Fallout New Vegas Skills and Questions

Post » Sat Aug 07, 2010 9:54 am

Ok this has been brothering me for a while and I tired of wondering. In Fallout 3 mini guns and rocket launches fell under the Skill - Big Guns. So What skill do they fall into in Fallout NV?

And does anyone else think that the Repair Skill in Fallout 3 is better than Fallout NV? I mean in Fallout 3 you wanted to have a high repair skill to fix your weapons and
in FNV you want it to be high so you can get the perk Jury Rigging. I guess where I'm getting at is in Fallout 3 you need the skill to stay alive so
you don't die because your weapon breaks but FNV takes no skill whats so ever.
Hmm ok I'll say this if FNV didn't have the Jury Rigging perk why would you upgrade the Repair Skill if you can repair stuff with hardly anything Skill points. (Example: you Repair Skill is 17 and you can fix every gun).
I can't exactly get my thoughts into words right now but hopefully you at least know what I'm trying to say :mellow:

The third thing I wanted to talk about is the Speech dialog. In Fallout 3 you had a chance to get talk someone (Example: your speech skill is 35 so you have a 35% change for that person to say yes or no.
But in FNV You had to either had the skill points talk or you didn't (Example: you have 40/40 skill points in speech and the guy says yes but if you had 35/40 skill points in speech the guy says no)
Most of the time people don't have enough speech in FNV for the guy to say yes. In Fallout 3 it didn't matter how many speech skill points you have you always had a chance for that person to say yes or no.

Anyways I just wanted to hear your guy's thoughts on this and please someone answer my first question at the top it's driving me nuts.
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Nathan Maughan
 
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Post » Fri Aug 06, 2010 9:32 pm

Big guns are now Guns and or Explosives I think. I think all skills are different, sometimes better, sometimes worse. But I think speech is good as it is, it means you cant cheat the speeches, its either be a good speaker or be an aggresive fighter
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Sista Sila
 
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Post » Sat Aug 07, 2010 2:27 am

Big guns are now Guns and or Explosives I think.

And Energy Weapons.
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Jade
 
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Post » Sat Aug 07, 2010 9:33 am

1.The two skills were combined into one skill in NV, Guns. But you may want to look it up in the Vault, because some Big Guns were placed in different categories, e.g. the Missle Launcher was put into Explosives.

2. I like the Repair skill a lot better in this game. At any level you can fully repair a weapon. 'Nuff said.

3. I think that the Speech in this game is better, because the % system was a bit iffy for me, and the x/x system is better, because it would be beneficial to boost it early, not reload and pray like in FO3.
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dell
 
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Post » Fri Aug 06, 2010 7:24 pm

Both systems are similar but different

Fallout 3 had 13 skills, New Vegas also has 13 skills.
Fallout 3 had Big Guns which was merged with Small Guns to be just Guns in New Vegas. We also got a skill back from Fallouts 1 and 2 Surivival back. I think Missles and the Fatman are now classified under Explosives.
Speech had a percentage rate in Fallout 3 and had some weird formula on how you were able to determine the rate (The Wiki has more info). New Vegas went with a hard skill rate, whatever your skill in speech was that was the cap unlike Fallout 3's percentage based skill check.

Repair in Fallout 3 was a lot harder then New Vegas. In New Vegas you could easily get everything up to 100 % but in Fallout 3 you needed 100 in Repair in order to fully repair an item. Repair made Fallout 3 a lot harder until Beth killed the balance in Broken Steel.
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Bereket Fekadu
 
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Post » Fri Aug 06, 2010 6:53 pm

Speech skill in Fo3 was real weird, you could just save before the dialogue and get through any speech check with enough patience. At least in NV you HAVE to have your skill high.
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Kahli St Dennis
 
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Post » Sat Aug 07, 2010 1:14 am

And does anyone else think that the Repair Skill in Fallout 3 is better than Fallout NV? I mean in Fallout 3 you wanted to have a high repair skill to fix your weapons and
in FNV you want it to be high so you can get the perk Jury Rigging. I guess where I'm getting at is in Fallout 3 you need the skill to stay alive so
you don't die because your weapon breaks but FNV takes no skill whats so ever.


Hmm ok I'll say this if FNV didn't have the Jury Rigging perk why would you upgrade the Repair Skill if you can repair stuff with hardly anything Skill points. (Example: you Repair Skill is 17 and you can fix every gun).
I can't exactly get my thoughts into words right now but hopefully you at least know what I'm trying to say :mellow:

Because you need less items the bring the condition up?
Not to mention Repair give access to recipes like Handloading and weapon repair kit

The third thing I wanted to talk about is the Speech dialog. In Fallout 3 you had a chance to get talk someone (Example: your speech skill is 35 so you have a 35% change for that person to say yes or no.
But in FNV You had to either had the skill points talk or you didn't (Example: you have 40/40 skill points in speech and the guy says yes but if you had 35/40 skill points in speech the guy says no)
Most of the time people don't have enough speech in FNV for the guy to say yes. In Fallout 3 it didn't matter how many speech skill points you have you always had a chance for that person to say yes or no.

Because then people doesn't need to invest points in speech.......badddd
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Naazhe Perezz
 
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Post » Fri Aug 06, 2010 11:22 pm

And does anyone else think that the Repair Skill in Fallout 3 is better than Fallout NV? I mean in Fallout 3 you wanted to have a high repair skill to fix your weapons and
in FNV you want it to be high so you can get the perk Jury Rigging. I guess where I'm getting at is in Fallout 3 you need the skill to stay alive so
you don't die because your weapon breaks but FNV takes no skill whats so ever.
Hmm ok I'll say this if FNV didn't have the Jury Rigging perk why would you upgrade the Repair Skill if you can repair stuff with hardly anything Skill points. (Example: you Repair Skill is 17 and you can fix every gun).
I can't exactly get my thoughts into words right now but hopefully you at least know what I'm trying to say :mellow:


I think that the perceived problem with repair in Fo3 was that it was a necessary skill for pretty much any build. It didn't matter what kind of character you were playing, you still wound up having to put points in repair; they all need to be able to keep their gear in working order. Whereas in NV, you get amply rewarded for investing in repair, with perks/crafting recipes/more efficent repair skills, but you're not completely hamstrung if you choose to ignore the skill.

The third thing I wanted to talk about is the Speech dialog. In Fallout 3 you had a chance to get talk someone (Example: your speech skill is 35 so you have a 35% change for that person to say yes or no.
But in FNV You had to either had the skill points talk or you didn't (Example: you have 40/40 skill points in speech and the guy says yes but if you had 35/40 skill points in speech the guy says no)
Most of the time people don't have enough speech in FNV for the guy to say yes. In Fallout 3 it didn't matter how many speech skill points you have you always had a chance for that person to say yes or no.


You should try investing in the Speech skill a little if you keep coming up against speech challenges you can't make. Anyway, I think NV's speech checks are an improvement to Fo3's % chances, which enouraged crappy quickload tactics as much as it did investment in the speech skill.
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Adam
 
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Post » Fri Aug 06, 2010 11:08 pm

As far as Big Guns go anything that fires bullets (ie Mini-Gun and LMG) are now in Guns, anything that goes boom (missile and grenade launchers) is Explosives based and anything that burns (flamers and incinerators) is Energy. Wasn't really a Big Guns fan (they just ate up to much inventory weight) so losing the skill wasn't that big a deal to me.

Being able to repair anything at any skill level does seem a bit cheap. Perhaps if they'd based it off of the weapon skill requirements. For example if the gun needed 0 skill to use at maximum efficiency (like a Varmint Rifle) you could repair it to 100% with zero repair skill but if you had a Hunting Rifle which needs 50 Gun skill to use at maximum efficiency you'd have to have 50 Repair skill to repair it to 100%. In any case I do prefer the system that allows maximum damage til it deteriorates below 80% condition. Having max damage for 1 shot in Fallout 3 was a "sigh" moment every time.

As far as Speech checks go a hard number does seem fairer than the percentage system. As people mentioned you could just save and reload in Fallout 3 til the random number generator ticked in your favour. That said I do sort of miss the Fallout1 and 2 dialog chains where you had to blindly feel your way through to the correct conclusion (still kind of proud I talked down the suicide bomber at the powerplant in Fallout 2 the first time through) but again it lends itself to save and reload exploiting. Also that sort of writing of branching dialog is a very rare skill.
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Assumptah George
 
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Post » Sat Aug 07, 2010 2:08 am

I always aim for 100 in speech lockpick science and 1 combat skill.
This way I can t be stopped. Repair has meaning in nv. You repair stuff more with high skill.

Fo3 did make it so you wanted 100 repair.
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Katie Samuel
 
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Post » Sat Aug 07, 2010 1:36 am

Science in New Vegas got such a good treatment.

In Fallout 3, Science was strictly hack terminals, access to some perks, and make more quantum colas

In Vegas, Science lets you create special ammo for your energy weapons, make numerous different type of colas (victory, quartz, ice cold nuka colas) with very few colas, recycle your energy ammo, convert your energy ammo, create super stimpacks, hack terminals as usual, access to some perks, use in speech challenges, and even helps you solve some problems for quests.

I think they could have done a lot more with the Science skill in Vegas, but its a huge improvement from its predecessor, now if you want to be an energy weapons specialist/ heavy trooper, you have a huge incentive to maximize your science skill.

On the otherhand, for me at least, lock-pick seems totally pointless in New Vegas, it's like a crappy version of the Science skill, cause it has zero side benefits besides popping up in a speech quest a couple times. Unlike Fallout 3, if you want to grab all the goodies and tons of them, you wanted lock-picking. In Vegas, a lot of stuff that are locked are crap, and the best stuff is usually locked by a terminal.....so why waste points in lockpick when I can have access to terminals with science and be able to do a dozen other things with science at the same time?
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Kelvin Diaz
 
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Post » Fri Aug 06, 2010 11:04 pm

On the otherhand, for me at least, lock-pick seems totally pointless in New Vegas, it's like a crappy version of the Science skill, cause it has zero side benefits besides popping up in a speech quest a couple times. Unlike Fallout 3, if you want to grab all the goodies and tons of them, you wanted lock-picking. In Vegas, a lot of stuff that are locked are crap, and the best stuff is usually locked by a terminal.....so why waste points in lockpick when I can have access to terminals with science and be able to do a dozen other things with science at the same time?


Off the top of my head, you're not getting Lucky or the Gobi without using Lockpick, amongst others. In 3, practically every lock had a terminal counterpoint, so the science and lockpick skills almost did the same thing. In NV, the skills have been decoupled somewhat, so like you say Science has all sorts of useful applications outside of hacking terminals, and Lockpick is still first and foremost about easy access to loot. I dunno, me personally I can't stand walking past a locked door or safe, and so get Lockpick to 80-100 with every character. Some locks in NV can be circumvented with terminals or keys, but not the majority. It's still a pretty crucial skill IMO.
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Chris Jones
 
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