if Survival will affect food & medicine effectiveness, where does that put "Medicine" skill? Is Survival taking it's place in entirety, or is it going to have a different use? :ermm:

(iirc Medicine's only use in FO3 was either this stuff, or some quest / side mission stuff)

 

- Neutral creatures ftw. Every animal in FO3 (actually, in every FO game) wanted a piece of my a**. Even the ones inherently friendly and/or domestic (like dogs). Brahmin was a notable exception, but there was this Mad Cows kind of encounter and..... Oh, nevermind.

 

 

Anyway, thanks for putting all the old & new info in one convenient place. :)

"Save often!" -The Inquisitor

 

"Floss regularly!" -also The Inquisitor

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- Both Survival skill and this "crafting" stuff gets more and more interesting.

BTW if Survival will affect food & medicine effectiveness, where does that put "Medicine" skill? Is Survival taking it's place in entirety, or is it going to have a different use? :)

(iirc Medicine's only use in FO3 was either this stuff, or some quest / side mission stuff)

 

Not sure. My guess is that healing items doesn't mean stimpaks, but maybe bandages and the like.

Consider that we're talking about info gathered from a translated summary of a german preview...

 

By the way, I simply took this info straight from a The Vault news post and simply reformatted it, so the thanks should be going straight to the user who put the info there in the first place. :ermm:

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