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Messages - Krevsin

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421
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 13, 2015, 08:13:12 am »
So the Railroad paintjob for the T-51 looks absolutely stunning.

422
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 11, 2015, 06:34:36 pm »
So wait, it is completely and utterly unfathomable that the lady with the lawyer degree got her scholarship paid for by the military after which they had to serve in the army in return?


423
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 11, 2015, 02:49:51 pm »
Which were such a big deal, btw, that the NCR was *ripping the servos out* of power armor because they lacked the training to use it properly.  (Which really bothered me as a technophile, and BoS fanboy)

I guess maybe we can retroactively explain that as "they lacked fusion cores"...  But that doesn't really make sense either.  If anyone should have plenty of cores, it's the NCR.
I thought the protagonist is a war veteran and that's why they can use it?

but then again, every companion can use power armor without needing training. Which IIRC they could do in previous Fallout games as well.

Both lady and manbutt are war veterans as far as I am concerned. The lady especially should be given an honorary purple heart for marrying Nate in the first place.

424
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 10, 2015, 08:39:14 am »
I would've liked if the combat rifle were chambered in 5.56 from the get go. It'd make the silly large magazine make more sense.

425
Other Games / Re: XMAS 2015 GIVEAWAY - 25 Days of Festive Wookie Cookies
« on: December 10, 2015, 08:29:44 am »
Sorry for the slight delay. I'm having a terrible terrible night shift.


Here are the results for the draw for Spacechem (GOG.com)



Spoiler (click to show/hide)



The key will be PMd ASAP
Yaaaay, a winrar is me!  :D

426
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 09, 2015, 01:03:51 pm »
It was used in all the previous fallout games.

.223 Remington is basically the same caliber (different powder load IIRC) but it's the same thing.

427
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 09, 2015, 06:27:12 am »
You can't romance Nick. He's a robot skeleton.
LOVE FINDS A WAY, GILGAMESH
LOVE
FINDS
A
WAY

428
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 08, 2015, 04:49:47 pm »
Dunno, I quite like the romance. At least it doesn't have a Biowaresque cringey sex scene. Plus you can totally do it with multiple companions.

Now if only I could've done both Tali and Garrus in ME3, that would've made that game the best thing ever.

429
Other Games / Re: XMAS 2015 GIVEAWAY - 25 Days of Festive Wookie Cookies
« on: December 08, 2015, 04:29:10 pm »
Kerlc365 is my steam

I would like to enter into the drawing for:

Endless Space Emperor Edition
Gone Home
Risk of Rain
S.T.A.L.K.E.R.: Call of Pripyat
S.T.A.L.K.E.R.: Shadow of Chernobyl
S.T.A.L.K.E.R.: Clear Sky (GOG)
SpaceChem (GOG)
Star Wars Empire at War: Gold Pack
Teleglitch: Die More Edition

I have read and agree to the rules.

430
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 08, 2015, 01:47:55 pm »
so apparently the new update broke mods or something.

431
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 08, 2015, 12:06:13 pm »
I genuinely dislike using VATS in all of the new fallouts. The only time I use it is when I'm confused where the enemies are coming from and I need to find them.

also against mirelurks.

fuck mirelurks.

432
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 08, 2015, 11:44:13 am »
One thing that bothers me about settlements: I feel like they could use more spreadsheets to keep stuff organised. The way it is now is seriously jank. Like a single spreadsheet detailing what everyone's assigned to with the ability to mark that person in the gameworld so that you can organise shit better. that's all I ask for.

433
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 08, 2015, 09:05:03 am »
Just to make it clear, I do not approve of everything Bethesda did with weapons in FO4.

For example, the assault rifle looks completely and utterly stupid. It might've worked if it were called a machine gun (hell, even "heavy rifle" I might've swallowed) but calling it an assault rifle and having it look like... well, like a WW1 machine gun just looks dumb. It also appears very late in the game and its ammo is relatively rare for a good while after it makes its appearance. It's also highly comparable to the much more common combat rifle in its preformance (albeit later upgrades surpass it) though it does have superior recoil control and dpsecond when compared to the most common combat rifle (the short version).

Likewise I am annoyed that a lot of guns take up too many square yonks of screen space (e.g. the much lamented Institute weaponry) and by the general uselessness of pipe weapons (your starter 10mm pistol is miles better than most pipe weapons you encounter and Vault 111 has enough 10mm ammo to last you for a while)

But what really annoys me is how the sturdy and heavy variants of armor aren't just upgrades you can apply to pieces of armor but instead have to be found (or bought at merchants if your level is high enough) in the game world. It's annoying as all hell AND it makes legendary items kinda useless unless you happen to find a Sturdy or Heavy legendary armor variant. Which I so far haven't.

434
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 08, 2015, 07:51:22 am »
I gotta disagree with those points, Neonivek :P

But specifically, I think you're mistaken about the mods?  You don't need skill to attach mods, only to create them.  So if you pull one off another gun (by crafting a basic part, which is... dumb, but arguably balance I *guess*) then you can place it on the weapon you want.

The crafting skills are really just for convenience and expediency.

My issue is more that the modification was supposed to be expansive... but there are so many "the same thing but slightly better"... add onto the fact that many guns have the same modifications but require different skills...

1. Why does placing a recon scope on one weapon take more skill than another? it is the same recon scope.

2. I actually think that it makes the weapon variety feel smaller then in previous Fallouts.

3. So yes you CAN place a 10mm silencer on ANY 10mm... But that same silencer only works on a 10mm even though it is the same silencer that almost all the other weapons use... and when you create them it might be anywhere from 1 to 4 gunnery for no reason other than game mechanics.

In otherwords the problem with modification is that... It is so aggressively game... well one problem at least.
bold points added by me

1. It doesn't, remove the scope mod and attach it to any other, no skill required. The only stupid part about this is that removing the scope for some reason requires you to "build" a standard sights, which is ridiculous but I haven't seen a weapon for which I couldn't do it without needing a rank in the gun skills. Yes, that applies to the Deliverer as well.

2. You have pipe, pipe bolt-action, 10mm pistol, .44 pistol, submachine gun, syringer, laser, plasma, gauss rifle, gamma gun, Institute, laser musket, hunting rifle, sniper rifle, combat rifle, assault rifle, sniper rifle, double barrel shotgun, combat shotgun, minigun, gatling laser, missile launcher, fat man, all the melee weapons and the explody stuff (mines and grenades).

I am counting Institute as separate weapons because they do feel separate (higher ROF, better ammo capacity. They are well suited to autmatic upgrades. Least they would be if they weren't ugly as sin). If the "It's just laser but weaker and fugly" logic were followed, you could trim all weapons in all Fallout games to the strongest representative of the Plasma, Laser, Semi-auto, Automatic, Bolt-Action, Shotgun and Explodey categories and argue all other weapons are just weaker and fuglier/prettier variants of the same weapon.
I am however willing to concede the point on couting Institute, Laser, Plasma, Pipe, Pipe Revolver and Pipe Bolt Action as single entities rather than dividing them into pistol and rifle category.

Anyway, onto actual numbers:

Just keeping to firearms, energy weapons and heavy weapons, in FO4 you have 23 different weapons and 7 truly unique weapons (I.E. they have different models to the others and cannot be bought at vendors). All in all that's 30 different weapons (disregarding named weapons which are basically ordinary weapon models but with names and Legendary weapons), all of which are also highly modifiable. sauce

Now, in fallout 3, limiting myself once again to firearms, energy and heavy weapons (and only counting those available to you in the base game, without the DLC), you had 22 different weapons (yes, I counted the laser and plasma rifles and pistols as separate weapons) and 5 truly unique weapons (dart gun, railway rifle, rock-it launcher, Alien Blaster, Lincoln Repeater). So all in all, 28 different weapons. Then you also had the named weapons, but since I did not count those towards FO4, I shan't do it for FO3 either (because that'd mean all of the modifications for changing the weapons from rifles to pistols also get on the table). sors

Fallout New Vegas, on the other hand (same limitations apply) had 28 weapons and 17 truly unique weapons (with the added caveat that some of them are only texture modifications). All in all, 45 different weapons (give or take a few, I think I may have lost count a couple times), with most of the standard ones being somewhat modifiable. Again, I disregarded named weapons (at least some of them, because NV usually gave them a texture swap) and weapons added via DLC. sűrs

So while it may feel like FO4 has less weapon variety than previous fallout games, in reality it's only below Fallout New Vegas (And moves closer to it if you consider some modification paths as unique weapons) as far as the new fallout games are concerned.

3. untrue, silencers are heavily dependent on the weapon IRL. You can't take a 9mm pistol's silencer and screw it onto an AR-15 and have it be silenced. Hell, given the way silencers work IRL you can't even screw it onto another 9mm pistol and have it work unless that pistol has the ability to even mount a silencer in the first place.


WRT to some modifcations being obvious upgrades: I believe that was kind of the point. Like it has been said, most modifiable weapons can go two routes, eiher automatic or semi-automatic (higher dpsecond vs. higher dpshot) as far as damage is concerned and 3 routes as far as range is concerned (long-range, mid-range, short-range). All of those routes consist of obvious upgrades (with the routes being mostly sidegrades, depending on the player's playstyle) in order to prolong the weapon's useful lifetime within the game.

This way, keeping weapons and giving them names actually makes sense instead of discarding them the instant something with a higher number comes along. hell, I'm well into late game and still my fully upgraded 10mm pistol finds its fair share of use in combat.

435
Other Games / Re: Fallout 4: Casuels Killed The Video Game
« on: December 07, 2015, 03:13:44 pm »
Speaking of cait, does anyone else find her faux irish accent unbearably annoying while at the same time her backstory quite interesting?

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