One Thing You LIKE And One Thing You DISLIKE

Post » Wed Aug 18, 2010 1:18 am

like: geck

dislike: Steam.
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Motionsharp
 
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Post » Tue Aug 17, 2010 2:03 pm

Why? There was no reason to even have the skill if you were only going to have about 5 big guns.
I don't understand this reason... The idea is to commit to it if you want it ~and not use it if you don't. The Katana in BG2 comes to mind, you either commit to a skill that has one use (IIRC it only applied to Katanas), and if you didn't want to, then you never got those grand master bonuses with Katanas :shrug:

*I wouldn't mind an exotic weapons perk that let you select a big gun as a proxy skill, that either allowed ranks or added that big gun as a custom skill (improvable on leveling). If there turns out to be no plausible reasoning for removing it (which I do doubt), then I plan to look into modding such a perk/skill. (but I really don't think I'll have to. Right now we don't have the full picture ~and it may be that they don't either, just yet).


Well I'd prefer if they had introduced more big guns, and which can be used earlier on. Plus I've always used big guns, from FO1-FO3!
Same here.


On the positive side they're bringing back STR requirements for weapons, so you'll have to have the appropriate weapon skill plus put a good number of points into STR in order to use the large weapons well.
And that's odd; to add strength requirements, and remove the skill governing the heavy weapons (as if just the brawn was enough).
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Strawberry
 
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Post » Tue Aug 17, 2010 8:06 pm

I never really used Big Guns so it doesn't really concern me.
Really, FO3's skills were so easy to max out, that I often found myself investing points into Big Guns purely because my usual Skills weer already at 100.
Since it promises to be harder to increase stats in NV, I'll probably have no need at all for Bug Guns so the change makes little difference, though it IS a bit of a bummer, since if I actually wanted to play through it again as a Bug Gun specialist, I'll no longer be able :shrug:

And what the hell does IIRC mean?
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Deon Knight
 
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Post » Wed Aug 18, 2010 4:20 am

And what the hell does IIRC mean?

"If I Remember Correctly"...IIRC...

(could easily just Google things like that rather than posting)
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SaVino GοΜ
 
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Post » Tue Aug 17, 2010 3:18 pm

And that's odd; to add strength requirements, and remove the skill governing the heavy weapons (as if just the brawn was enough).


Not that odd; Strength+Guns=Big Guns!

At least, no odder than Big Guns including both firearms and laser weapons, while for normal guns, these are governed by two separate skills. I think this new system will lead to better balance--you specialize in the gun type that you want to use, and you commit to strength to effectively use the biggest guns in the category.

On topic--I like just about everything I've heard, especially hardcoe mode. I really can't name anything I dislike, this game is looking like total win. If I had to choose something, I guess the Vegas setting--I don't care for the real Las Vegas (been there more times than I care to for business conventions), and I'm not much of a fan of gambling IRL.
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Mel E
 
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Post » Tue Aug 17, 2010 3:56 pm

Sorry, accidental post.
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Amanda Leis
 
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Post » Tue Aug 17, 2010 11:24 pm

i love all of it


i dislike that u can only get one pre order package XD
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Claire Vaux
 
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Post » Tue Aug 17, 2010 10:37 pm

Not that odd; Strength+Guns=Big Guns!

At least, no odder than Big Guns including both firearms and laser weapons, while for normal guns, these are governed by two separate skills. I think this new system will lead to better balance--you specialize in the gun type that you want to use, and you commit to strength to effectively use the biggest guns in the category.

Consider the pistol expert who equips up and fires an http://i271.photobucket.com/albums/jj125/Gizmojunk/at4.jpg with no prior experience ( and with his or her NPC's in tow ).
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Sanctum
 
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Post » Tue Aug 17, 2010 11:29 pm

Consider the pistol expert who equips up and fires an AT4 with no prior experience ( and with his or NPC's in tow )


But that will fall under the Explosives skill, so not relevant to your skill with a pistol.

That is a funny image, though. I kept doing that with the rocket launcher in Far Cry 2--accidentally starting a fire behind me or blowing up the car that I was standing in front of.
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Siobhan Thompson
 
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Post » Wed Aug 18, 2010 3:36 am

But that will fall under the Explosives skill, so not relevant to your skill with a pistol.

That is a funny image, though. I kept doing that with the rocket launcher in Far Cry 2--accidentally starting a fire behind me or blowing up the car that I was standing in front of.
True... but that's even worse [IMO]. :shrug:

We'll have to see how it plays out in the game (overall).
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Saul C
 
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Post » Wed Aug 18, 2010 4:09 am

True... but that's even worse [IMO]. :shrug:

How is it worse that the big boom boom weapons are governed by the Explosives skill plus your Strength stat? If anything it makes Explosives much more useful, since it didn't do too much in FO3.

By the way, I like your new Eyebot avatar.
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Cedric Pearson
 
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Post » Wed Aug 18, 2010 2:44 am

How is it worse that the big boom boom weapons are governed by the Explosives skill plus your Strength stat? If anything it makes Explosives much more useful, since it didn't do too much in FO3.
Well... its the specific trend of blending skills. These days games try to blend the diverse into common category. This means that you cannot have any PC that is not equally skilled at both. This means that (if Unarmed, Melee, and Thrown were combined) you cannot have a champion fist fighter who is not also an champion fencer, as well as a champion knife thrower, and (theoretically) an expert with Sai & Nunchaku.

Fallout (1) did have these "cover all" skills; (I suspect they may have reduced them after the GURPS change over), but to combine combined skills?
Grenades are designed to be a simple pull & toss... That's throwing, you have to know how to throw to get it to go where you want; that has nothing to do with setting timers, detonators and mixing gunpowder. In Fallout 3 the Explosives skill improves damage with grenades ~how? I've no idea; its not like the PC upgraded all of his grenades at the work bench with his expert understanding of explosives... and if he did, what does that have to do with precision tossing?

By the way, I like your new Eyebot avatar.
:foodndrink:
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Allison C
 
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Post » Tue Aug 17, 2010 4:33 pm

I myself am dissappointed at the loss of big guns, having been a walking artillery piece since FO1. However, I'll be less dissappointed if they retain the Miniguns. Even though it'll feel cheap, I'll still be able to use it. However, I don't see how they're going to be able to keep things like miniguns; how the hell do you ironsight a minigun? (Which I'm thinking may be part of the reason for Big Gun's removal, and so far we've only seen guns that can be shouldered and Look-Down-The-Sighted, right?)

Like-Desert Armor. HELLZ YEAAAAAH.
Dislike-Super Mutants, while now grayer, still have the same shape as Capital Wasteland mutants, and still aren't really original muties. Hope they get better voice actors; they don't have to sound like mutant freaks, after all (Just listen to people like Marcus in FO2).
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Sharra Llenos
 
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Post » Tue Aug 17, 2010 3:49 pm

I like that fact that it will end.
I dislike that there will be giant insects...
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Hayley Bristow
 
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Post » Tue Aug 17, 2010 5:49 pm

I myself am dissappointed at the loss of big guns, having been a walking artillery piece since FO1. However, I'll be less dissappointed if they retain the Miniguns. Even though it'll feel cheap, I'll still be able to use it. However, I don't see how they're going to be able to keep things like miniguns; how the hell do you ironsight a minigun? (Which I'm thinking may be part of the reason for Big Gun's removal, and so far we've only seen guns that can be shouldered and Look-Down-The-Sighted, right?)

Wait... I am under the impression that the Big Guns skill is what's gone, not the guns themselves. They have reinstated the strength requirements (like in FO1) for the "big" guns.
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darnell waddington
 
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Post » Wed Aug 18, 2010 12:04 am

Well... its the specific trend of blending skills. These days games try to blend the diverse into common category. This means that you cannot have any PC that is not equally skilled at both. This means that (if Unarmed, Melee, and Thrown were combined) you cannot have a champion fist fighter who is not also an champion fencer, as well as a champion knife thrower, and (theoretically) an expert with Sai & Nunchaku.

Fallout (1) did have these "cover all" skills; (I suspect they may have reduced them after the GURPS change over), but to combine combined skills?
Grenades are designed to be a simple pull & toss... That's throwing, you have to know how to throw to get it to go where you want; that has nothing to do with setting timers, detonators and mixing gunpowder. In Fallout 3 the Explosives skill improves damage with grenades ~how? I've no idea; its not like the PC upgraded all of his grenades at the work bench with his expert understanding of explosives... and if he did, what does that have to do with precision tossing?

:foodndrink:


Yeah, a lot of the skills don't make much sense if you pick them apart... like you say, grenades should be a throwing skill, and Explosives increasing the damage is a little strange.

I think the main thrust is to balance the usefulness of all skills, and that may mean removing or merging some of the less useful ones. As long as that makes way for new (or returning old) skills, then I'm fine with it. If we end up with fewer skills, then it does feel like dumbing down the game for the sake of simplicity. I trust that the guys at Obsidian are not doing that, so I'm hopeful that the result will be an array of skills that are all useful, so I'll have to really consider which ones to develop--there were too many skills in FO3 that it was easy to ignore until I had maxed my main skills and needed somewhere to dump the points at higher levels. With the game being built around a 30 level cap from the start, I think the skill point system will be much better than FO3 + BS, and will still allow for meaningful specializiation.

As you say, we'll have to wait and see how it all pans out.

Edit: I'm pretty sure miniguns are still in. In one of the E3 videos, they mention that iron sights have been applied to all but the biggest 'shoot from the hip' guns--I think he was referring to miniguns and gatling lasers.
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Tai Scott
 
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Post » Wed Aug 18, 2010 3:49 am

Wait... I am under the impression that the Big Guns skill is what's gone, not the guns themselves. They have reinstated the strength requirements (like in FO1) for the "big" guns.


That's the impression I had too :blink:
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Poetic Vice
 
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Post » Wed Aug 18, 2010 6:38 am

That's the impression I had too :blink:

ya they took big guns out i belive
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Je suis
 
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Post » Wed Aug 18, 2010 1:42 am

ya they took big guns out i belive


Yeah I thought so, because in the gameplay trailer they have the minigun and other heavy weapons. Fallout wouldn't be Fallout without the big guns. ^_^
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Assumptah George
 
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Post » Wed Aug 18, 2010 7:18 am

Yeah I thought so, because in the gameplay trailer they have the minigun and other heavy weapons. Fallout wouldn't be Fallout without the big guns. ^_^

ha yes nv still has big guns just not the skill. lets hope it works out
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Shannon Marie Jones
 
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Post » Tue Aug 17, 2010 11:59 pm

i like how you can get attachments on your guns now,
i hate how im gonna have to throw my life away when i play this game :)
but its ok, this game is worth it!
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Code Affinity
 
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Post » Tue Aug 17, 2010 10:01 pm

I like aiming down iron sights and a sun powered gun bigger than the Colossus of Rhodes.

They haven't revealed enough for me to dislike, but if there isn't a vehicle or a sprint system, I'm gonna be annoyed
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Romy Welsch
 
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Post » Tue Aug 17, 2010 6:32 pm

They haven't revealed enough for me to dislike, but if there isn't a vehicle or a sprint system, I'm gonna be annoyed
No vehicles, but the PC's can walk or run (same as before ~I'd assume).
It shouldn't be too annoying I think, after all... they will design the game to not need vehicles.
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Ymani Hood
 
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Post » Tue Aug 17, 2010 3:09 pm

I'm playing Fallout 3 with the ability to sprint right now (takes away action points). It feels much better especially traversing the wasteland.

The one weapon which was associated with energy weapons but I always thought it should be with big guns was the gatling laser in Fallout 1, due to the sheer size of it.

Anyway, what I like up til now in F:NV is the setting itself. I think it will be a fun place to explore.


Dislike-Super Mutants, while now grayer, still have the same shape as Capital Wasteland mutants, and still aren't really original muties. Hope they get better voice actors; they don't have to sound like mutant freaks, after all (Just listen to people like Marcus in FO2).


Where did you see these supermutants?
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Stephanie Valentine
 
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Post » Tue Aug 17, 2010 9:46 pm

Where did you see these supermutants?

There is a screen shot of what are said to be Nightkin.
http://www.gamesthirst.com/wp-content/uploads/2010/03/fall-7.jpg
But its probably not finalized yet ~This mesh has problems.
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Nick Tyler
 
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