Do you think Fallout has some of the most realistic gunplay?

Sn1p3r187

Carolinian Shaolin Monk
I think it kinda does. It takes a lot of factors into consideration when firing off a shot from any of your guns and making for the center of mass at range more viable than trying to headshot them with 20% plausibility. And it adds in the calculator of luck, there's always a chance your shot could miss. What do you think? I wanted to add in more details and info but I'm too lazy at the moment.
 
I think it kinda does. It takes a lot of factors into consideration when firing off a shot from any of your guns and making for the center of mass at range more viable than trying to headshot them with 20% plausibility. And it adds in the calculator of luck, there's always a chance your shot could miss. What do you think? I wanted to add in more details and info but I'm too lazy at the moment.

Which Fallout? From the area it's Fallout 1 and 2 right?

But actually I do love the combat and shooting is really well done. The special kills are always worth looking at and are far mor artistic then Fallout's 3 simple gory explosion. So while it may not be the most realistic it catches the feel exceptionally well.
 
I think it kinda does. It takes a lot of factors into consideration when firing off a shot from any of your guns and making for the center of mass at range more viable than trying to headshot them with 20% plausibility. And it adds in the calculator of luck, there's always a chance your shot could miss. What do you think? I wanted to add in more details and info but I'm too lazy at the moment.

Which Fallout? From the area it's Fallout 1 and 2 right?

But actually I do love the combat and shooting is really well done. The special kills are always worth looking at and are far mor artistic then Fallout's 3 simple gory explosion. So while it may not be the most realistic it catches the feel exceptionally well.
Yeah Fallout 1 and 2.
 
[CRITICAL SHOT TO THE EYE]
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I personally really appreciate the three layer defense mechanic that Fallout 1, 2 and Tactics have. For example the choice between an improved leather armor and a metal armor is between not getting hit and getting hit but for less damage. Really clever.
 
True that. I also like how they didn't encourage you to be a one man army in game. Like in real life its better to roll as a team rather than it be a 5 raider against one person battle in which you will get shredded. Kinda like real life, I mean come on how often do you hear people going one man army? Unless their enemy was taken by surprise and the person has a heavy weapon.
 
I liked the combined total of factors put into armor that were represented in Tactics. It wasn't just that each armor had a series of damage types with different reduction rates, or that the resistances were one one component of several, and that each armor had different Armor Class, but that the heavier and heavier armors ALSO reduced your Sneak incrementally more, the bulkier they got. I thought that was the best representation of armor in the entire series.

For a very short while, I was convinced that Bethesda was faithfully representing what armor was doing (again, blame the starvation... I must've been delirious!) until I actually remembered how DIFFERENT it was from the original formula, the total lack of detail involved in the absence of damage types, and that they thought heavier armors should impact your agility, not your ability to be quiet and undetected. An argument can be made that bulky armor should ALSO affect your AG, but not all the rest. A MECH would do more than just increase your strength by 10% of "maximum human potential" (which is a LOT), not to mention that while a sharp dressed suit MIGHT have an impact on your ability to be more convincing (not because YOU can string together a better sentence, simply because of what clothes you put on, but because of the impression someone ELSE gets from visual receptors in their brain telling them "this guy means business") or a really glamorous set of silky pajamas MIGHT make you look more attractive (but it's tragically eye of the beholder... cause it could ALSO make you look ridiculous), the idea that a "parkstroller" outfit would make you more agile or a SPECIFIC set of leather armor would make your combat ability better, or that a goddamned COAT would make you more capable at computer hacking were just ridiculous. A lockpicking set increasing your Lockpick skill made sense, because this was a set of all manner of shapes of metal items made for picking locks, versus you doing it McGuyver style. It could be loosely construed that some of these outfits have "pockets" that contain useful items associated with certain skills, but at this point you're just stretching your imagination to excuse the extra perks of wearing CLOTHES. Added carry space? Sure. More attractive? Sure. Better at smashing two broken guns together and making one working gun? Not so sure. Smarter and more knowledgeable all of a sudden? Definitely not...

But back to the original games, and their SHOOTING mechanics. Limited animations notwithstanding (post #4), they were really great. You didn't KNOW exactly where your bullet landed, except where the description told you. It was REALLY hard to land a shot on an incredibly small target area (like the eyes), but the pay-off of a successful hit was the best. Every area of the body had a unique affect on the character of you critically damaged that part of their body. Whether it was represented by a nifty animation or not (and they largely weren't) is kinda irrelevant. Sure, it would be NICE if a critical hit to the eyes would result in their FACE exploding (not their chest or right arm), but at the end of the day, what I cared about what the GAMEPLAY impact of these decisions. When I was facing Kaga in the Restored version of FO2, targeted shots were my godsend, because I was able to stop Kaga from shooting me by crippling ONE of his arms, then stop him from escaping by crippling both his legs (took 2 encounters to get all 3 successfully), and preventing him from showing up again and again with increasingly broken odds stacked in his favor was WONDERFUL.

I miss those mechanics... =(
 
Speaking of one man armies. Do you think they discouraged one man army playthroughs of Fallout 1 or 2?
 
Yes and no. Yes in the sense that, if you didn't know what you were doing, the game was brutal, and you stood little chance if you tried to face the world on your own. But no in the sense that, with enough knowledge of the game mechanics, it was easily possible to not only handle all encounters on your own, but DOMINATE any and every fight, single-handedly. But, seeing as this requires considerable knowledge and experience, which isn't immediately available to any player starting the game, and that the overall formula of the game still reinforces (on average) more of the lessons of a novice player... then I guess it's reasonable to say that yes, the game discourages one-man-army kinds of approaches.

But then, not really?

Ah, whatever.
 
Yes and no. Yes in the sense that, if you didn't know what you were doing, the game was brutal, and you stood little chance if you tried to face the world on your own. But no in the sense that, with enough knowledge of the game mechanics, it was easily possible to not only handle all encounters on your own, but DOMINATE any and every fight, single-handedly. But, seeing as this requires considerable knowledge and experience, which isn't immediately available to any player starting the game, and that the overall formula of the game still reinforces (on average) more of the lessons of a novice player... then I guess it's reasonable to say that yes, the game discourages one-man-army kinds of approaches.

But then, not really?

Ah, whatever.
Shoot but my knowledge on the game mechanics is pretty damn high and when I go one against many I'm still getting owned. Got any advice for me there? I'm obviously not winning single handely
 
I don't think that Fallout combat system is realistic or complex at all. Jagged Alliance 2 is the shit!
 
Yes and no. Yes in the sense that, if you didn't know what you were doing, the game was brutal, and you stood little chance if you tried to face the world on your own. But no in the sense that, with enough knowledge of the game mechanics, it was easily possible to not only handle all encounters on your own, but DOMINATE any and every fight, single-handedly. But, seeing as this requires considerable knowledge and experience, which isn't immediately available to any player starting the game, and that the overall formula of the game still reinforces (on average) more of the lessons of a novice player... then I guess it's reasonable to say that yes, the game discourages one-man-army kinds of approaches.

But then, not really?

Ah, whatever.
Shoot but my knowledge on the game mechanics is pretty damn high and when I go one against many I'm still getting owned. Got any advice for me there? I'm obviously not winning single handely
Depends on which game you're playing and where you are in which particular fight. Every circumstance differs. But most of the time "take advantage of AI blunders" has something to do with it. Like running RIGHT behind a corner, and waiting for a single enemy to walk up to you so they can hit you, whereas a person would simply wait while the rest of their crew tries to pin you down. Even better, doing this within enclosed spaces, and allowing the AI to bottleneck themselves, often because one guy stopped in a doorway, and the rest of their crew just sits there doing nothing because they can't figure out how to move into hexes within direct LOS so they can still get in a shot.
 
I think it kinda does. It takes a lot of factors into consideration when firing off a shot from any of your guns and making for the center of mass at range more viable than trying to headshot them with 20% plausibility. And it adds in the calculator of luck, there's always a chance your shot could miss. What do you think? I wanted to add in more details and info but I'm too lazy at the moment.

I wouldn't go as far as to say it's one of the "most-realistic". For example, if you're terrible with guns, you can dump a full clip on someone wearing a leather jacket or leather armor and they'll still live. Or get a head shot and they'll still be alive to fight (or run). I'm not sure that's very realistic at all.

I think it's very original in the way of traditional pen-an-paper RPG's though.
 
I wouldn't go as far as to say it's one of the "most-realistic". For example, if you're terrible with guns, you can dump a full clip on someone wearing a leather jacket or leather armor and they'll still live. Or get a head shot and they'll still be alive to fight (or run). I'm not sure that's very realistic at all.
That depends on what you mean by "dump a full clip", because if you mean you fire off all rounds, then that's actually QUITE realistic. The Small Guns skill doesn't affect the DAMAGE of your weapons, just your accuracy with them, and automatic weaponry is notorious for being obscenely inaccurate. Mythbusters even tackled an old myth dating back to WWI that it was faster to fire down your sights with a bolt-action rifle rather than "spray and pray" with an automatic weapon, and the results were staggering. Automatic weapons were designed to compensate for the inadequacy OR the worry of the one firing, supplanting accuracy with sheer numbers, but they REALLY took a dive in the accuracy department because of it.

If you mean at point blank range, then you're just talking about flukes, like a particular scene from a particular movie where the line "We just witnessed a miracle, and I want you to fucking acknowledge it!" came from and refers to, because every shot from someone at close range missed the people he was aiming at. It happens, and a large chunk of that can be attributed to the sheer lack of skill in the person holding the gun. "Haste makes waste", as they say.

As for the DAMAGE of each individual bullet... I think it's actually very accurate to real life! I don't know of ANY game that faithfully depicts "pain" as having a separate but crucial function to the players involved, independent of HP. But if you think of HP as LITERALLY being "this is how many 'points' of 'hits' you can take", then they're quite representative to what can actually happen with a gun. Fire at someone's extremities enough times, and they'll die of blood loss. But hit them in a crucial spot (a critical hit) and they'll die almost immediately. Action movies dramatize what firearms are capable of, but they're really messy and unreliable means of dispatching another human being, and single bullets not taking out an adversary is accurate to that effect.
 
It's also worth keeping in mind what adrenaline can do to the body. When fully 'pumped up' resistance to pain and indeed the 'shock damage' that a gunshot causes is significantly reduced. Granted, there is a degree of imagination needed but I imagine that, in a barren wasteland filled with gun-toting nutjobs, you would most likely be filled with the stuff. If you're hit in a non-critical area and/or an area where blood loss will not be significant enough to numb the limb, such a shot will have considerably less bearing than a knee-capping or shooting an important muscle.

The same can even be said of headshots, where you can feasibly survive if the entry and exit points are in certain places, though the damage counter should still be very high due to concussion, hearing damage, etc that may come from that.
 
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I also like how fistfights played out in the game. It wasn't the best but in the least fist fights in Fallout 1 and 2 were interesting and had just as much value as melee weapons in the others.
 
I also like how fistfights played out in the game. It wasn't the best but in the least fist fights in Fallout 1 and 2 were interesting and had just as much value as melee weapons in the others.

Making a fist fighter only character was actually rewarding and fun, if sometimes hard.
 
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