Bad things of fo1,2?

woo1108 said:
Surf Solar said:
Walpknut said:
Critical hits are a staple of almost every RPG.

ut Fallout 1/2 are notorious for screwing you over with unreliable critical hits.
In my opinion, it is good point of fo1,2 not bad point since I can kill enemy with awesome effect of critical. of course it will feel bad when my character die horribly by enemy's critical attack. but it doesn't make game shitty but dramatically and challenge.

I liked the randomness and the adrenaline edge that enemy crits added to combat, but they could get annoying after the fifth or sixth consecutive game load in the same battle. Compounded with the questionable companion AI, perceived issues with sequencing, and inability to reliably save or load during a fight, they made for a perfect storm of aneurism-inducing frustration.
 
While I do enjoy the original Fallout games. (Especially the second one) There are certain elements that they had that kind of annoyed me.

The combat system, while fun, sometimes ends up becoming a complete cluster fuck of enemies surrounding you. A notable example being the bottom of the tanker in FO2. Which is covered in aliens, centaurs, and floaters.

Considering at that point, I have advanced power armor, they usually don't do any damage to me at all. At the same time though, they are pretty much all bullet sponges, which just makes the battle both long and tedious to get through.

I probably would say the same about the hubologists, but I've read you can get fuel for the tanker in other ways besides wiping them out. So I won't count them. As far as I know though, you have to go through the bottom of the tanker in order to complete one part of the tanker quest line.
 
scorptatious said:
At the same time though, they are pretty much all bullet sponges, which just makes the battle both long and tedious to get through.

Depends on planning. Bring the right kind of weapons, and you sweep those fuckers away in notime
 
Surf Solar said:
Walpknut said:
Critical hits are a staple of almost every RPG.

But Fallout 1/2 are notorious for screwing you over with unreliable critical hits.

I've finished my latest FO playthough today so I'm going to quote Surf Solar big time on that. Crits are good, the way they were handled in FO1/2 was.. well, way too random. It didn't make you feel like you were being defeated because of your lack of skill, and that's bad (imo at the very least, since I know there are people that feel that's good, for reasons I don't understand).
 
zegh8578 said:
scorptatious said:
At the same time though, they are pretty much all bullet sponges, which just makes the battle both long and tedious to get through.

Depends on planning. Bring the right kind of weapons, and you sweep those fuckers away in notime

What would be the best kind of weapons against them? I had Cassidy with his power jackhammer ( I think that's what it was called) and Marcus with his chain gun, and even then it took me a while to get through the enemies. I'd imagine giving Marcus a plasma rifle would have worked a heck of a lot better in retrospect.
 
scorptatious said:
zegh8578 said:
scorptatious said:
At the same time though, they are pretty much all bullet sponges, which just makes the battle both long and tedious to get through.

Depends on planning. Bring the right kind of weapons, and you sweep those fuckers away in notime

What would be the best kind of weapons against them? I had Cassidy with his power jackhammer ( I think that's what it was called) and Marcus with his chain gun, and even then it took me a while to get through the enemies. I'd imagine giving Marcus a plasma rifle would have worked a heck of a lot better in retrospect.

There you go :D
Sometimes there's an ocean of difference between guns, that you'd at first assume to be of similar strength.
Most types of conventional ammo does little but tickle those monsters, but gear up with some unconventional firepower, and you'll be splattering them all over the place. I believe the Bozar and the Gauss rifle also pwn those critters pretty nicely.
 
The awnser to large groups of enemies in Fallout 2 is simple: Plasma Grenades. Farm them from the Hubologist random encounters around San Fran, and you will be swimming in them in no time. (Not sure if this is true in vanilla, but if you play the RP this is the case)
 
WorstUsernameEver said:
Crits are good, the way they were handled in FO1/2 was.. well, way too random. It didn't make you feel like you were being defeated because of your lack of skill, and that's bad (imo at the very least, since I know there are people that feel that's good, for reasons I don't understand).
It was always that way with the oldschool RPGs, and if you ever played D&D, you'd recognize it as a common (and at times, frustrating) staple of the genre. It's the reason they're called CRITICAL hits; they weren't rewards (although nowadays games seem to think they should be), they were amazing but rare anomalies. The more complicated the RPG, the more other features "balance out" things like crits (such as independent modifiers and bonuses), making those crits much less of a recurring issue. The original Fallout titles always had the depth and complexity of design that crits never made a large impact overall. Sometimes, going up against large groups, with all the dozens of shots fired you end up seeing handfuls of critical hits all at once. But you shouldn't fret over losing that fight because of crits, you should recognize that coming out of a fight against a GROUP is an impressive feat!
 
Being critted and exploading like blood sausage is awesome. Critical failures where your gun exploads in your face killing your nearby dog are awesome.

If you were dying from crits over and over to the point you call the above awesome things bad about fallout, I suspect one or more of the following to be true:

-You were way too low level for the area you were in.
-Your armor is shit
-you are 1 tile away from a foe with a gauss minigun (or any powerful weapon, really)
-you have the worst luck in the world
 
SnapSlav said:
The original Fallout titles always had the depth and complexity of design that crits never made a large impact overall. Sometimes, going up against large groups, with all the dozens of shots fired you end up seeing handfuls of critical hits all at once. But you shouldn't fret over losing that fight because of crits, you should recognize that coming out of a fight against a GROUP is an impressive feat!

Not really, no. As I already said, in my latest playthrough there have been plenty of game overs that were simply a matter of a critter getting lucky on me, despite the fact that I was well-equipped (hardened power armor + turbo plasma rifle + various implants) and overpowered. And honestly, Fallout's combat didn't have a lot of depth.
 
The point of critical hits is to remind you that you are, in fact, a squishy person. I once got too cocky with power armor in Vault 15, only to be torn apart by a lucky burst.

Reminder to save often and not get too cocky.
 
Tagaziel said:
The point of critical hits is to remind you that you are, in fact, a squishy person. I once got too cocky with power armor in Vault 15, only to be torn apart by a lucky burst.

Reminder to save often and not get too cocky.

In sheer frustration, I have often chanted this to myself "Save, save, save, save, saaave, save, save!" cus before you know it, wham, there it is, cutting you in half right across the waist, advanced power armor, and 200+ hp, right out the window :(
 
^

Because I once got way to cocky in Fallout 2 (I think), now I have this annoying habit of saving in every game as much as I can. Annoying as hell. I spend a good chunk of my in-game time looking at the big "saving game" on the screen.

Pretty damaging if you play multiplayer...
 
Atomkilla said:
^

Because I once got way to cocky in Fallout 2 (I think), now I have this annoying habit of saving in every game as much as I can. Annoying as hell. I spend a good chunk of my in-game time looking at the big "saving game" on the screen.

Pretty damaging if you play multiplayer...

Sigh, just now I was playing a round of FOT, my team gets an untimely spray of machinegunfire all over their not-so-sneaking-anymore selves, slamming half of them down past "almost dead", so I figure "fuck it" and load from previous... and guess what, previous was like half an adventure ago.
*Emotionless stare at monitor*
*Exit game*
 
Yeah... I didn't even feel compelled to compulsively save in FOT because of my experiences in FO1/2. FOT itself bred that anxiety into me that drove me to save before every bullet fired, and after every successful sortie. Funny thing, though, is that FOT was the first Fallout title with a built-in counter to the save/reload exploits, so many times when you'd reload, you'd run into a whole new set of problems than the ones you had during your previous session that caused you to reload in the first place! XD

As per the topic, however, I wouldn't call any of that a BAD thing. Hell, much of it came off as mildly amusing... =)
*Reloading after a failed pickpocket*
"Hey, why's he running away? I was just innocently standing behind him, minding my own business! <.< >.> <.<"
 
Heh, first post on this site.

One of the biggest problems of Fallout 1 and 2 were the god damn critical hit rates, sometimes it's not that bad other times it's just ridiculous.

Recently I've been trying to complete Fallout 2, my character is wearing Enclave armour, and I was fighting some raiders, one of them somehow did 110 damage from a burst fire attack, with an assault rifle, from about 20 spaces away.

I wouldn't mind that much if the Crit Hit moves didn't do over 100 damage, 50-60 wouldn't be that bad.

Another thing I hate is the fact that when using the high resolution patch, you can select an area far away, and the character won't move there because he just can't, and you have to continuously click on different areas until you get to the point you wanted to get to.

I do have a slight annoyance, even though it's good for me. I have over 30000+ caps of items stored away in different places, and I can't sell them anywhere or trade them due to no body having over $2000, it really annoys me sometimes, since I have about 100 Stimpaks, and nothing else they have interests me apart from ammo, and even then.
 
1. Speed of the map
2. Random encounter rate
3. The Gambling skill was pretty useless
4. Companions wouldn't actually wear armor you put on them
5. Companions would sometimes glitch and not use weapons
6. No trading with Companions in Fallout 1
7. No ''Ask Me About'' in Fallout 2

1, 2, and 4 were fixed by the Restoration Project.
 
Fallout 1
1- Game was quite easy.
2- Completed it in 12 hours( all sidequests included)
3-Some quests were bland
4- Since you travel from town hub to town hub i never got that feeling of alienation i got from fallout 3 where i could wander for 2 hours on the wastes without seeing a single soul.
5-Repeated npc models/sprites ( one of your companions looks excatly like other nps)
6-I had to wipe out a local gang and the combat system dragged for like 15 mins, showed me how boring it was in some encounters
7-Some groups lore was only explained on the fallout bible and never metioned in game , world development disapointed me .

I have played it last year and my memory is quite foggy about some parts.
Quited like the game especially the main story
 
zappian said:
i never got that feeling of alienation i got from fallout 3 where i could wander for 2 hours on the wastes without seeing a single soul.
2 hours? How would you manage that without deliberately avoiding possible marked locations?
 
dcm892 said:
7. No ''Ask Me About'' in Fallout 2
fo1's Ask me about wasn't that good since topic was too little.
It would be better if there's more topic to ask about.
wizardry 8's topic system was great since there's lots of topics and can memorize topics.
 
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