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PST before Fallout

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
25,880
Location
Reichskommissariat Russland ᛋᛋ
1) Small guns is relevant for 100% of both Fallout 1 and 2. You don't need energy or big guns at all. You have burst mode and aim mode for all your high damage needs. If you wear power armor, you just get point blank range and spam burst on enemies, they are insta-killed most of the time because they eat all the bullets. You alternate between sniper + aim and burst + point blank range and you are fine, the power armor means you just occasionally have to use a stimpack. That's all you do, that's how i completed the games multiple times, i only occasionally used big guns and energy guns for variaty, just for the lulz, i didn't need to for gameplay reasons. I suppose in Fallout 2 sometimes i liked using the Bozar point blank, but that was very late game. Big guns and energy guns were a big waste of time apart from some boss encounters. And most of the time you need to use big or energy guns, you can just use them point blank, and then your skill with the weapon barely matters for aim percentages.
That's just a big load of bullshit and I have no interest to disprove all these lunatic ramblings. Though, I will remark, that burst firing from Small Guns ceases to instakill once you reach enemies with high DT/DR - Power Armor dudes, Deathclaws, Supermuties, Wanamingos, and such. Such enemies have very high DT/DR ratings, and without crits (that ignore DT/DR) you can't even scratch them.

Let's look at theoretical situation. PC has Assault Rifle and burstfires against Tough Wanamingo in Redding mines. Assault rifle deals 8-16 dmg, and burst has 8 rounds - potential 128 HP of damage? Well, tough Wanamingo has 600 HP, so it's 5 bursts, right? But Tough Wanamingo has DT of 12 and DR of 40% to normal weapons, so we subtract 12 from every bullet - leaving 4 - and remove 40% from remainder, rounding it - 2 HP from each bullet, leaving us with whopping 16 HP of damage per burst. And because our PC did listen to TemplarGreatRetard talking about useless stats, he has average AG and can burstfire only once per turn, leaving us with amazing 38 bursts to kill one Xeno. You can ask: but what about crits? Maybe he will crit once or twice with 5-7% chance? Well, he may crit, but in the calculations above I took the highest possible damage, and rolls don't work this way, so it's possible to burstfire where each bullet will deal less than 12 damage and Wanamingo wouldn't be damaged at all. And it's possible to miss, because skill barely matters, as Tempy said before.

All hail The Great Wanamingo, destroyer and raper of retards!

60


If you saw Aliens movie you can guess that Xenomorfs are not very fond of fire. True, Wanamingos have high DT/DR for everything except fire - 0 DT and 5% DR for regular ones and 2 DT 10% DR for Tough ones. Take a flamer and show them hell!

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Glop_dweller

Prophet
Joined
Sep 29, 2007
Messages
1,226
Dude, what the actual fuck you are saying?
2) In Fallout 1 and 2, the only things that are really relevant are your hit points and your equipment, mainly your armor. You might as well disregard everything else. You just need moar levels to make those hit points go higher, and grab some power armor, then the game is essentially a boring EZ mode. Your skills and perks and SPECIAL barely matter, they are mostly fluff. All you need is hit points, AC, DR, and a good gun and enough ammo.
So you only play the game with the same character each time? You disregard everything else? What a waste. What do you do if your character has a strength or perception of 3? If you pile all your points into physical stats, you have lower mental stats; same with skills. If everything is poured into combat, that's all they are good at.

And I never played any BG, thanks.
The BG series is pretty good; even has a Fallout easter egg... but then so does Planescape, if you count asset reuse.
 

EldarEldrad

Savant
Joined
Sep 13, 2017
Messages
254
Location
Russia
Yes, which is why Fallout is a badly designed game. It is almost entirely combat, but that combat is shit. There are no tactics involved. The only "tactics" is to pick what weapon you want to shoot with, and arrange the priority of who to shoot first and if you want to target their groin or eyes for more critical damage. Oh and you can also use burst mode if you have the ammo. That's about it. Only 1 skill is relevant for 90% of combat, small guns, and you only really need to increase it to around 100%. Other than that, just steal guns and put on the best armor which is 1 item piece only, and you are essentially God mode and going through the motions of waiting for every kid in the area to stop masturbating between turns so you can finish combat and go on trying to find the few C&C stuff that game has.

In short, Fallout has combat, and lots of its, but it is not a combat game because people don't play it for the combat. The combat is there so the game can last more than 30 minutes start to finish.
You are just wrong about Fallout 1. The best build for the game is not small guns, but melee-based. It also introduces tactics beside "shootem in da eyes"
 

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