Fallout: New Vegas fan notes and shots from PAX

Discussion in 'NMA News and Information' started by OakTable, Sep 6, 2010.

  1. tunih

    tunih First time out of the vault

    30
    Apr 1, 2009
    the low number of skillpoints is interesting.
    for the demo my guess is that they put int at 5-6.
    Since if you get base stat *2 as starting skillpoints.
    it looks like most of the skills have gotten a few extra points andscience speach gotten about 20 extra.
    which would compute if int start on 6 and you gotten 5 levels of skills points.
    The plus markers seems to anote tag skills.

    This also means that the tag skills from start dont give you a ton of skillspoints as it did in failout3.
    whre one left the vault with 3 skills at around 35 and about every other in 20 at level 2.

    this is good new since it means you cant go jack of all trade as in f3 but you actually have to concentrate on what you want your character to do.
     
  2. Faceless Stranger

    Faceless Stranger Board Drifter

    Aug 19, 2010
    I didn't see any Mini-nukes in his ammo list, NMAers! Rejoice!
     
  3. OakTable

    OakTable Vault Senior Citizen

    Nov 26, 2009
    Too bad the Fat Man is still in...

    Anyway, I am probably going to go Guns, Speech, and Lockpick or Survival (depends on how hard Hardcore is).
     
  4. Ravager69

    Ravager69 Sonny, I Watched the Vault Bein' Built!

    Dec 21, 2007
    Fucking NO! Not the minigames AGAIN. The idea behind Lockpick and Science skill is that I DON'T have to manually hack every computer and bust every lock I encounter.
     
  5. zkylon

    zkylon It Wandered In From the Wastes

    127
    Mar 1, 2010
    There were mods for that in FO3 so don't fret, they'll make some for NV :)
     
  6. Alphadrop

    Alphadrop A right proper chap.

    Aug 21, 2008
    I'm just gonna go Guns Guns Guns! /Boddiker. 8-)
     
  7. DocConrad

    DocConrad First time out of the vault

    93
    Jul 8, 2007
    State of the art "bang bang"?
     
  8. Alphadrop

    Alphadrop A right proper chap.

    Aug 21, 2008
    I'd buy that for a dollar!
     
  9. OakTable

    OakTable Vault Senior Citizen

    Nov 26, 2009
    Hmmm, I hadn't heard of any mods for Energy Weapons. Only one I've seen was the scope on that (Fallout 3) Laser Rifle. Then again, Energy Weapons are so awesome they need not be fettered by scopes and turbo plasma accelerators.
     
  10. x'il

    x'il Water Chip? Been There, Done That

    980
    Mar 3, 2009
    Different ammo types for the same guns... not such a big thing, but not bad either (unless it gets screwed by having a clearly superior choice every time).

    Also, is the nukular launcher still in? (+ the new grenade machinegun?), not good.

    Also2, a lot of "modders will fix it" in this thread...
     
  11. Expresate

    Expresate It Wandered In From the Wastes

    124
    May 14, 2010
    Only one person said that, and it was for a feature that one person personally doesn't like.
     
  12. Faceless Stranger

    Faceless Stranger Board Drifter

    Aug 19, 2010
    If I recall, there is also an accelerator for the Plasma Caster. Turbo Plasma Rifle, AND Advanced Power Armor. Good times baby, good times.
     
  13. PaladinHeart

    PaladinHeart Mildly Dipped

    563
    Jan 20, 2004
    The originals and tactics had this problem. Take the .44 magnum AP vs JHP for example:

    .44 Magnum AP -- +80% (penetration) -40% (damage)

    .44 Magnum JHP -- -20% (penetration) +60% (damage)

    Both ammo types are the same unless the +80% penetration is negated when there is no armor. But if it goes ahead and does an additional +40% damage then it's the same as JHP.

    On the other hand, it deals -40% damage. Against most armor types the JHP would do about the samage damage or more.

    (Examples A include penetration % past no armor)
    (Examples B exclude penetration with no armor, if applicable)

    Example 1A: 10 damage reduction vs 10 damage
    AP: 4 damage
    JHP: 4 damage

    Example 1B: 10 damage reduction vs 10 damage
    AP: 4 damage
    JHP: 4 damage

    Pretty much the same.

    Example 2A: 0 DR vs 10 damage
    AP: 14 damage
    JHP: 14 damage

    Example 2B: 0 DR vs 10 damage
    AP: 6 damage
    JHP: 16 damage

    But as you can see in every scenario the JHP makes the AP rounds pretty useless. It would have to be more like -20% and +80% to really make a difference and make both types useful.
     
  14. MutantDwarf

    MutantDwarf First time out of the vault

    21
    Aug 5, 2009
    Wait, how does the JHP penetrate at all? It does 10 damage base, so it penetrates only 8 damage. That leaves it unable to penetrate at all.

    Or does the +60% (damage) bit include penetration? If so, that's pretty bloody stupid. It sounds like the intended effect is to modify penetration and wounding separately - so in this example AP would yield 4 penetrating damage, which would be converted to 2 points of actual injury (since it's multiplied by 60%). If they messed that up, then that really explains how they screwed up AP ammo in Fallout 2 at least.
     
  15. PaladinHeart

    PaladinHeart Mildly Dipped

    563
    Jan 20, 2004
    Ah, I see your point. In that example the JHP would do 16 full damage (60% bonus), but armor gets a 20% bonus (I'm guessing?) which would mean vs 12 armor.. that's still 4 damage.

    Or if you reduce the damage by 20% whenever armor is involved, then that's 12.8 damage, meaning only 2.8 final damage. I guess that would be the most appropriate calculation.
     
  16. sea

    sea Vault Senior Citizen

    Oct 5, 2009
    Oh god, please link me to this wondrous thing. Between that and various balance mods I think it'd actually make Fallout 3 enjoyable (mechanically, anyway).
     
  17. zkylon

    zkylon It Wandered In From the Wastes

    127
    Mar 1, 2010
    Here: http://www.fallout3nexus.com/downloads/file.php?id=2761

    It's actually a giant mod that does a lot of other things but i think it's modular and you can just toggle off all the rest if you're not interested. I tagged both lockpick and science, raised them to about 60-70 and beat the game without playing a single minigame.

    Check out the other things that mod does (no more magical bobbleheads, ammo weight, a lot less loot, less gore, no more slowmotion, overall rebalance, etc.). I had fun playing FO3 with that and a bunch of other mods in as long as i didn't talk to anybody :D