HoonDing Posted April 12, 2011 Posted April 12, 2011 It seems imperative for a Explosives character to go to the Boomers early and grab some of those grenade guns. Most fun I had with explosives was reverse-pickpocketing 20 C-40 on Caesar and blowing him to the moon. The ending of the words is ALMSIVI.
Lexx Posted April 12, 2011 Posted April 12, 2011 If I remember correct, Josh said that he made explosive weapons a tad stronger for the next patch. But anyway, no need to play an explosives-only character, as there are enough skill points for every other skill as well. "only when you no-life you can exist forever, because what does not live cannot die."
J.E. Sawyer Posted April 12, 2011 Posted April 12, 2011 Yes, many Explosives are stronger and 40mm Grenade ammo should be significantly more common, especially in stores. twitter tyme
Nepenthe Posted April 13, 2011 Posted April 13, 2011 Hmm, looks like I might be dusting off FONV when the patch hits. Mebbe grab the DLC, too... You're a cheery wee bugger, Nep. Have I ever said that? Reapercussions
Labadal Posted April 13, 2011 Posted April 13, 2011 Yes, many Explosives are stronger and 40mm Grenade ammo should be significantly more common, especially in stores. Poentially stupid question: Would the changed stats for explosives also change for an already existing save file? Will there be any changes for laser weapons? The only weapon category I didn't use because everything else felt more effective.
Lexx Posted April 13, 2011 Posted April 13, 2011 Would the changed stats for explosives also change for an already existing save file? Yes. Will there be any changes for laser weapons? The last patch introduced already lots of changes to energy weapons (they are now a lot better / more useful than before). "only when you no-life you can exist forever, because what does not live cannot die."
Labadal Posted April 13, 2011 Posted April 13, 2011 Would the changed stats for explosives also change for an already existing save file? Yes. Will there be any changes for laser weapons? The last patch introduced already lots of changes to energy weapons (they are now a lot better / more useful than before). I see. Mostly used plasma weapons after the last patch. Will try laser weapons on my "Legion" playthrough. But I'll wait for the next patch before I start a new game.
J.E. Sawyer Posted April 13, 2011 Posted April 13, 2011 Some laser weapons have also been tuned for the next patch. Most notably, the Gatling Laser has been tuned up. twitter tyme
Slowtrain Posted April 13, 2011 Posted April 13, 2011 When is this next patch being released? 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.
J.E. Sawyer Posted April 13, 2011 Posted April 13, 2011 When is this next patch being released? http://forums.bethsoft.com/index.php?/topi...e-from-bethesda twitter tyme
Starwars Posted April 13, 2011 Posted April 13, 2011 Wonder how long it takes for STEAM to verify patches or whatever they do... Listen to my home-made recordings (some original songs, some not): http://www.youtube.c...low=grid&view=0
kirottu Posted April 13, 2011 Posted April 13, 2011 Free hugs for patch makers! This post is not to be enjoyed, discussed, or referenced on company time.
entrerix Posted April 13, 2011 Posted April 13, 2011 http://forums.bethsoft.com/index.php?/topi...e-from-bethesda yay! 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.
Slowtrain Posted April 13, 2011 Posted April 13, 2011 Cool. One great thing about dlc is that it keeps publishers and developers invested in the original game long after release. 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.
Lexx Posted April 18, 2011 Posted April 18, 2011 Tomorrow is the 19th april and this trademark date from Honest Hearts DLC is hit. I wonder if we will see news about the DLC then to the end of the week. "only when you no-life you can exist forever, because what does not live cannot die."
entrerix Posted April 18, 2011 Posted April 18, 2011 if a goty is coming out this holiday season, does that mean we are getting the next 4 dlc between now and then? or are there no longer going to be 5 dlc packs? 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.
Minchi Posted April 18, 2011 Posted April 18, 2011 (edited) Hmm...does anyone still get those weird bugs where the npc gets stuck through rocks and other things before the whole game crashes? Just curious that all...Because I found a few o.o;;; I hope that they would be fix soon... I had one weird bug where the Powerpuff gang at the at small shack when you just get out of "Goodsprings" and they would spawn in the ground or sometimes you see bloat fly in the ground and theirs no way of killing it or looting the body if you managed to kill them. I just thought it would be better to let you know than on the Bethesda forums instead X3... Edited April 18, 2011 by Minchi
Walsingham Posted April 19, 2011 Posted April 19, 2011 I haven't seen any of those bugs since I installed Dead Money. Except sometimes coyotes do that revolting thing where dogs scoot around on their backsides. But at enormous speeds. Only happens if you observe them from a long way away. Made me stop using the binoculars. "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.
Enoch Posted April 19, 2011 Posted April 19, 2011 I haven't seen any of those bugs since I installed Dead Money. Except sometimes coyotes do that revolting thing where dogs scoot around on their backsides. But at enormous speeds. Only happens if you observe them from a long way away. Made me stop using the binoculars. I've observed that persistently since I installed FNV. Radscorps do it too-- the model glides around the map at a 30-degree-ish angle off the horizontal for some reason.
Minchi Posted April 20, 2011 Posted April 20, 2011 Does anyone still have Sunny's dogs eye bug...that one was funny X3...But i hope the next dlc will be huge and fun X3...
Undecaf Posted April 21, 2011 Posted April 21, 2011 (edited) Jason Bergman just posted some info on the next patch at Bethboards: Hi everyone, The promised patch for Fallout: New Vegas is almost here! PC users will get it on Monday and console folk will receive it soon (we’re still waiting to hear the exact date). As I mentioned in my previous post, this patch contains optimizations and stability improvements as well as balance changes. Here’s a rundown of the balance tweaks we’ve implemented for this update: Guns: Automatic Guns - SMGs, the Assault Carbine, and the LMG are more accurate across the board. They're also more durable. 12.7mm SMG mag capacity increased to 21. Shotguns - Buckshot has received a x1.2 inherent DAM mod. This slightly incentivizes using buckshot over slugs when enemy armor is not an issue. Magnum buckshot has a x1.3 DAM mod and a small amount of DT bypass. Spread for many shotguns has been lowered. Hunting Rifle, Anti-Materiel Rifle - Hunting Rifle and AMR now have the lowest spread of all rifles. Hunting Rifle RoF increased, Crit Chance set to x2. Anti-Materiel Rifle's Crit DAM has been raised from 80 to 110 to make it more viable when compared to the Gobi. Sniper Rifle, Gobi Campaign Scout Rifle - Sniper Rifle and Gobi now have a higher RoF and lower AP cost. Both have x2 Crit Chance. Gobi has increased DAM and much higher Crit DAM over the Sniper Rifle. That Gun - That Gun is now a slow-firing hand cannon that does huge DAM firing 5.56mm out of a short barrel. Hunting Revolver – Rate of Fire increased. Service Rifle - DAM slightly lowered, firing animation changed to the one used by Marksman Carbine, RoF dramatically increased. Spread decreased. Silenced .22 Pistol, SMG - Crit DAM and Crit Chance significantly increased. 5mm Ammo - Base ammo has 10 points of DT bypass. AP variants have 25 points of DT bypass. This affects the Assault Carbine, Minigun, and CZ57 Avenger. .308 JSP - DAM mult reduced from x1.5 to x1.3. x2 CND degradation effect added. Lever-Action Rifles - Cowboy Repeater, Trail Carbine, Brush Gun - RoF has been slightly reduced, AP costs have been significantly increased, and spread has been slightly increased. Cowboy Repeater Custom Action RoF increase has been reduced. La Longue Carabine spread has been significantly lowered. Explosives: Dynamite - Larger explosion radius. Frag and Plasma Grenades – DAM increased. 25mm Grenades - Slightly increased DAM on the explosion. 40mm Grenades - Significantly higher DAM on the explosion. Missile Launcher / Fat Man - Now have much better zoom FoV and good accuracy. Missile and Fat Man projectiles (not the explosion) have a large base DAM. Both are extremely effective on direct hits, but still potent even if a direct hit is not scored. N.B.: Listed DAM on weapons assumes a direct hit! Energy Weapons: Gatling Laser - Base DAM is higher. Against heavily armored targets, this is still a poor weapon. Against lightly armored targets, especially with Over Charge or Max Charge ECPs + Focus Optics + Laser Commander, it has extraordinary DPS. Tesla Cannon, Tesla-Beaton Prototype - These now consume far less ammo per shot and can be fired several times before a reload. DAM is beefy with an additional 2 second DoT. Pew-Pew - Lower ammo capacity, consumes far fewer ECs per shot. Still a two-shot weapon. Melee and Unarmed: Ripper, Chainsaw, Thermic Lance - DAM lowered, all ignore DR/DT. Bladed Gauntlet, Mantis Gauntlet - Ignore DR/DT flags removed (were not supposed to be marked as such). Mantis Gauntlet animation/sound fixed. Perks: Splash Damage – Functions properly. The Professional - 10mm Pistol, SMG added to perk list. Thanks, Jason Bergman Senior Producer, FNV Edited April 21, 2011 by Undecaf Perkele, tiädäksää tuanoini!"It's easier to tolerate idiots if you do not consider them as stupid people, but exceptionally gifted monkeys."
Starwars Posted April 21, 2011 Posted April 21, 2011 Wonder if they'll squeeze out some info/a trailer on the DLC before the week is over or if they'll hold off the announcement until all patches are live. Listen to my home-made recordings (some original songs, some not): http://www.youtube.c...low=grid&view=0
entrerix Posted April 21, 2011 Posted April 21, 2011 if i have already modded all these damage values and then install the patch, will the mod still take priority and keep the values as modded? or will the patch override the mod? 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.
Tale Posted April 21, 2011 Posted April 21, 2011 How is your mod operating? Is it a seperate BSP (or whatever they're called now) or did you modify the actual base files? "Show me a man who "plays fair" and I'll show you a very talented cheater."
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