Fallout 3 "hardcoe"

Post » Fri May 04, 2012 3:08 pm

I agree, Fallout 3 is not the definitive role play experience. The whole nature of the open world, random encounters, and dangerous enemies lends itself to a more survival based game, than New Vegas would, for example.

So limited ammo, weapons, armour, caps, make it feel dangerous, just like an irradiated wasteland should be. :yes:
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Scott Clemmons
 
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Post » Fri May 04, 2012 3:56 am

Something I found about the crippling effect:

The other night, I was headed back to Megaton, on the lower passageway just before Dukov's. I was ambushed by Super Mutants. One of them literally jumped out from behind a corner, scaring the living crap out of me in real life, and fired a missle launcher at me point blank. He crippled both legs and my right arm, insert strong sound of heart beating here. After running away, whilst stealth boyed, I ran down to the river for some health. I had one stim left, and nothing else.

I used the stim, and replenished the rest of my health with river water, till I was full in health. I was still crippled. If I use two stims, then replenish, I'm not crippled. The two stims were just enough to uncripple me. So here ya go, some more thoughts about how to limit stim use during and after combat.
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Connor Wing
 
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Post » Fri May 04, 2012 1:31 am

Just wondering what yous guys' opinion on drugs and medication is. I have a little dilemma, you see.

I've recently started up a new game with the intention to integrate the ideas here to create a more survival based experience. However, my problem lies with the performance enhancing substances.

At first, I decided I'd carry a max of 10 Stimpaks (which is under revision, for that still may be too much), 2 RadAways & Rad Xs, and one of each performance enhancer -- Jet, Psycho, Med-X, etc.

Though, I'm beginning to believe that limiting myself is unnecessary. For one, I seldom use drugs, anyway. That, and, after some thought, it becomes apparent that they're pretty damn small (Pyscho aside, but I'm not gonna be too pedantic) so carrying a few more wouldn't be totally unreasonable.

So, I've concluded that as long as they're under 10 or so, I can continue. Though, I'd be appreciative of some input.

Cheers! :D
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Stacey Mason
 
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Post » Fri May 04, 2012 7:11 am

Just wondering what yous guys' opinion on drugs and medication is. I have a little dilemma, you see.

I've recently started up a new game with the intention to integrate the ideas here to create a more survival based experience. However, my problem lies with the performance enhancing substances.

At first, I decided I'd carry a max of 10 Stimpaks (which is under revision, for that still may be too much), 2 RadAways & Rad Xs, and one of each performance enhancer -- Jet, Psycho, Med-X, etc.

Though, I'm beginning to believe that limiting myself is unnecessary. For one, I seldom use drugs, anyway. That, and, after some thought, it becomes apparent that they're pretty damn small (Pyscho aside, but I'm not gonna be too pedantic) so carrying a few more wouldn't be totally unreasonable.

So, I've concluded that as long as they're under 10 or so, I can continue. Though, I'd be appreciative of some input.

Cheers! :D
I carry 5 of each chem, including Rad X, and 5 Radaways. I tried to picture how much space would get taken up in a backpack, and this is what I thought of. I carry 15 stims, and run out of them quickly. Because I haven't taken any perks that increase my DR, I've found that I use the chems regularly, and get addicted regularly. Especially Buffout and Med X. You see that guy on his hands and knees drinking out of a shallow puddle of radioactive water? That's me, when I've run out of everything, or just want to save that last stim for when it counts. I drank out of a toilet last night at the Vault Tec Offices..... Carrying limited chems and stims, forces me to look for hydrants, puddles and what have you along the way to wherever I'm going.

It's also dramatically changed the way I do combat. Shoot, run to cover. Shoot, run to different cover. I'm not using VATS, so things get crazy sometimes. In fact, depending on my medical supply, I will often avoid combat altogether, and try to sneak around the situation. I only engage in combat if I have good cover and a good med supply, or when forced into it. Except Deathclaws. Cuz no one likes being surprised by a Deathclaw. If I see one, I go full on assault.
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helliehexx
 
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Post » Fri May 04, 2012 8:23 am

Just wondering what yous guys' opinion on drugs and medication is. I have a little dilemma, you see.

I've recently started up a new game with the intention to integrate the ideas here to create a more survival based experience. However, my problem lies with the performance enhancing substances.

At first, I decided I'd carry a max of 10 Stimpaks (which is under revision, for that still may be too much), 2 RadAways & Rad Xs, and one of each performance enhancer -- Jet, Psycho, Med-X, etc.

Though, I'm beginning to believe that limiting myself is unnecessary. For one, I seldom use drugs, anyway. That, and, after some thought, it becomes apparent that they're pretty damn small (Pyscho aside, but I'm not gonna be too pedantic) so carrying a few more wouldn't be totally unreasonable.

So, I've concluded that as long as they're under 10 or so, I can continue. Though, I'd be appreciative of some input.

Cheers! :D

Other than Rad-X and RadAway, I hardly ever use chems. Therefore I usually sell most of what I have collected every time I reach a merchant so I rarely go over 10 of each in any case. The only aid item that needs a rule, in my opinion, is the stimpack. I suggest one of the following -

- Carry as many stims as you like, but no healing (or use of the Pip-Boy) while in [DANGER] status.

- Limit all chems to 10 or so.

...and my personal preference...

- No stimpacks allowed at all - all healing must be done via water sources, food and sleep. This means that stims cannot be accidentally used to relieve crippled limbs, so you will have no choice but heal a limb via a doctor, or bed. This one gets my vote as it introduces new consequences to healing items - it will all contain radiation and/or will have weight.

Stimpacks are just too powerful, in my opinion. Especially as the effect is instant, rather than healing over time.
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Michelle Smith
 
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Post » Fri May 04, 2012 6:08 am

Great thread!

The amount of ammo I carry changes my playthru a lot. Currently, I am using a 4 weapon (200 bullet limit per gun). My next playthru will be a 100 limit. Should be fun!

I never use stimpacks unless the screen gives me the 'beeping you are about to die message.' And only after the combat battle is over, of course.
The only way that I heal over that 'point' is when I find a sink, fire hydrant etc. that I can drink at (so my health only goes up a little).

I do reward myself with a bed for the night (and full health) at the end of each day.
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Steve Fallon
 
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Post » Fri May 04, 2012 4:31 am

Ok, I've reached level 12 now and things are getting really tough. I moved up from Normal to Hard upon hitting level 11. For information, I have been religiously following these rules -

- Weapon carry limit...one dual-handed shotgun/rifle, and two from pistols/melee/unarmed
- Only one set of armour/headgear
- Repair only by a merchant (or workbench at Rivet City, Craterside Supply and Meresti)
- No Fast Travel
- No Bobbleheads or skill books

Its really tough now, I'm dying an awful lot lately. No fast travelling is also seriously depleting my resources, both in term of equipment condition and ammo. The restricted repair rule has so far meant that I have never owned a weapon with a condition greater than 50%. I have to be careful when travelling as well, especially when Yaio Guai are concerned....these are absolutely lethal at level 12, on hard setting. They are so fast that they cannot be outrun, and do massive damage. I've just travelled with Dad from Smith Casey's garage all the way back to Rivet City with hardly any ammo at all. I've never relied on a combat knife so much before.

I'm also spending huge amounts on ammo and equipment repairs, so I've never been rich. Having said that, I've just made the somewhat dubious choice of spending all my remaining caps buying Clover. Probably not the best use of 600 caps, but I couldn't resist. :)

In short, its great. :yes:
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louise fortin
 
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Post » Fri May 04, 2012 1:09 pm

Ok, I've reached level 12 now and things are getting really tough. I moved up from Normal to Hard upon hitting level 11. For information, I have been religiously following these rules -

- Weapon carry limit...one dual-handed shotgun/rifle, and two from pistols/melee/unarmed
- Only one set of armour/headgear
- Repair only by a merchant (or workbench at Rivet City, Craterside Supply and Meresti)
- No Fast Travel
- No Bobbleheads or skill books

Its really tough now, I'm dying an awful lot lately. No fast travelling is also seriously depleting my resources, both in term of equipment condition and ammo. The restricted repair rule has so far meant that I have never owned a weapon with a condition greater than 50%. I have to be careful when travelling as well, especially when Yaio Guai are concerned....these are absolutely lethal at level 12, on hard setting. They are so fast that they cannot be outrun, and do massive damage. I've just travelled with Dad from Smith Casey's garage all the way back to Rivet City with hardly any ammo at all. I've never relied on a combat knife so much before.

I'm also spending huge amounts on ammo and equipment repairs, so I've never been rich. Having said that, I've just made the somewhat dubious choice of spending all my remaining caps buying Clover. Probably not the best use of 600 caps, but I couldn't resist. :)

In short, its great. :yes:
:foodndrink:

Sweet. I just blew my money on Charon, left with 42 caps. I am level 22, and dying horribly all over the place. If I can't get an initial sneak attack in on an Enclave patrol now, I give them a wide berth. I picked up Charon cuz I've been dying a lot. And Eugene's almost broken, and I don't want to drop it, so Charon is carrying it for me.
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Nauty
 
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Post » Fri May 04, 2012 9:01 am

I'm actually rather curious how your survival based characters would death with Mothership Zeta. I mean, sure the loot and story is a little whacked, but the whole abducted by aliens thing would make the personal story and quests of the characters far more useful. Especially when dealing with Somah, and her magical ability to svck out every last cap, just to allow the continued use of non alien (since no wastelander could figure them out) weaponry. I'm also wondering if someone has done a 'tribal' style play-through, where your only able to use melee or 'homemade' weapons.
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Stephani Silva
 
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Post » Fri May 04, 2012 3:29 am

:foodndrink:

Sweet. I just blew my money on Charon, left with 42 caps. I am level 22, and dying horribly all over the place. If I can't get an initial sneak attack in on an Enclave patrol now, I give them a wide berth. I picked up Charon cuz I've been dying a lot. And Eugene's almost broken, and I don't want to drop it, so Charon is carrying it for me.

Same here. If a Yao Guai spots me before I spot it, then I'm in trouble. In fact, Clover and I did get jumped by two of them just south of Paradise Falls....I managed to blow the second one's head right off just as Clover was down to one bar of health. As for Enclave soldiers, I avoid them every time. Currently my greatest fear when wandering the wastes are Talon mercs (I always take care whenever I pass the alleyway near Wilhelm's Wharf), so I've been trying to keep my karma neutral whenever possible. Of course, not fast travelling means increased random encounters, and I've seen quite a few new ones, some are actually quite funny. :)

My current loadout is Combat Shotgun, Scoped Magnum and Ripper. I had to drop my trusty Chinese Assault Rifle due to lack of ammo, and my 10mm pistol broke mid-combat, not that it was much use at level 12 on hard setting anyway. Spending almost 600 caps on Clover could easily turn out to be a huge mistake, given the amount of repair and ammo I could have bought with it. But anyway, I've kitted her out with a Shishkebab and leather armour, so hopefully she can at least kill off the low level creatures without me wasting ammo on them. Lets see how it goes.
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Shannon Lockwood
 
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Post » Fri May 04, 2012 12:48 am

I'm actually rather curious how your survival based characters would death with Mothership Zeta. I mean, sure the loot and story is a little whacked, but the whole abducted by aliens thing would make the personal story and quests of the characters far more useful. Especially when dealing with Somah, and her magical ability to svck out every last cap, just to allow the continued use of non alien (since no wastelander could figure them out) weaponry. I'm also wondering if someone has done a 'tribal' style play-through, where your only able to use melee or 'homemade' weapons.

Luckily, or so I'm told, I don't have MZ. I purchased the original FO3, then purchased the addon packs.... I was going to get it, but was told here on the boards and from friends that it svcked. So I passed.

I once made a character who could use only custom weapons from schematics. Of course, the first couple levels I used my 10mm, as I didn't have enough caps to purchase items straightaway. That character didn't last very long however, as it turns out that everything in the wastes is better than the schematic weapons, save the Dart Gun, and any homemade explosives. Though it gets pretty expensive to be able to blindly chuck nuka grenades at everything, which is what he ended up doing.

Edit:

@winawer: I'm currently carrying Ol Painless, Sydney's 10mm Sub, some nades and Eugene, oh wait, Charon is carrying that. I put Charon in Enclave Hellfire Armor, Hat of the People, Lucky Shades and he's also carrying the lucky 8 ball. We'll see how it goes.... I have a nagging feeling that I should have repaired Eugene instead of hiring Charon.... I'm just sick of dying all the time.
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maria Dwyer
 
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Post » Fri May 04, 2012 12:24 pm

Yao Guai.
This did work for me once surprisingly, couldn't avoid him, he was in my face, anyway, a tree telegraph pole size, up close to tree trying to keep it between Yao Guai and me, we're both dancing around it, me taking shots Guai taking swipes, won in the end, worth a try .......
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Amelia Pritchard
 
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Post » Fri May 04, 2012 1:21 am

Ok, I take it all back. Buying Clover was the best decision I could have made. At level 14, with a Shishkebab, she is awesome. Its by far her best weapon, although the Xuanlong is her more than adequate backup weapon now. I wish I could give her a hunting rifle, as ammo is plentiful and its very durable. However, she will never use it and always prefers that awful sawn-off shotgun instead. :nope:

Upon leaving Arefu, thus completing the Blood Ties quest, we spotted some trouble by the lakeside in the distance. Lucky Harith was being attacked by a variety of mirelurks, including some of the hunter variety. Needless to say, we rushed to help, even if only to loot the caravan upon his death. Sadly, he survived, and we fight on.

Surprisingly, my karma has not been above neutral for some time. I'm finding that the constant thievery that has become quite necessary just to keep supplies from running dry is giving me quite significant karma hit. I want to stay neutral really, in order to avoid the Talon mercs and Regulators.

Current loadouts are -

Me - Combat Shotgun (66 ammo), Scoped Magnum (0 ammo, but now used exclusively as binoculars), Ripper, and a few grenades. Wearing the Chinese Stealth Armour. I hate relying on the combat shotgun as a primary weapon - its immensely powerful, but only at close range, and having any mid/long distance ranged weapon really restricts combat options. Also it deteriorates so rapidly that every trigger pull comes at huge cost.

Clover - Shishkebab, Xuanlong (33 ammo), 10mm pistol (45 ammo). Wearing leather armour.
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Josephine Gowing
 
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Post » Fri May 04, 2012 2:50 am

After a brief haitus due to exams and such, I've decided to resume my playthrough. :)

Currently at level 7 on Hard difficulty, wielding CAR (154 ammo), Hunting Rifle (16 ammo) and the infamous Sawed-Off Shotgun (99 ammo), along with 3 Frag Grenades. I don the humble Leather Armour.

It's proven a great challenge, no doubt, but it's also shown me a totally new outlook on the game and provided me with 13 hours of fun.

Caps are certainly an issue, especially as I'm playing by the 'zero cap rule'. On 688 at the moment and am saving up for Jericho (whom my character gets on well with) which means I've got to be extremely conservative with my money. As a result, I'm always struggling for ammo and my armour and weapons are suffering a lot of wear and tear. The repair and weapon limit rule means my equipment is, more often than not, in pretty [censored] condition -- I intend to drop the Sawed-Off Shotgun to solve this. By doing so, I'll have a vacant slot for either my CAR or Hunting Rifle, so when I come across a workbench I'll be able to repair it in lieu of paying Moira or simply leaving it as it is.

If my memory serves me right, I've not completed any quests to the full yet. Done the odd job for Moira, though not out of the kindess of my heart. I have, however, mapped a vast amount of locations within Megaton's vicininty and the odd place stretching a little further. In fact, I accidentally found my self in Mason District. See, I was exploring a around Wilhelm's Wharf and happened across a sewer grate. Curious, I stepped through. After fighting my way through a few ghouls (limiting my already drained supplies) I came across the entrance to Hubris Comics. Pretty neat considering I'd never been there -- or at least not to my knowledge. Upon exiting the building, I was faced with three heavily armed Regulators (ah!). After being filled in, I proceeded to, [censored] that I am, run away back indoors, as I often have been finding myself to do.
I took cover behind the reception desk, anticipating an assualt. Nothing. Relieved, I popped a few stims (my rule is that I'm allowed to heal via stims in combat assuming I'm safely in cover and a fair distance away), and, allowing my intrigue to overcome me, stepped outside once more.
Mayhem! About 8 or so mutants -- including one Brute tooting a minigun -- had advanced up the ramp and attacked the Regulators. Goaded by my hatred for mutants (yes, yes, I do allow some of my own personal beliefs to seep into my character's personality), I provided cover for my fellow humans.
Not a wise move; the three Regulator's were mowed down almost instantaneously. Naturally, I made an effort of looting their bodies and retreated all the way back to Wilhelf's Wharf, hauling the valuable supplies I'd accumulated over the course of the trip. All in all, an amazing expedition, one which would never have been as enjoyable if I were playing normally.

Focusing on the present, I'm still stockpiling all the spare ammo and such that I can find at my house, Silver's Shack (yes, I realise you can't sleep on the bed -- I pretend :P ), in preparation for my trip to Galaxy News Radio. Even that may be a few real time hours off depending on the turn of events.

Although I've not made what the game itself would categorise as 'progress', I feel a great satisfaction in what's been achieved, even if said achievement is merely survival. Bearing in mind my character's personality (which for your sake I won't go into), it's amusing having him drink from a toilet bowl.

In regards to death, I've been killed 3 times, I believe. Recalling my past experiences and taking a range of factors into account, I concluded that 5 deaths would be my limit. I intended to play dead is dead, but I've been having so much fun that it'd kill me to start all over again.

Anyway, thanks for recommending this -- it's been a blast so far. Hell, I even encountered a new NPC going by the name of Gallo in a sewer -- neat digs, I might move in. :P Really, I could go on all day, but I think you get the point. :)
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Ilona Neumann
 
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Post » Fri May 04, 2012 8:38 am

That's so great Chriso, that you're having a great time.
I too, explored that very same sewer, found Hubris, however, I am level 22, so there were a lot of Reavers in there. Ouch. My stats loading screen page says Times Addicted: 24. I died once in there.
My xbox crashed when I stepped out of the front door of Hubris. Too much action.
I have Talon after me. Which is surprising, since most of my characters end up neutral. The other day when a Megaton settler gave me a gift, I was surprised, as I never look at my karma level.
After Talon showdown, I register red blips everywhere. (Laser beams really hurt.) One Overlord, 4 Masters, handful of brutes, some regulars and the centaurs. I stealthboyed, laid out a defensive, staggered minefield leading back to the front door of Hubris. Then I started the party with two nuka nades. This was the first time I actually ran out of stimpacks. I was stupid to initiate action against the super mutants with so few in my possession. I lived to tell the tale, but I ran around that area looking for puddles to drink out of....
With that adventure I was carrying mines in place of my handgun.
I'm not really doing any quests at the moment either. I just purchased Charon, I'm going to wait a level to see if I fire him. I'm not getting hurt as much during firefights with him around, and I'm not sure if this is a good thing or a bad thing. Though it's kinda nice to be able to carry more for a change, by having him be my personal packmule. Just traded a couple of assault rifles in Underworld for some much needed .32 ammo, I had run out. We are near the Capitol, and just got bombarded by an Enclave helo, which flew over that way, so we might go investigate.

I like Gallo's space too. His TV isn't cracked. The bed looks clean.
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Britta Gronkowski
 
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Post » Fri May 04, 2012 5:28 am

After a brief haitus due to exams and such, I've decided to resume my playthrough. :)

Currently at level 7 on Hard difficulty, wielding CAR (154 ammo), Hunting Rifle (16 ammo) and the infamous Sawed-Off Shotgun (99 ammo), along with 3 Frag Grenades. I don the humble Leather Armour.

It's proven a great challenge, no doubt, but it's also shown me a totally new outlook on the game and provided me with 13 hours of fun....



Although I've not made what the game itself would categorise as 'progress', I feel a great satisfaction in what's been achieved, even if said achievement is merely survival. Bearing in mind my character's personality (which for your sake I won't go into), it's amusing having him drink from a toilet bowl.

In regards to death, I've been killed 3 times, I believe. Recalling my past experiences and taking a range of factors into account, I concluded that 5 deaths would be my limit. I intended to play dead is dead, but I've been having so much fun that it'd kill me to start all over again.

Anyway, thanks for recommending this -- it's been a blast so far. Hell, I even encountered a new NPC going by the name of Gallo in a sewer -- neat digs, I might move in. :P Really, I could go on all day, but I think you get the point. :)


This is fantastic, I thoroughly enjoyed reading this. :thumbsup:

Regarding the weapon carry limit, I see you are using a three-weapon rule, rather than my variant of one dual-handed + two from pistols/melee/unarmed. I actually find this, coupled with the repair rule, is the most limiting part of the game.

Are you using a no fast travel policy as well? This makes a big difference too, I find. Just travelling from A to B uses resources (ammo/health/weapon deterioration) that fast travel would have avoided. The plus point is that you get to see more of the Wasteland this way, in particular the random encounters. But you have to be well stocked up, if possible.

I'm glad you mentioned the bit about what the game would regard as 'progress'. I was feeling the same way. I realised that, at level 15, I'm still carrying the same equipment that I was using at level 8. Other than my respective skills, nothing else has improved (though I do have Clover now). In contrast, the enemy threat has increased enormously, as I'm recently now encountering Enclave soldiers, Mirelurk Hunters, multiple Yao Guai and even my first Reaver.

I wouldn't end the game after five deaths. Just carry on as normal. I've died in excess of a dozen times so far - sometimes due to being completely overwhelmed, sometimes out of sheer incompetence.

My recent adventures have seen me complete the Waters of Life quest. Standing outside of Rivet City, I wondered about the best way of tackling this, knowing full well what kind of threat was waiting for me. I therefore decided to store my combat shotgun + shells in the locker by the bridge walkway. I then, for the first time ever, picked up the minigun from one of the fallen super mutants from just around the corner. Back to Flak 'n Shrapnel's for an ammo/repair top-up, and we were ready to go. After completing the Dad + intercom part, the quest then entered the combat phase, which resulted in me using all my 500+ 5mm rounds on just two (2) Enclave soldiers. I'm never touching a minigun ever again.

As Dr Li headed down the taft tunnel, I thought I might just have time to retrieve my combat shotgun from Rivet City. No luck, three Enclave soliders were blocking my way out of the Jefferson Memorial. So, I had no option but the head down the taft tunnel too, carrying just a 10mm pistol and a Ripper. Also, sometime before this, Clover managed to somehow get stuck in the drainage tunnel, so I had to continue the rest of the quest without her. :|

Using all my frag grenades, a fallen Enclave laser rifle, and some strategically placed mines, I managed to get through to the other end. How I did it, I'll never know. But it was great fun. :)
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Noely Ulloa
 
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Post » Fri May 04, 2012 3:01 pm

Lol about the mini gun. I tap the trigger, to keep it constantly spooled up, so I can fire in bursts, rather than laying down the law. I also "wiggle" a little so I have a larger stream of bullets heading downrange.
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emily grieve
 
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Post » Fri May 04, 2012 6:04 am

That's so great Chriso, that you're having a great time.
My stats loading screen page says Times Addicted: 24.
Indeed, I, too, have become dependent on chems to ensure my survival. Only recently have I become to understand the usefulness of Jet, Med-x and Psycho. Really, you'd think Doc Church would start giving me a discount...


[snip]
Great story there, Winawer. :) However, I know for a fact I won't experience that quest in a similar fashion. See, I play from the viewpoint of my character, therefore there's no chance he'd know about the Enclave's arrival at the Purifier and the forthcoming battle. I'd be sure to stock up on supplies for the mutants, of course, but if they bleed me dry, then so be it -- I'll have to improvise. Perhaps give that [censored] (forgot his name) a revolver? Every little helps. :)

As for weapons, I allow 2 dual handed weapons (rifles), a sidearm (which is a .44 now) and a few frags. If I were to be tooting, say, a minigun, I'd adjust the rule so that the minigun would take up two slots. That way, I'd only be allowed the minigun, a sidearm and the frags -- but no rifles.

Fast travel does indeed drain my resources, incredibly so. Honestly, this morning I attempted for the third time the 'Following in his Footsteps' quest. I was reasonably well supplied, but each trip from my shack to the Farragut Metro Station left me with near enough nothing -- definitely inadequate considering the nature of the quest. If I were using FT, I could simply teleport to the metro, negating any semblance of peril. Not that I'm complaining; it's added another element to the game I could not have believed.
Anyway, it's clearer now more than ever that I'm going to need some help on my way. I get on with Jericho on a personal level but he's a stubborn bastard and he'll settle for no less than 1000 caps. Honestly, considering the rapaciousness of my adventuring, we could make up that money quick enough, anyway. <_< Or, perhaps not, taking everything into account. :P

Regardless, I've recently (about 20 minutes ago, actually) come across Paradise Falls -- and I'm more than willing to do them a service if the caps are sufficient. Should get those 1000 in good time. Thankfully, due to my Karma. I had the opportunity to gain a smooth entrance. Turns out I'm 'Very Evil'. In retrospect, I've commited some morally repungent acts. Heck, even poor Grandma Sparkle fell victim to my needs for survival and lust for riches. If I recall correctly, I directly accumulated about 150 caps as a result of her death (decapitation).
In spite of my hatred for ghouls, I've taken it upon myself to aid Murphy in his cause. Only downside is I couldn't convince him to increase the fees, despite my high Speech skills. It seems I've lost any semblance of integrity and my moral compass. Maybe, when in a more comfortable positon, I'll try to amend my ways. Disarming the bomb could serve those ends, but Burke's offer is tempting, not to mention I persuaded him into adding a 500 cap bonus.

In regards to enemies, I've started to encounter Yao Ming Guais. Or, one Yao Guai, rather. Surprisingly, it was right outside Megaton's walls. I'd fallen into a false sense of security, stowing my .44. I genuinely believed I'd be attacked by Mole Rats and little more.
Needless to say, I was wrong. I heard the growl and the meaty paws bounding across the earth. Turning round, I was relieved to see the Guai stuck in a rock. I switched to my Assault Rifle (the CAR broke) and unloaded about a clip and a half until it recovered from being staggered and swiped me. Fearing for my life, I entered VATS and selected 3 head shots. The beast is fallen.
I check my heath (I'm playing with my HUD on 1 bar - I'd play it on zero but I need to know if it's stealing or taking. Still can't see map or health, anyway). 7. That one swipe had inflicted about 100 damage. God help me if I encounter a pack...

After the Yao Guai encounter, I'm beginning to consider axing the 5 deaths rule. However, the feeling that any battle might be your last, that any second you could be shot down from behind, adds yet another layer to the game. One comprised of suspense, dare I say it, something I find the game lacks at times. I'll mull it over. :)
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Jordyn Youngman
 
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Post » Fri May 04, 2012 1:33 pm

Lol about the mini gun. I tap the trigger, to keep it constantly spooled up, so I can fire in bursts, rather than laying down the law. I also "wiggle" a little so I have a larger stream of bullets heading downrange.

Thats good advice. However, having 90 in Small Guns and very little in anything else gives my character the combat threat of a damp cloth every time he picks up big gun, or energy weapon.

Indeed, I, too, have become dependent on chems to ensure my survival. Only recently have I become to understand the usefulness of Jet, Med-x and Psycho. Really, you'd think Doc Church would start giving me a discount...

Don't forget Yao Guai meat...it gives a handy 10% damage boost. And it tastes great. :thumbsup:

As for weapons, I allow 2 dual handed weapons (rifles), a sidearm (which is a .44 now) and a few frags. If I were to be tooting, say, a minigun, I'd adjust the rule so that the minigun would take up two slots. That way, I'd only be allowed the minigun, a sidearm and the frags -- but no rifles.

Fast travel does indeed drain my resources, incredibly so. Honestly, this morning I attempted for the third time the 'Following in his Footsteps' quest. I was reasonably well supplied, but each trip from my shack to the Farragut Metro Station left me with near enough nothing -- definitely inadequate considering the nature of the quest. If I were using FT, I could simply teleport to the metro, negating any semblance of peril. Not that I'm complaining; it's added another element to the game I could not have believed.
Anyway, it's clearer now more than ever that I'm going to need some help on my way. I get on with Jericho on a personal level but he's a stubborn bastard and he'll settle for no less than 1000 caps. Honestly, considering the rapaciousness of my adventuring, we could make up that money quick enough, anyway. <_< Or, perhaps not, taking everything into account. :P

After the Yao Guai encounter, I'm beginning to consider axing the 5 deaths rule. However, the feeling that any battle might be your last, that any second you could be shot down from behind, adds yet another layer to the game. One comprised of suspense, dare I say it, something I find the game lacks at times. I'll mull it over. :)

A companion really does make a difference, if only to let them kill the low level enemies on their own. It saves valuable weapon condition and ammo. I broke the bank to get Clover (and give her armour and a weapon), and it was well worth it. I move up from Normal -> Hard up on reaching level 11, so I doubt that I could cope with facing groups of enemies all alone. Thats why I don't think I will last more than 5 minutes at Point Lookout.

Having a choice of two dual-handed weapons would be nice, but I've resolved to use just the one this time around. The scoped Magnum was my long range weapon for quite some time but I ditched it about 6 levels ago due to constant lack of ammo. So I now find that with my current inventory of combat shotgun, 10mm pistol and Ripper, I have absolutely no ranged attack at all. Fortunately Clover uses the Xuanlong, which diverts enemy attention long enough for me to get close enough to blast them in the face with the shotgun. There's something about a combat shotgun blast to the face in VATS, I think it must be the noise that it makes...it just feels so right.:)

Following in His Footsteps is a long quest, so it pays to be well stocked up for it. There will be no way out to a repair/ammo merchant for some time. Actually, this is one of the things I find quite cool about this style of play - while roaming the wastes I can easily find myself running on empty and still miles away from Meresti, Tenpenny or Megaton. Its that feeling of being stranded, with no easy path to safety.

I would axe the perma-death rule. I've just rescued Red and Shorty from the GermanTown Police HQ (they were each being guarded by Overlords). Afterwards, while defending Big Town from the mutant attack I actually got blown up by the Sentry Bot. Death can happen in many unexpected ways. :mellow:
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Juliet
 
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Post » Fri May 04, 2012 12:55 pm

[snip]
In regard to companions, I vouch for what you say. They do make a world of difference. About 45 minutes ago, I recruited Jericho after disarming the bomb. Funnily enough, my Karma didn't move. I think if you convince Simms to add a bonus to the fee, you don't gain a Karma boost. Makes sense actually. Definitely not complaining; was able to recruit Jericho and add 500 caps to my bank. :D
On about 300 now, however. Not great considering I intend to upgrade us both to combat armour. I am content with his CAR, though. I've also given him a Combat Shotgun alongside 100 shells, mainly in case I feel the need for it -- I don't have the space.

So far, Jericho's been of great service. We encountered six (six!) Talon Company mercs just outside Megaton's walls. I'd be meat were it not for his assistance. Now that I think about it, I'm not sure as to why they were there in the first place. I'm on 'Very Evil' karma and although Burke has been known to send hitmen after you if the bomb's disarmed, I couldn't find the note of bounty on any of their bodies. A random encounter, perhaps? Regardless, the skirmish provided me with much needed supplies -- the necessary one's I lugged back to the workbench in Craterside Supply.
We also came across a lone Enclave soldier (glitch, I believe? No matter; as I'm RPing, my character wouldn't know who his is, anyway) and commenced an epic battle at Fairfax Ruins against some raiders -- very surprised to have survived that one.

Currently, Jericho and I are fighting our way through Farragut metro station. Finally! Honestly, I'm both excited and apprehensive about the forthcoming battle against the super mutants. True, my character doesn't know exactly what to expect, but everyone knows D.C. is a warzone. Here's hoping I don't run out of ammo before GNR. :P

Once I reach level 10, I intend to increase the difficulty to Very Hard. Although brutalising the raiders at Fairfax was satisfying, it wasn't exactly realistic, even if I was fighting tactically, popping in and out of cover, etc. We'll see how it goes; I might come to eat these words after I'm mutilated by an army of super mutants. :P

On an unrelated tangent, it turns out I'm pretty much revered by the slavers at Paradise Falls. I could have sworn that in spite of your karma, they'd always treat you like an ass. It's a welcome feeling. Still, I, personally, perplexed as to how they've come to hear of my deeds. Like I mentioned earlier, I've commited unthinkable acts for a meagre amount of caps, but nothing on a grand scale. Heck, I'm rather pleasant to those I don't kill. Meh, I'll just assume word gets around; our characters can't see everything. ;).
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Richard Dixon
 
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Post » Fri May 04, 2012 4:01 am



Currently, Jericho and I are fighting our way through Farragut metro station. Finally! Honestly, I'm both excited and apprehensive about the forthcoming battle against the super mutants. True, my character doesn't know exactly what to expect, but everyone knows D.C. is a warzone. Here's hoping I don't run out of ammo before GNR. :P

Once I reach level 10, I intend to increase the difficulty to Very Hard. Although brutalising the raiders at Fairfax was satisfying, it wasn't exactly realistic, even if I was fighting tactically, popping in and out of cover, etc. We'll see how it goes; I might come to eat these words after I'm mutilated by an army of super mutants. :P

On an unrelated tangent, it turns out I'm pretty much revered by the slavers at Paradise Falls. I could have sworn that in spite of your karma, they'd always treat you like an ass. It's a welcome feeling. Still, I, personally, perplexed as to how they've come to hear of my deeds. Like I mentioned earlier, I've commited unthinkable acts for a meagre amount of caps, but nothing on a grand scale. Heck, I'm rather pleasant to those I don't kill. Meh, I'll just assume word gets around; our characters can't see everything. ;).

I love Following in His Footsteps, its one of the best quests. The long trek through the metro tunnels and the GNR battle never grows old. If you run out of ammo, just pick up another weapon. I did that when journeying towards Smith Casey's garage - I run out of ammo for my Chinese assault rifle, so decided to drop it and use a laser rifle, even if it was only on a temporary basis.

I've also done some horrible things in the aid of keeping supplies up and running. The scavenger and his dog by the lake near Arefu/NW Seneca almost always meets a grisly end. And just for a few grenades and an Iguana-on-a-stick. :nope:

I do think that Very Hard is a step too far, though - the damage the enemies can take is quite unreasonable. Hard setting is the farthest that I will go, but even that is quite unrealistic at times. For example, I got in a fight with Lucky Harith (I reloaded afterwards) and his foxy caravan guard. Three close range combat shotgun blasts to her face, each one hitting perfectly, outside of VATS, and she still had half her health left. Needless to say, the whole episode was not a good one.

Its true the slavers do react differently. They say things like 'Whoa, easy there killer', when you bump into something. Its a nice touch, although I'm not sure that I want to be respected by slavers. :huh:
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Dean Brown
 
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Post » Fri May 04, 2012 6:23 am

Chriso you must be very evil. In previous characters I would get serious respect for being very evil, but if I moved to just plain old evil, they call me a square again.
I agree with winawer about going to very hard. It seems a tad unrealistic. If I sneak shot someone, I expect them to be seriously hurt, if not dead. At very hard, I just take a quarter to half their health. I'm playing on hard at the moment, and it will continue. Reaver on very hard doesn't sound pleasant. I'd be throwing grenades willy nilly, running AND screaming in retreat. It's just hard enough to that I do die, though that trend seems to be reversing with Charon. So I'm still on the fence about keeping him on the team, though the pack mule is awesome, just to be able to scavenge a little more than normal.
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Lil'.KiiDD
 
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Post » Fri May 04, 2012 7:49 am

I'm approaching level 16 and am finding things quite tough. I've died so many times lately that I have to watch out wherever I go. Enclave outposts are to be avoided at all costs. My combat shotgun and Clover's Shishkebab are not suited to fighting at range, and Plasma rifles hurt bad. By the time we get close enough to inflict damage we are already down to 50% health, if that. :(

I've tried to take out the Enclave outpost by the abandoned car dealership, just south of Megaton. It's near impossible, the Hellfire trooper and Heavy Incinerator is so deadly even a reaver would think twice. However, I enjoyed watching the Outcast/Raider/Enclave three-way battle though(whilst hiding behind a rock), it's things like this that remind me why I love the game. :yes:
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Laura Shipley
 
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Post » Fri May 04, 2012 11:08 am

Great thread. I hadnt played FO3 since the release of NV. ...despite 3 being my preference. A lot of great tips here. Most notably, playing without fast travel. I just started a new game incorporating that and a few other of the suggestions here. ...no fast travel definitely gives the game a more realistic feel, and I'm stumbling across different sights I hadn't encountered on my previous 4 or 5 play throughs. It forced me to find a place to squat early on (which Ive never had to before)... on account of only being able to carry so much. The Gibson house in Minefield has served nicely. With fast travel, I'd simply just run to a vender and trade off. Now, there is a certain amount of planning required in what to take on the journey. Not healing limbs is tough when you've suffered severe head trauma, but like many of the other tips here... it introduces a whole new life on the game. ....just extending a thanks to the posters for the ideas. ;)
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Stat Wrecker
 
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Post » Fri May 04, 2012 4:12 am

Sounds pretty fun, will try
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Stryke Force
 
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