Fun Stuff > CLIKC
Fallout: New Vegas
KvP:
--- Quote from: ackblom12 on 23 Aug 2010, 04:37 ---I don't recall seeing in any of the updates if this was addressed, but any idea if there will be an option to turn off the bullet time? That was fun for the first few times and then made me want to actually murder things.
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Looks like it!
--- Quote ---Looking through gameplay options, I also noticed that the kill cam now has three modes – player view, cinematic and off. Guess which one I chose?
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(from the second part of Ausir's New Vegas preview)
That preview also mentions that instead of having both Damage Threshold and Damage Resistance, F:NV now just has threshold (whereas F3 just had resistance). Sawyer says including both variables was too hard to balance. But they've left the initial work they did with DR/DT in the GECK, so intrepid modders can program it in if they want to.
Also from the sound of it there's a toggle vis a vis the kill cam which enables it for non-VATS kills as well, for those who want to fight in straight-up FPS mode but still like the bells and whistles of VATS.
Storm Rider:
So wait, if DR has been removed entirely in favor of DT, doesn't that create the same problem of just picking the armor with highest number that the DR/DT system was devised to combat in the first place? I'm not fully sure why they would do that.
KvP:
I punted your question to Sawyer and he said this:
--- Quote ---Given how armor works in practice in F1/F2, I am extremely skeptical that the DR/DT system was designed to "combat" picking the armor with the highest DR/DT. A system is nothing without content, and the content of F1 and F2 featured a form of power armor as the end-all-be-all endgame armor. I mean, you could finish F1 in standard combat armor or Brotherhood armor, but power armor/APA is so much better that it's mostly an aesthetic choice.
Armor does follow linear DT progressions upward, but outfits are now divided into Light/Medium/Heavy classes. Light moves without any movement penalty, Medium with some, and Heavy with more. Of course, some armor types come with their own built-in bonuses and penalties. I think there are compelling reasons to use different armor types, even toward the high end.
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I would assume the armor classification affects certain skills as well (sneak, etc.) but I'm waiting to hear on a clarification from Sawyer on that point.
When asked about enemies and DR / DT he said this:
--- Quote ---No creatures have DR. Bullet sponge enemies have a lot of HP and typically don't have DT. High HP characters with no armor are begging the player to use low DAM, high DPS weapons on them.
In my current playthrough, I definitely make specific tactical choices about when to use certain weapons/ammo based on enemy armor/health/range. The anti-materiel rifle has a very low DPS for when you get it in the game. There are some weapons you can get very early in the game that easily eclipse its DPS by a healthy margin. But the sheer amount of damage it does in a single shot can bypass pretty much any DT, making its effective DPS much higher against certain targets.
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Alex C:
--- Quote ---Given how armor works in practice in F1/F2, I am extremely skeptical that the DR/DT system was designed to "combat" picking the armor with the highest DR/DT.
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Exactly. DT/DR was there to force you to make decisions about what weapons and ammo you use against various types of opponents, not what armor you wore. Each iteration of Power Armor was objectively better across the board than all previous armors, with only Tesla Armor being even close to competitive. Heavier armors even gave you better Evade/Armor Class than lighter armors did, so there wasn't even a trade off as far as evasion vs. sheer toughness went. In Fallout 1&2 best practices meant wearing the heaviest gear you could strap on while still having an inventory-- And Power Armor boosted your strength, so there went THAT concern.
To be honest, I'm glad they're ditching Damage Resistance since it is less intuitive than Damage Threshold even if in theory a DR type system scales better. Besides, trying to make armor piercing ammo that neutralized damage resistance while having a lower base damage just didn't work very well once you factored in that such ammunition did nothing vs. Damage Threshold. Even a -100% damage resistance modifier on your ammo will be useless if it comes with a damage modifier so low you that you almost never beat their Damage Threshold, which is why by mid-game putting AP ammo in an full auto weapon was usually a useless gesture. For that many different modifiers to really work out you'd need to make a game that is a lot mathier than most players (and hell, even devs) want to deal with.
Dimmukane:
So much for pre-ordering...I get this for free. My job has awesome Perks.
/I am so punny
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