Deathclaw hunting tips

best strategy for LR: RUN!!!!!

Mojave Deathclaw Hunting: find a place they will not hurt you or max out DR.

For the most part, reducing the damage they (deathclaws in general) deal with stuff like med-x, slasher and battle brew is a good start,
 
Josan12 said:
Oh i totally agree snapslav. That's the really frustrating thing - these things are easily fixed so why did they mess it up in the first place?! In fact, your example from this game (which i've never played) provides a possible solution - SS should only 'stagger' the opponent - not knock them down. Such a simple solution! But frankly, you can see Obsidian were under increasing pressure to make the DLC's 'worth it'. This means - better and better loot and better and better perks to encourage players to buy DLC's. Widely know as 'power creep' on the interwebs as it is a symptom arising from the new trend of DLC's. Various weapons (Holorifle, LAER, light in arkness) seem to unbalance the game. When i play NV i get into the DLC's ASAP to get the good/OP loot. Of course, i don't need to go into them to get the perks ....
Thankfully Obsidian WAS able to reduce the impact of that trend, compared to what Bethesda did with FO3. If you ran for "Operation Anchorage" and "The Pitt" as soon as possible, the combination of the DLC items Chinese Stealth Suit and Perforator just make your character the master of assassination. You can kill ANYTHING without them ever finding you. Seeing the Chinese Stealth Suits in FONV without the ridiculous "automatic Stealth Boy" effect was really nice. While the new things still bogged the game down with unnecessarily appealing items and Perks, at least they were mildly measured in their potency.

The major crippling flaw with Super Slam and And Stay Back! were their "utilization" of rag doll "animation", a failure of a game simulation that has for some reason yet to be rooted out of games. Instead of applying some kind of unique animation, they merely resort to a cop-out easy solution, and one that's painful simple to abuse. It's not much different than comparing how 2 very different game engines apply to a simple task. For instance, FO2's engine leaving a note and item for the player after they inspect a shelf while helping the Wrights, which is a normal interaction for the player with the game environment as utilized by its engine. Then compare that to being unable to interact with the bodies of the "fallen" thieves in Freeside while hiring Orris' services, and having pop-ups interrupt any attempt to inspect them to tell you what you need to know, which is rather out of place in the rest of the game, because the engine simply doesn't allow for such meticulous approach to problem solving. Simply "applying" rag doll to living enemies is the combat equivalent of that lack of integration with the game engine. It's just out of place from the rest of the game, and it's how radically alien it is that makes that interaction just so broken.

It says a lot about the engine that players would feel "most at home" just jumping up walls and shooting everything in sight; that's all it was really built to handle. Anything more complicated than that just seems to break it.
 
SnapSlav said:
The major crippling flaw with Super Slam and And Stay Back! were their "utilization" of rag doll "animation".

Really? I guess that would be why I would never do a melee or Shotgun build.

Still I think the best advice to hunting Deathclaws (both in general and LR) is kill or be killed. USe whatever you can to kill them befor they kill you, even if the animations are goofy.
 
EnclaveKnight said:
SnapSlav said:
The major crippling flaw with Super Slam and And Stay Back! were their "utilization" of rag doll "animation".

Really? I guess that would be why I would never do a melee or Shotgun build.

Still I think the best advice to hunting Deathclaws (both in general and LR) is kill or be killed. USe whatever you can to kill them befor they kill you, even if the animations are goofy.

It is pretty bad, but to me it's kind of a legacy of the original titles. It's really not all that different than making someone slide off the screen with a Super Sledge or critically missing with a knife and turning 180 degrees to stab the person behind you (or sending someone sprawling to the ground and having it look like they slipped on a banana peel no matter what weapon you're using, or blowing a third of a person's body off with a no-damage critical to the eyes, or sending them sledding over four or five meters of rough terrain with a well-executed HtH attack... etc.). Pratfalls and oddities have always been a part of Fallout combat (especially, effective Fallout combat) due to the limited number and stylized manner of the animations.
 
Yamu said:
It is pretty bad, but to me it's kind of a legacy of the original titles. It's really not all that different than making someone slide off the screen with a Super Sledge or critically missing with a knife and turning 180 degrees to stab the person behind you (or sending someone sprawling to the ground and having it look like they slipped on a banana peel no matter what weapon you're using, or blowing a third of a person's body off with a no-damage critical to the eyes, or sending them sledding over four or five meters of rough terrain with a well-executed HtH attack... etc.). Pratfalls and oddities have always been a part of Fallout combat (especially, effective Fallout combat) due to the limited number and stylized manner of the animations.

Yeah, i have to agree with Yamu here - you can only blame so much on the engine, and FO2's engine was sketchy to say the least. (though solid for '98 for sure) However, i also agree with Snaps point that NV and FO3 use an engine that was designed to host FPS games, not RPG's. Hence why FO3 is basicly just an FPS, and why NV is forced into the difficult position of trying to be more than that, but is held back by Gamebryo.
 
Josan12 said:
Yamu said:
It is pretty bad, but to me it's kind of a legacy of the original titles. It's really not all that different than making someone slide off the screen with a Super Sledge or critically missing with a knife and turning 180 degrees to stab the person behind you (or sending someone sprawling to the ground and having it look like they slipped on a banana peel no matter what weapon you're using, or blowing a third of a person's body off with a no-damage critical to the eyes, or sending them sledding over four or five meters of rough terrain with a well-executed HtH attack... etc.). Pratfalls and oddities have always been a part of Fallout combat (especially, effective Fallout combat) due to the limited number and stylized manner of the animations.

Yeah, i have to agree with Yamu here - you can only blame so much on the engine, and FO2's engine was sketchy to say the least. (though solid for '98 for sure) However, i also agree with Snaps point that NV and FO3 use an engine that was designed to host FPS games, not RPG's. Hence why FO3 is basicly just an FPS, and why NV is forced into the difficult position of trying to be more than that, but is held back by Gamebryo.

True, but I found that the best strategy in any fight is to either not let there be a fight in the first place, or reduce the amount of damage taken as much as humanly possible. This applies to all of Lonesome Road, not just deathclaw hunting.
 
Yamu said:
EnclaveKnight said:
SnapSlav said:
The major crippling flaw with Super Slam and And Stay Back! were their "utilization" of rag doll "animation".

Really? I guess that would be why I would never do a melee or Shotgun build.

Still I think the best advice to hunting Deathclaws (both in general and LR) is kill or be killed. USe whatever you can to kill them befor they kill you, even if the animations are goofy.

It is pretty bad, but to me it's kind of a legacy of the original titles. It's really not all that different than making someone slide off the screen with a Super Sledge or critically missing with a knife and turning 180 degrees to stab the person behind you (or sending someone sprawling to the ground and having it look like they slipped on a banana peel no matter what weapon you're using, or blowing a third of a person's body off with a no-damage critical to the eyes, or sending them sledding over four or five meters of rough terrain with a well-executed HtH attack... etc.). Pratfalls and oddities have always been a part of Fallout combat (especially, effective Fallout combat) due to the limited number and stylized manner of the animations.

True. Yesterday, I was fighting a bunch of wanamingos and Sulik critically hit one with his Super Sledge and he went halfway across the map.

I like to imagine in the first person, he sent him flying off into the distance like a golf ball. XD
 
Seeing the Chinese Stealth Suits in FONV without the ridiculous "automatic Stealth Boy" effect was really nice.
Don't forget that the suit you find in New Vegas is almost 120 years old and on top of that, was kept in an irradiated room without proper storage like the one you find in Fallout 3. The suit in New Vegas might have been tempered with and might be that the whole stealth field emmiter unit is removed by some guy like the one in HELIOS. I'm not sure when the Chinese came to sabotage the dam the stealth field was working (VB not cannon) but I guess there's no point sending a team in them unless they were working. Lone Wanderer got lucky and found one that wasn't reverse engineered and parts removed/broken. The Courier didn't happen to find a working unit. That's it. No need to over do it telling you hate it. Well, at least I took the CSA and Gauss Rifle (the real one that uses 1MFC per shot) and started calling myself 'Invisible Dragon' and went on hunting/exterminating super mutant overlords and such to bring peace.. I enjoyed it a hell of a lot that the broken suit in NV..
 
Dienan said:
Seeing the Chinese Stealth Suits in FONV without the ridiculous "automatic Stealth Boy" effect was really nice.
Don't forget that the suit you find in New Vegas is almost 120 years old and on top of that, was kept in an irradiated room without proper storage like the one you find in Fallout 3. The suit in New Vegas might have been tempered with and might be that the whole stealth field emmiter unit is removed by some guy like the one in HELIOS. I'm not sure when the Chinese came to sabotage the dam the stealth field was working (VB not cannon) but I guess there's no point sending a team in them unless they were working. Lone Wanderer got lucky and found one that wasn't reverse engineered and parts removed/broken. The Courier didn't happen to find a working unit. That's it. No need to over do it telling you hate it. Well, at least I took the CSA and Gauss Rifle (the real one that uses 1MFC per shot) and started calling myself 'Invisible Dragon' and went on hunting/exterminating super mutant overlords and such to bring peace.. I enjoyed it a hell of a lot that the broken suit in NV..

gold-ring-of-masturbation_o_1465723.jpg
 
Dienan said:
and Gauss Rifle (the real one that uses 1MFC per shot(...)
I don't mean to nitpick, but if we're getting into issues of authenticity, a real Gauss Rifle in the Fallout franchise doesn't use microfusion cells at all. It uses 2mm EC :smug:
 
woo1108 said:
That's right. Plus it isn't energy weapon. it's just small gun.

Does it matter what the real weapon is? The thing is that it is in Fallout: New Vegas as the most powerful energy weapon. One that I plan on using on my energy weapons couriers.
 
woo1108 said:
Actually don't matters
but no, the strongest energy weapon is fully modified Elijah's LAER!

Unfortunately, the item's 50 hp, even modded, makes the thing 1000% worse than the Gauss Rifle and it's unique variant. Even the Holorifle is better than that piece of junk overall.
 
woo1108 said:

Sorry about that but it is true. Sometimes the best weapon/most powerful one is the weapon that lasts the longest.

Elijah's Advanced LAER even modded-50
AER14 prototype-100
Holorifle-supposed to be 150, but is instead multiplied by 1.5%
YCS/186-100
Q-35 matter modulator-250

and these are just the unique rifles.
 
Weapon durability shouldn't be a concern after you get back from the Sierra Madre. Even if you don't break the bank at the casino before you leave, you should have all the chips you need to keep Ed-E loaded with a brahminweight of Repair Kits until about half past doomsday.
 
Yamu said:
Weapon durability shouldn't be a concern after you get back from the Sierra Madre. Even if you don't break the bank at the casino before you leave, you should have all the chips you need to keep Ed-E loaded with a brahminweight of Repair Kits until about half past doomsday.

The longer a weapon can go without needing repairs, the more stuff you can carry without the mountain of repair kits. Seems like an advantage to me.
 
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