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Discussion in 'Fallout 3 Discussion' started by Super Mutant, May 12, 2015.
im new to fallout and dunno why there's no replies here but uhh...lmao!
shot several times in the head? SLEEP IT OFF!
enter vats, aim at head. deep tactical combat
these are too funny
You might want to check this thread.
>enter vats and aim at head
>deep tactical combat
this one fits f1 and f2 though.
Just that nobody ever said Fo1/2 had deep tactical combat. :>
It said so on the back cover if I remember correctly. I would shoot people's legs and shit instead of just aiming for eyes. Good times.
Fallout 1 and 2 didn't have Vats, also they weren't real time shooters so the "aim at body part on a menu" is an abstraction (you know the things rpgs are build on) not a mechanics where you would go all bullet time on and even given an in-game name. So saying "It applies to 1 and 2 as well" is kind of a dumb statement.
- it's pointless to shoot legs in f1/f2
- it's pointless to shoot legs in f3
dunno what your problem with that is
I don't even know how that has anything to do with each other or with the point of in FO1/" the aiming being an abstraction while in 3 it's a meachanic where you all Matrix like while invulnerable.
Also, the aimed shot have action point penalties, and BOTH the player and opponement play according the same rules. There isn't one OP bonus for the player that the opponement can't use.
I see your points, but I was talking about how it looks like in practice. "Enter vats and aim at head" and "Click on the guy and aim at eyes" are pretty much the same thing - in both classics and F3 you can just go gun blazin and everyone dies. If playing on hard there might be some needs for tactical thinking in the beginning, but at level circa 5 eveything's back to normal, unless you don't give your character combat skills. Failout 3 doesn't have "deep tactical combat" and F1/F2 don't have "deep tactical combat". You're overpowered in both.
A lot of those are just humorous but not accurate as being logic problems and some are even from NV.
This is true, as this is a humor thread. Obsidian couldn't work miracles in the time they had with what they were given to work with, and objectively speaking, Obsidian (and NV) are far from perfect anyway. Feel free to seek out the analagous NV thread if you have something to add there.
Shooting legs saved me quite a few times in Fallout 1 and 2.
There are a few of this stupid logic bits that apply to the older games, though. The "sleep it off" clause being an obvious example. I mostly never used my precious stimpacks in FO1 and 2, I made the party sleep weeks on a row instead :p
Having said this, FO3 mostly do worse, instead of improving, which I expect happens with time for a franchise. Lore grows bigger, so it loses a bit on internal consistency (because some detail always gets ignored), but logic (not the things that happened, but how things behave) gets refined, specially because limitations to what the engine can do get reduced. But I guess that's just not Beth's style.
People surviving a massive ammount of damage, in general, was always something I disliked but simply had to forgive, with the whole Fallout series.
(One of the reasons I liked the combat of FoT, since there a sudden blast of a shotgun will typically bring a person right down)
During a single battle you can shoot a guy in one eye, then the other eye, then the balls, then the first eye again, and he keeps fighting - even keeps taunting you, damn - know when you're beaten man! *shoots the first eye for the third time*
NV also has a few eternal annoyances, that just have to be... such as my companions fleeing away from me, whenever we have arrived at our destination. Role-play wise it obviously makes so... much... sense... "BRB! :O" "not this again -.-"
That's it! I should just pretend they have to go potty!
I think ED-E has PTSD after getting shot down because he always ran away whenever I fast travelled to the Gun Runners....
He wasn't the only one. This is a common bug but has anyone ever said why that happens? I always have to chase them down or get them to wait, but sometimes they still run off. Gun Runners is the main spot for that bug.
Must be something with the pathfinding in that area that I think was programmed so Companions would go around the fence on the Sharecroppers through the Gate, there must have been something that went wrong so they always think you are "on the other side of the Fence" so they start circling it, so it's a bug born out of a "feature" they tried to implement to prevent companions from running into the Fence like morons. That's just my theory. I use YUP and it seems to be mostly fixed through that, but the Vanilla game always has that bug.
It's a navmesh issue. Either it's a bug in the game or a different mod somehow affects this area.
It does make sense to fix a 50 cal with a bb gun like that, if you knew a thing or two about rifles...