Fallout: New Vegas - Fall 2010

mooosicle wrote:

I wonder, does the laser splitter actually make laser rifle crappier? Anyone know if DT is counted against a triple beam weapon three times , each time for one of the beams.

I'd say so, yes. Doesn't seem sensible to list the damage as 3xwhatever otherwise.

PandaEskimo wrote:

I can't get any screenshots to come out. Every time it's just a black image. Any thoughts? Win 7, DX11 card. Settings at max.

Don't use the printscreen to copy into clipboard and paste into an image editor. That will give you the black thing. When you hit it go into your New Vegas files and right in the main folder will be your screenshots. Annoying that you can't get the actual screencap as the game's default screenshots seem to not capture in the full resolution and result in some mediocre quality. I would suggest as suggested before to use a program like FRAPS to SS.

Alien Love Gardener wrote:
mooosicle wrote:

I wonder, does the laser splitter actually make laser rifle crappier? Anyone know if DT is counted against a triple beam weapon three times , each time for one of the beams.

I'd say so, yes. Doesn't seem sensible to list the damage as 3xwhatever otherwise.

Just like a shotgun it makes x damage for each projectile the laser splitter does the same. So it does a DT/DR check for each one. So if your damage was 10x3 then each projectile would do 10 damage pre locational damage/DTDR/crit checks. So if you got a body shot, with all 3 projectiles, on a target with 5 DT, and you don't crit you would hit for an overall of 15 damage onto the target. If it was a set damage reduction then it would be an assumed 30 damage for all reduced by 5 DT making 25 damage. So a set damage for all would be higher damage factoring out DR (which is a percentile reduction). Without the laser splitter it would be 10x1 so either was the laser splitter is significantly better. I WOULD factor in DR for this but I'm not sure if DR is calculated before DT or after.

Ok... so anyone else experience this:

I side with Yes Man, go and update the securitrons at the fort and.... I come back to the Strip, only to be locked out. Locked out! Gahhhhhhhhhhhhhhhhhhh

Is selling them the only thing you can do with the snow globes? If so:

Spoiler:

Is the robot in Mr. House's place the only one that will buy them? If I side with Yes Man, will she still be there to buy them?

Oh, a little too late. I got curious and tested most of my weapons out

Everything was done with ~95 Guns/~95 Energy. I divided up weapons into three tiers, from lowest to highest, if they could successfully assault the following, from lowest to highest - Crimson Caravan (Leather Armor, Unarmored), NCR camps, and Super Mutants

Sadly, some of my most favorite big guns from the Fallout series are very underwhelming. The Minigun couldn't even slaughter Crimson Caravan, it killed them, but the spread is about as bad as the TF2 heavy, except you don't have to make 3000 5mm bullets in TF2. I used up 500 bullets in around 20 sec of fighting.

I tried Heavy Incinerator and Flamer, cause I really wanted to see if Pyromaniac might be worth it. They both fared horribly. The bright side is that flame fuel tanks are really light, but the killing speed was horrible. I did a follow up test with my 25% durability bumper sword with my ~20 melee skill and I did around the same damage against Crimson Caravan. I don't know how the Heavy Incinerator does 38 damage, cause I was holding on to the fire button, and it killed slower than my revolver, which has way slower firing speed and around the same damage.

Assault Carbine is similarly meh like the Minigun. The Marksman Carbine, on the other hand, although the single damage bullet isn't very high, it's amazingly accurate, fires fast, and the built in scope is awesome. Too bad, it uses the same 5.56 as the Service Rifle, which what I was using in my Teen levels, if I had the Marksman Carbine it would have been a different story for those stinky Fiends.

It's already been sort of confirmed, but I tested a really broken down tri-beam laser and a fully repaired one. Yep, it's pretty clear that each beam takes DT, cause it red shield pinged against supermutants, and Tribeam total damage is 60.

Similarly, my Hunting Shotgun and Riot Shotgun were underwhelming.

tl:dr
Flamer, Minigun, Incinerator, Heavy Incinerator, Assault Carbine, shotguns without shotgun surgeon are meh

Laser Rifle is awful. Beam splitter will make it even awfuler. Tri-Beam Laser isn't bad due to pretty high damage, but with the triple DT, it's like using hollow points, and it uses up triple ammo also

Marksman Carbine is awesome for mid-game

BlackSheep wrote:

Ok... so anyone else experience this:

I side with Yes Man, go and update the securitrons at the fort and.... I come back to the Strip, only to be locked out. Locked out! Gahhhhhhhhhhhhhhhhhhh

Yes. It appears to be bug. I just went back to an earlier save (save often with this game) and retraced my steps. I saved before I left the casino then fast traveled to the gate to make sure I was not locked out.

Alternately you can:

Spoiler:

Pickpocket or destroy the securitrons at the gate to get a key. This should not affect how the securitrons on the other side of gate treat you.

Hot damn the entrance to Vault 22 is awesome. I haven't gone inside yet and I've just been basking in the scenery for about 5 minutes. The mantis are definitely one of my favorite new creatures.

I've been cranking up a bit of modding for New Vegas, mainly to adjust gameplay to better suit my masochistic tendencies (no quest mods yet). If anyone is interested, here's a quick list of the mods I've made and here's a link to the mod page. Puce Moose Tweak and Balance Center

Eight modules are currently available.

PMT - XPadjust.esp
1) Increases the XP required to gain a level by 83%.
2) Halves the XP obtained from lockpicking and hacking, and triples the exploration bonus (finding new map locations).
3) New necklace automatically given to the player. When equipped, this necklace hides the ugly neck seam and grants a perk to the player based on the player's Intelligence score. This perk provides a small bonus to XP whenever XP is earned (to prevent those annoying 1XP kills.), and will shift dynamically if the player's Intelligence value changes while the necklace is worn.

PMT - Slower Backward Movement.esp

This mod slows down your character so you can't merrily run at full speed backward while taking pot shots at enemies. At full health, with an agility of five, you'll move at exactly 50% of your normal speed when backpedaling.

PMT - Reduced Ammo and Chems.esp

When I walked into a facility not too far from the starting location and managed to grab over one hundred rounds of .308 ammo without a fight, difficult lock-picking, or karma loss I knew something had to be done. Reduced Ammo and Chems reduces the amount of ammunition you find by 84% (instead of 25% in vanilla New Vegas), and drastically reduces the ammunition found from most 'placed' clips. No longer will you find stacks of ammunition sprinkled around like toothpicks; when you do find them, there will usually just be one or two overlooked rounds for you to pilfer.
First aid kits are less likely to yield the 'good stuff', and finding a Stimpak in one is no longer a guarantee.
The variables that control scarcity can now be customized by the user. Please see the readme included in the download for details.

PMT - More Demanding Hardcore.esp

This mod gives hardcore mode a nastier bite, and requires the player to pay more attention to what he eats, as well as how often he drinks and sleeps.

1) Doubles sleep/starvation/thirst rates
2) chems weighted, and stimpaks are more expensive and heal over 10 seconds instead of six seconds.
3) Less healing and hunger reduction from pre-war foods. On the bright side, weight has been reduced on a few food items.
4) Faster accumulation of radiation and no loss of rads over time.

PMT - Nastier mines and grenades.esp

Mines shouldn't be a minor nuisance, nor should they give you three seconds warning before exploding. They should be deadly and expedient. This mod decreases the detonation timer from 3 seconds to 0.9 seconds, increases damage by approximately 50% across the board, and increases explosive radius for most mines by 20%. Most tossed grenade types also are granted an increase in damage. These changes affect mines and grenades used by you *or* enemies, so tread lightly and get ready to make an expedient exit and dive for cover if you see that 'grenade warning' arrow.

PMT - Rude Awakening.esp

When I first left Doc's house, I realized that I had two weapons, dozens of rounds of ammunition, stimpaks, food, water, caps, and other assorted items. While it was pleasant to be laden down with presents, it didn't really sit well with the hard scrabble life out in the wastes.

This mod drastically reduces the amount of 'freebies' located in Doc's house, and removes any of your pre-order bonus items to a locked (average difficulty) safe within Doc's house. It also makes the items you receive when leaving his house considerably lousier; expect to enter the harshness of the Nevada sun with a handful of caps, a drink or two, a morsel of food, and maybe a hat if you're lucky.

PMT - Quieter Vats.esp

Perhaps it's my audio configuration, but the VATS interface noises seemed louder and somewhat irritating in New Vegas. This is a tiny mod that simply attenuates the volume of most of the interface sounds in VATS (when you enter VATS, select a target, etc.), making the sounds quieter.

PMT - Reduced Challenge Notifications.esp

PMT - Reduced Challenge Notifications.esp suppresses the constant 'You have killed xx / xx enemies with a xx' style messages that continually spam the player during normal play. Challenge rewards are still obtainable, and you will still see 'threshold' updates (5/10, 10/20)

PMT - Total Challenge Remover performs a Sherman's March on the challenge system, squashing all challenges. You will not receive updates of any kind, nor rewards. This also disables a few non-quest-based achievements.

Puce Moose is a masochist.

I can't wait until FWE and FOOK make the transition. Fook is in the works but very much alpha at the moment. I'm playing hardcore/very hard and I'm still constantly overburdened with food and ammo.

Also, Puce. any story driven Vegas shenanigans in the works yet?

Thought the end of the game was sort of underwhelming. Could be the constant barrage of bugs towards the end and the total lack of consistency with what I thought should happen and what did. I saved talking to the Khan's until the end and from the start, they thought of me as vilified. Turns out this doesn't prevent me from walking right up to their camp and talking to everyone and then convincing them all to help me with the end goal. Similar occurrence with NCR troops by the end where some hated me and some didn't seem to care. ED-E seemed to become completely useless towards the last few hours since he wouldn't move once spawned in.

Spoiler:

Then I spent a good long time trying to find "odd things" during the assassination mission and getting lost in the dam when there wasn't anything there and it didn't matter anyway. Right after that I did the final mission and couldn't find my way outside of the dam. Very frustrating. Follow this up with an "end battle" that consisted of me one shotting several guys with a sniper rifle and then talking to Head Cesar guy with the mask who's just standing around and then runs into his tent.

You don't get to really see the effects of anything you did. I could see the bombers dropping bombs, but they didn't do much. I also didn't see any Khan's suiciding or anything.

They you get a wrap up where they tell you revolutionary stuff like, "You didn't help out the nightkins so they are still crazy." and "The boomers are strong and still doing what they were doing."

They could have brought in the Burning Man or done something crazy with the end. All quite disappointing especially with the bugs and getting lost everywhere.

/rant

iaintgotnopants wrote:

Is selling them the only thing you can do with the snow globes? If so:

Spoiler:

Is the robot in Mr. House's place the only one that will buy them? If I side with Yes Man, will she still be there to buy them?

I think that is the only place. Not available after what you say.

Well, I just finished Vault 11 and for an optional side quest I must say that was an amazing bit of storytelling.

After a certain point (playing on hardcore), any more weight modifiers feels like playing WoW with a single available backpack bag. I already go back to home base every 15 minutes to drop off crafting supplies, and unneeded weapons. And this is with two pack mule NPCs too

Does anyone actually make gecko kebobs or Caravan Lunches? For that kind of collection, it should have some sort of temporary AP boost or something. I mainly use survival for purified water, drug production, and gecko steaks

If any of you want more appropriate mood setting music, I really like these radio mods

CONELRAD 640-1240 - Civil Defense Radio A collection of oldies song, with occasional oldschool announcements
http://www.newvegasnexus.com/downloa...

Existence 2-0 -Robot Radio-
It's this atmospheric music that fits really well imo. It has some robot "commentary" that may be wierd, and I was skeptical from the description, but I really like the mood music
http://www.newvegasnexus.com/downloa...

A note on the radio. I only used the radio for the first hour or two of playing New Vegas and found that the background music for the game works really well. The music picks up at certain times and does well to set the mood. It's not as catchy (or annoying) as jingle jangle jingle, but it's quite good.

tanstaafl wrote:

Well, I just finished Vault 11 and for an optional side quest I must say that was an amazing bit of storytelling.

SERIOUSLY. It's my pick for highlight of the whole damn game.

PandaEskimo wrote:

A note on the radio. I only used the radio for the first hour or two of playing New Vegas and found that the background music for the game works really well. The music picks up at certain times and does well to set the mood. It's not as catchy (or annoying) as jingle jangle jingle, but it's quite good.

Bethesda is very good at introducing this sort of ambient music, IMO. It always grows on you.

The shame is that the background music in their also works as a 100% accuracy indication of when an enemy has spotted you, with abrupt immersion breaking changes to 'dramatic danger music'.

Okay, I'm in. So that dx.dll fix is for frame rate issues only? Though FO3 GOTY edition runs like buttah, if I want to avoid hurky frame rates and actually use the iron sights I need to drop the draw distances. That lead to me going back and remaking my character since a sniper doesn't work when you can't see enemies at long range.

Now I'm playing Roland: Wasteland cowboy. Six guns and lever action rifles, dressed in a duster, with every crit. bonus perk I can get. And 10 Luck.

Caesar's assassins are really starting to piss me off.

So, I've only just now realized why they called the town Novac.

Rat Boy wrote:

Caesar's assassins are really starting to piss me off.

I recommend staying far away from the far E and SE side of the map until you level up more. It seems like they're only an issue near Legion territory.

Ballotechnic wrote:
Rat Boy wrote:

Caesar's assassins are really starting to piss me off.

I recommend staying far away from the far E and SE side of the map until you level up more. It seems like they're only an issue near Legion territory.

Or put on some legion armour. Then they won't bother you. Although, don't go near any NCR troopers if you do. 'Cause they will.

Strewth wrote:

So, I've only just now realized why they called the town Novac.

Yeah, that's pretty funny when I saw it too.

Ballotechnic wrote:
Rat Boy wrote:

Caesar's assassins are really starting to piss me off.

I recommend staying far away from the far E and SE side of the map until you level up more. It seems like they're only an issue near Legion territory.

I'm at Level 24, I think. I can handle them, but Rex and Arcade keep getting knocked out quickly. I suppose with Arcade's quest done, I could probably use Boone or Cass.

Regarding companions, you can only have two at a time right? So if I got rid of Ed E I could invite someone else or is it only one human at a time? I tried to invite V, but she wouldn't join me even after I sent Ed E away.

Edit: And can you re-acquire them if you dismiss them?

Ballotechnic wrote:

Regarding companions, you can only have two at a time right? So if I got rid of Ed E I could invite someone else or is it only one human at a time? I tried to invite V, but she wouldn't join me even after I sent Ed E away.

Edit: And can you re-acquire them if you dismiss them?

One living organism at a time, sorry :/

Grubber788 wrote:
Ballotechnic wrote:

Regarding companions, you can only have two at a time right? So if I got rid of Ed E I could invite someone else or is it only one human at a time? I tried to invite V, but she wouldn't join me even after I sent Ed E away.

Edit: And can you re-acquire them if you dismiss them?

One living organism at a time, sorry :/

Sort of makes the Charisma trait useless :).

Two things I love about this game right now:

1.) That Gun - The power of a rifle and the DPS of a pistol.

2.) Cass - Rifles and dynamite, plus I love it when a woman talks dirty.

Scratched wrote:

The shame is that the background music in their also works as a 100% accuracy indication of when an enemy has spotted you, with abrupt immersion breaking changes to 'dramatic danger music'.

Hmm, that's interesting--I found it increased my level of immersion.

I prefer This Machine to That Gun. It's got such a satisfying reload sound.

I think I remember That Gun from Fallout 1. "A rifle loving crafted and cut down into a pistol," or something like that? Wasn't there another one that was Deckard's gun from Blade Runner?