Fun Stuff > CLIKC
Fallout: New Vegas
Felrender:
Holy shit.
I mean....Holy shit.
Storm Rider:
Matthew Perry was apparently a huge fan of Fallout 3, so I'm sure Bethesda sought him out after hearing that. Danny Trejo and Felicia Day are pretty cool though, and of course having Marcus back is pretty sweet. I think him being in Vegas fits with his status at the end of Fallout 2, doesn't it?
KvP:
It does. He wasn't going to be in Van Buren... I wonder if he's there because Bethsoft killed off Harold like the dicks that they are.
Also, keep on your toes because the Bethsoft community manager apparently let slip the identity of the person who shot you in the head prior to the beginning of the game. Be cagey when reading previews and the like... we'll see if Bethsoft corrects the mistake officially.
KvP:
Bethblogge on the VA. Lots of Deep Space Nine actors, apparently.
Also, Josh Sawyer on the Bethfora.
--- Quote ---First, ammo subtypes are purely optional for the player. The base weapon system has been designed so that if you want to stick to standard ammunition types, there is always a tactical choice available to you. A hunting rifle has a high DAM and low DPS. A 10mm SMG has a low DAM, high DPS. If you're up against armored targets, the hunting rifle will usually be a better choice, especially if the targets are at range. If you want to push things, you can use AP or HP ammo to nudge the tactical applications a bit more. In some cases, the use of a particular ammo type can venture into "overkill" territory, but because variant ammo types are not as common as standard ammo, you're using a high cost consumable for that effect.
Also, there's always a tactical drawback to using certain ammo subtypes. Using HP (hollow point) ammo on even light armor will almost always be worse than using standard ammo. AP (armor piercing) ammo does a little less damage than standard ammo, so using it against lightly armored or unarmored targets is counterproductive. +P (overpressure) ammunition does more damage but wears down the weapon more quickly.
The exceptions to this are hand loads. Because hand loads require skill/perk investment and have to be built at reloading benches, they are pretty much "just better" than standard ammo. I've given two examples before: .308 JSP (jacketed soft point) and .45-70 Gov't SWC (semi-wadcutter). Both of these ammo types offer a bit of DT negation and increased DAM. This isn't necessarily due to the inherent properties of those bullet types (JSP would likely penetrate less than FMJ) but because you are hand loading the case and are just that good.
EDIT: Oh yeah, and you can cycle through ammo types in real-time or you can equip them directly from the Pip-Boy.
--- End quote ---
--- Quote ---Neutral/Unknown is not a reputation you can maintain in F:NV unless you avoid doing contentious things. There are actually two separate reputation axes for each group/area: Fame and Infamy. If you do things that help the group, you get Fame. If you harm the group, you get Infamy. The relationship of these two scores determines your overall reputation. So if you do a bunch of good and bad things, you aren't unknown; you have a mixed reputation.
This was done specifically to avoid the feeling that your actions "wash out".
--- End quote ---
Storm Rider:
Also, Bill Rawls as Ceasar is almost too perfect. I like this new approach of getting a bunch of smaller but more recognizable actors to spread throughout the cast rather than the Oblivion/F3 approach of getting two big names and blowing all of your budget on them. I wonder if that was Obsidian's call or Bethesda's, I don't know who calls the shots on that kind of decision-making but I hope they use that method going forward.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version