Josh Sawyer stated skill checks in New Vegas consists of yes/no values because people reloaded the game during skill checks and Obsidian wanted to get rid of that. In addition, to let players have some leeway when doing quests, they added skill magazines.
In other words, the people who reload fucked up those who wanted to play normally, because:
- A completely retarded system was implemented in its place.
- An equally retarded system was implemented on top of it, that rendered builds sort of pointless because you can just read a magic magazine to get better for a short amount of time. Why is it retarded? I don't know, maybe because the magazine goes poof?
And that was with skill checks in DIALOGUE. And this is a developer who said it, so there's no better proof than that.
Wait, weren't we talking about abusing saving-reloading function in COMBAT gameplay mechanics? Where, supposedly people were abusing reloading function every time they didn't get to an 'optimal state', like getting a critical hit for example? And, supposedly, this is a problem in TURN-BASED RPGs?
Personally, I'm not that hot for New Vegas's stats/skills checks system, because despite of them writing completely different lines for every (guaranteed) failed checks, they ruined it by showing the threshold. Also, people reloading during skill checks seemed like the problem originated from Fallout 3, I'm not sure if there's anything related to Fallout 1&2's in this regard.
In the end, official Fallout is dead long ago, so I can't say I would care nor would I acknowledge this as a 'problem', because in any other game I've been playing and looking forward to everything seemed normal, aka reloading function is there as intended.
A combat build is now a shitty build?
How on earth did you came up with a combat build so shitty, you had to savescum the fight? I'm pretty sure at that point, you took Sniper or Slayer perk, depending on whether you made a melee or ranged build. At that point, any reasonable player would be using aimed shot to render Frank blind and/or crippled.
Why did you reload in this fight? An instant death? A companion death? What's your stats, skills, and perks? Because I can't imagine how anyone wouldn't have a build that's able to crit 100% of the time at that point thanks to endgame perks. Also, even if you can't hack the turrets manually, you can just use the presidential access key to at least deactivate the turrets so they won't interfere with the intimate moment between you and Frank. Before initiating conversation with him, one can just sneak about or even hug the wall to access the terminal before the fight.
To be fair, you're fighting a genetically-tweaked Super Mutant Cyborg in Power Armor pumped full of drugs. Your character is just a dude, at best, a slightly enhanced dude. Horrigan is not even human anymore. They should have made the fight harder.
Bringing realism into a videogame is stupid. Without Power Armor, a Deathclaw should tear you to pieces in Fallout 1. And it doesn't. Not only your character takes hits like a champ by staying in one place (last time I checked, just because you are wearing body armor doesn't mean a lion will scratch you like a kitten: the motherfucker will throw you around). You also don't get a single scratch.
Why is it that whenever someone is talking about verisimilitude, as in the setting having internal consistency within itself, someone had to ruin it and mistook it as talking about realism? What are you, Pete Hines?
No, silly, a genetically-tweaked Super Mutant Cyborg in Power Armor pumped full of drugs isn't realism, but verisimilitude. It's the reason why he's the hardest fight in the game, because he's the end boss. Part of the fight isn't only trying to brute-force your way to victory against a genetically-tweaked Super Mutant Cyborg in Power Armor pumped full of drugs, you have to do it smartly by not only maximizing your chance to hit him AND the hardest you can do, but also by minimizing his chance to hit you AND also weaken his attacks if they connect. Use Psycho, aim for the eyes and arms, use all the options available especially to a combat build.
I actually think that set-up is pretty clever, and kind of a series subversion: You can't ALWAYS get out of conflicts with speech and stealth, but you can use it to make them easier.
This is all good if you have a Speech or Stealth build. But I didn't. So I had to:
fight Frank, the soldiers AND the Turrets. Hardest fight in the series.
What Brazilian Slaughter doesn't mention here is that "hard" doesn't mean "challenging". If the Frank Horrigan fight was challenging, I wouldn't mind. But to put things into perspective:
- I had no companions. They had all died. Why? Because I don't savescum companions dying.
- It's me, one single character, fighting against another 4 (if not five; can't recall if the squad consists of three or four Enclave soldiers) and a bunch of turrets.
- When it's you against so many enemies, chances are you will get critically hit much more often than you critically hit the enemy. And that means you are dead.
I savescummed the turrets and the squad. And even then I couldn't fight Frank Horrigan without dying fairly quickly. Sure, I could have done the fight "legally" (i.e. relying on absolute luck), but that would require Horrigan to never land critical hits on me. Otherwise he would kill me faster than I could heal.
Wait wait wait, did you somehow managed to pull the ENTIRE combination of enemies on you, or not? Because #3 implied that, but then you mentioned that you savescummed the turrets and the squad, which means you should at least be dealing with the squad first, no? Because if that's the case, then it should be:
- Dealing with the squad
- Dealing with the turrets
- Dealing with Frank
If you're playing a full-fledged combat build who doesn't have speech and sneak and was unable to hack anything, you were initiating every single fight, right? Or did you perchance walked straight into the middle of the squad, in a position where you're completely surrounded and had combat started there? I can't remember if there's any turret around the position where the squad first waited for you, but even if there's any you shouldn't be getting anywhere close to them.
And when dealing with the turrets, again, use the presidential access key to deactivate the turrets, no need to savescum it.
If people actually think the Frank Horrigan fight is good game design, they are retards who shouldn't ever make a videogame. And if anyone actually thinks so in this thread, I'm not interested in discussing this further.
The fight itself isn't anything remarkable, but like The Brazilian Slaughter said, the whole setup leading to it is what's good. Like I mentioned, even a character who are unable to hack can at least use the presidential access key to deactivate the turrets.
And here comes where it could be improved. To be honest, I'm not actually sure if you need to use sneak to get to the terminal right in front of Frank, but even if you don't have any sneak you could just abuse the ENTER COMBAT mechanic to approach the terminal, and hug the wall all the time while doing it. Also, the fight with Frank won't start unless you shoot first OR you initiate and finish conversation with him. This is the part where the finale is flawed, because for some reason Frank is allowing you to approach the terminal and do whatever you want. Of course, it could also be taken as all that Frank was seeing is a fellow Enclave soldier doing whatever with the terminal, because what are you doing there not donning the Advanced Power Armor?