Wait wtf is this video new?

Post » Thu Nov 26, 2015 8:58 pm

I can tell you from personal experience that sniping EVERYTHING is not fun. Whether you miss and die or hit all the time, it is the same. Wait for the right moment, shoot and the enemy is probably gonna die.

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Rachyroo
 
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Post » Fri Nov 27, 2015 8:49 am

It's never a non-issue because even with an AMR you need to hit your shots.

And here you are back at the ad hominems, making baseless claims that I play on Very easy or something. Dude, are you aware I run http://www.gamesas.com/topic/1514317-the-dead-is-dead-thread-18/ I ask again: how many dead-is-dead runs have you completed? How many times have you done Dead Money without dying? It's all irrelevant honestly so you don't have to answer; if you answered "none," it wouldn't make your opinion any more or less valid. I only ask this to point out how stupidly pointless your little ad hominem attacks are, especially when you can't be bothered to look into who you might be talking to.

And I'm glad you mentioned Behemoths; GREAT example!

LET'S TALK ABOUT BEHEMOTHS!

I'm sure you all noticed Behemoths are suddenly smaller. Do you guys think that maybe some genius at Bethesda studios figured out a giant sitting duck target that can't even walk through doorways is not gonna have a lot of ability to actually chase the player down? How many people in this thread can honestly say they've ever died to a Behemoth in FO3? They're big and hard to miss, half of them are in locations where they can't chase you cause you can go places they can't fit, and for all the HP they have, their damage is still abysmal compared to deathclaws. It should come as no surprise that videos https://www.youtube.com/watch?v=HjGpsrTatQI (there's many more on Youtube) show Deathclaws regularly kicking Behemoth ass despite the fact that Behemoths have more HP.

Behemoths aptly sum up the point I'm making: style over substance gets you killed. Behemoths LOOK scary, and maybe they FEEL scary when they survive a fatman shot, but just how capable are they of killing YOU? Not very capable at all. A deathclaw on the other hand is very capable of dying, and you know what? He'll kill you in 2 seconds flat if he gets the drop on you. That's why if you gave me a choice between facing a Behemoth (HP monster) or a deathclaw (damage monster), I'd wanna face the Behemoth any day of the week.

If FO4 sees Deathclaws transition into HP monsters instead, then this game is officially casualized and I expect no meaningful challenge to be found within the game.

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Lisa Robb
 
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Post » Fri Nov 27, 2015 3:35 am

Behemoths only got "smaller" because their model was artificially inflated in Fallout 3.

This was noticeable when looking at the human skulls they had on thier belts and w/e, which were larger then your body, and the fire hydrants they had on thier poles were like 4 times larger then normal fire hydrants in the game.

If you actually spawn a behemoth manually in Fo3.... they are about the same size as they are in Fo4.

http://fallout.wikia.com/wiki/Vault_87_super_mutant#Super_mutant_behemoth

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Bones47
 
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Post » Fri Nov 27, 2015 4:08 am

...You are kinda missing the point...entirely.

I mean if you wanna believe they were scaled down so their little trinkets are to scale, that's an opinion you're entitled to have. What I'm arguing though is that I find it far more likely someone realized "hey these things are giant worthless sitting ducks and don't provide a challenge at all" and scaled them down. Especially since they supposedly redesigned everything and thus would've had the opportunity to correct trinket size while leaving them huge.

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Toby Green
 
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Post » Fri Nov 27, 2015 3:57 am

I'm not sure what game you are playing, but the only reason you need to make your shots with an amr is because you can't kill something if you don't hit it.

If you miss, you've got plenty of time to make follow up shots, unless you're sniping from a stealth boy in melee range, in which case that isn't sniping.

Either way, neither takes much skill or leads to interesting encounters. The melee approach at least puts you in danger.

Sniping in fallout has always been an easy way of doing combat. There is no risk, and the reward is a headshot and an automatic crit.

Let's try that with deathclaws jumping out of sewers and man handling men in power armor. That encounter is much more interesting than pulling the right trigger, missing, making 3 more shots and running in to collect loot.

At least in my opinion.

if you prefer easy encounters that's all good.
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GabiiE Liiziiouz
 
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Post » Fri Nov 27, 2015 10:28 am

No, I think you missed the point.

The point was the Fo4 size is what behemoths WERE MEANT TO BE in Fo3 in the first place.

If you spawn a behemoth in Fo3 using the console, they spawn at the size they are at in Fo4.

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Marie Maillos
 
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Post » Fri Nov 27, 2015 12:53 am

Again, I fully understand that. The robot, who down to the decimal point tenth of a degree for the temperature of your coffee, now just speaks like humans do and is all just like "200". One of your responses for dialogue option is "200 years?". TH said in last nights reveal, wake up 200 years later and today at Microsoft conference again said 200 years.

So yeah, I understand how could be just speaking in general terms, and like I have said, sure hope you are correct. But they were straightforward with their 2277 date when revealed FO3, so yeah, I take it as being secretive, OR they are being exact, cuz I really don't get why not just say "game takes place 2289".

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Nick Pryce
 
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Post » Thu Nov 26, 2015 7:20 pm

If he gets it down to the decimal point then why doesn't he specify anymore than 200 years? Like to the month or day? Oh yeah, because he's not being precise.

The MWBoS are not in this game pal, get over it.

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Alyna
 
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Post » Fri Nov 27, 2015 4:11 am

Again, if you miss a shot? The Deathclaw and all his nearby buddies know. They will find you. Their perception is very high and they'll come looking your way, and since it's not a sneak attack after the first shot, you've surrendered both a double damage multiplier and a free crit. (aka x4 damage) A sneak attack means 200 damage or 400 on a headshot, and in two more shots the first one is dead. The ones around the original will now be looking for you, meaning they must be taken out with normal shots (or you can be a weenie and try to hide til they stop looking), meaning 5 headshots or 10 body shots landed on each one. Even an AMR at the end only really makes them easier if you land headshots consistently, since it's fire rate is so weak (OR explosive damage is epic, but it's hard to come by and heavy).

Any "slugfest" you'd get involved with at melee range in FO4, if the damage we're seeing is to be an indicator, would devolve into stimpack spam. It's the ILLUSION of you being able to die. You have ample time to react and heal yourself back up.

An X-factor needs to be in place to make the fight interesting. Thusfar we've seen no such X-factor as the fight scenario forces you to fight them close range.

And I may have asked this before but: how old are you? The "ur just sum scrub who likes ez mode" comments are completely unneccesary and unproductive here. It's just a waste of everyone's time. It's also odd that you've got this desire to make things all personal just because I dared view FO4 with a critical eye.

....This is a VERY odd claim given that it's obvious Bethesda put them in the game scaled up. It's very clear Bethesda meant them to be that size. You think Todd Howard somehow didn't notice they were 10 times their intended size during the premiere, and that no one noticed they forgot to fix that upon release?? And then they never bothered patching it?

No, that was their intended size. The console commands feed you a normal sized one because the console commands are spawning the resource pre-scale ups. The scale up must be done manually thereafter.

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Monika Krzyzak
 
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Post » Thu Nov 26, 2015 7:30 pm

Why is a robot not precise? Since when did Fallout robots start talking in generalizations and like "humans"?

And oh no boo hoo, I gonna cry. I much rather MWBoS than just another reincarnation of CWBoS lead by King Arthur. But if it is, I not lose any sleep over it.

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Andrea Pratt
 
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Post » Thu Nov 26, 2015 8:15 pm

Since when did you answer the question? Oh yeah, never as always.

If he's so precise why no months or days mate? That seems pretty precise if he's going all the way down to the temperature of the coffee.

Answer the question. It's your feeble argument, defend it.

EIDT: Exactly, and as usual your allowing "what you want" to completely disregard anything against it. As usual. And if Bethesda's writing svcks so much as you keep saying why do you want them handling the MWBoS.

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Ellie English
 
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Post » Fri Nov 27, 2015 2:26 am

I don't know about you guys but I found a lot of very OP weapons in New Vegas that made these deathclaw fights completely trivial. The Survivalist Rifle I used for a long time before getting myself a modded M16A2 to make the combat fun again. That .50 cal rifle would just rip into everything, you don't even need to sneak up to deathclaws, just point the rifle at them and keep tapping that LMB and you've won. Same for every other enemy in the game. It remains the most OP rifle ive used in a videogame. Bolt-action seems to be the most fun in New Vegas, I used a hunting rifle for a while while finding what suited my best. Something about having to cycle the bolt inbetween shots makes aiming more careful and makes it a fair bit more fun, although I just can't say no to assault rifle-type guns.

Fallout 3 suffered from having a lot of weapons that were underpowered to meet those Broken Steel enemies. Its really the opposite problem of New Vegas, with the majority of the armoury not being able to deal enough damage versus having god weapons like Randall's rifle or the Brush Gun. I love me that R91, but damn if it just doesn't cut it once you get past the low levels.

Fallout 4 looks like its improved the gunplay a -whole- bunch though. Modding aside, I can't wait to give that assault rifle and double-barrel shotgun a try, alongside the backup pistol. Even from looking at video it just looks like it feels so much better, and I think when im actually firing the things ingame it'll feel just as nice. That laser musket is also interesting, I'm not usually one for energy weapons, but that has a really nice action to it. It also seems to be feeding off a limited ammo supply, making it unlike the recharger rifle. I'd love to see some more information on that thing, even if I don't plan to use it. Its got a very unique system of firing that i'd appreciate even if I always go for the jack of all trades approach in videogame weapons.

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kyle pinchen
 
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Post » Fri Nov 27, 2015 12:51 am

I haven't mentioned anything about Beth writing. I said I reserve to wait on critique until I play the game. Who else is going to run a story about MWBoS? It is BGS franchise now. I doubt Obsidian will leave the west, even if they do get another FO game.

Either the robot is being precise or why in the world would robot who was precise all of a sudden not precise? The Robobrains don't give the exact calendar date of your arrival in vault in 3, either. But they do say you are 200 some years late or whatever it is they say.

That my fear. Now you can say meh, just being general, but have 3 mentions of 200 years later, and no confirm on date, which they did give confirm of date when revealed FO3. I hope to God you are correct and it 210 or 220 or whatever.

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Myles
 
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Post » Thu Nov 26, 2015 7:04 pm

Which difficulty did you play? Don't mean that condescending, it's more something I ask cause you named the Survivalist's Rifle. I always thought Deathclaw DT chewed into it's damage waaaay too much; much preferred the All-American for that very reason.

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Elizabeth Falvey
 
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Post » Fri Nov 27, 2015 2:39 am

Ah, I play all my games on normal. I never really check the difficulty most of the time. The majority of games will just pump up the stats of enemies on harder difficulty modes which wrecks with the lore of the game. It gets way into bullet sponge territory, and I hated that part of Broken Steel.

Actually now that I think about it out of my little circle of games the only one I play on higher difficulty is DOOM. The relations between the difficulties there is just fantastic. It probably wouldnt work for a more roleplay oriented game (Why are there double the amount of raiders than my last game? Does that mean they have double the supplies they use to upkeep those forces?) but I will always go for Ultra-Violence in DOOM.

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Manuela Ribeiro Pereira
 
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Post » Thu Nov 26, 2015 7:09 pm

I agree on this that crank rifle looks so Bioshocky.

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DarkGypsy
 
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Post » Fri Nov 27, 2015 7:31 am

Kk, was just curious cause Very hard will halve your damage while doubling enemy damage, so with the Survivalist's Rifle you don't have much left over vs. Deathclaws. To each their own and I can certainly understand wanting normal difficulty, but give Very hard a try sometime. It's still possible to oneshot a Deathclaw, but becomes a lot more demanding. As such, it encourages headshots since headshots themselves are a x2 multiplier that negates Very hard difficulty's penalty and gets you back up to normal damage (sorta :P ). I'm really fond of it cause it encourages harder hitting rifles for deathclaws (Medicine Stick for example) or ones with armor piercing. Sadly the Survivalist's Rifle has neither.

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Tiffany Holmes
 
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Post » Thu Nov 26, 2015 6:35 pm

Mini guns are still weak crap. Should have tore that creature to shreds
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Avril Churchill
 
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Post » Thu Nov 26, 2015 11:30 pm

The sneak attacks are one of the best ways to get a lot of damage in the game, I think both games in general encourage long range sniping which I don't find very fun. That's why in every game ever I enjoy the 3 gun shooting when I can do it - Rifle, Shotgun, Pistol. The longest ranged weapon is the rifle, usually that assault rifle that I love for being versatile. But I always enjoy engaging at medium range, or even closer. I want to be up close and in the action, even if sniping may technically be the smartest thing to do, its not exciting for me. That shot we had in that combat montage of the double-barrel really reminds me of the super shotgun from DOOM. Its close range, but puts out ungodly amounts of damage. I'd use the shotgun for close quarters, going through buildings, and the rifle as the all rounder for everything else. With the pistol being the backup, of course.

...Damn the gunplay looks so great. And like my favourite PC games it will be moddable, meaning near-infinite variation. The gunplay looks up to the specs of modern day shooters, while still retaining the open world and roleplaying that makes me love TES and Fallout to death. I just cannot wait to get my hands on this thing, and man, it might even replace the many mods for oldschool DOOM as my favourite shootmans game. Although it won't be anywhere near as gory as Brutal DOOM...

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Lavender Brown
 
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Post » Fri Nov 27, 2015 2:06 am

But Mr Handy never was one 'who was precise' allways...

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Robert Jr
 
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Post » Fri Nov 27, 2015 4:00 am

Wow...

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Allison C
 
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Post » Thu Nov 26, 2015 9:58 pm

Luckily, my favorite gun in NV was the hardest hitting one (I think); the Gauss rifle. Best sounding weapon in the game IMO. That seems to be about to change, and I am very exited about weapon sound and recoil in FO4! I found Deathclaw sniping in NV very exiting. Careful planning needed to not attract to many, and that first crit being just that: critical for the outcome of the fight.

Also, what Very Hard does for gameplay, is that you have to plan your attacks, and be aware of your surroundings. No quick fix if ambushed, be it legionares or Cazodores. Dead is dead further enhances this, as you wont be able to die and come back knowing where the enemies are located.

In FO4, this could be even further enhanced, if enemy AI is more randomized. Deathclaws roaming the sewers, possibly attacking from anywhere within a given area. More enemy NPCs patroling, perhaps having and defending caravans for themselves.

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KRistina Karlsson
 
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Post » Thu Nov 26, 2015 8:00 pm

I'd say the Vault-Tech Rep's voice sounds just like Dr. Zimmer lol

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April D. F
 
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Post » Thu Nov 26, 2015 7:17 pm

When I saw that, my first thought was that it was a direct rip-off from Borderlands 2. The Maliwan SMGs in that game also used a wind-up reload animation.

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Kevin Jay
 
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Post » Fri Nov 27, 2015 1:09 am

This, I got broken steel while in the cave before the vault after little lamplight. It was an nightmare fight as the enemies suddenly got 10 times more hp and did 3x the damage.

My worst enemy in base FO3 was not the deathclaw, they was in some areas only and they was only melee, the sentry bot was more dangerous as it had a rocket launcher and you run into it indoor. And yes because of an bug sneak attack with shotguns was devastating.

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Kirsty Collins
 
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