Fallout 2 Restoration Project (v1.1) Suggestions

Frankly, I think he should take out that absurd Pulse Rifle and put a Laser Rifle instead. And take out or substitute that laser rifle lying in the ground near the Doctor, that makes no sense. Laser Rifles are fine for that area, after all, you get a Plasma Rifle there and in the SAD.

The Pulse Pistol is mighty powerful, but I think it's already useless by the time it's introduced, as the Gauss Pistol is tons better due to Magazine size, although ammo's somewhat scarce. I think that around NCR would be the perfect place to introduce the Pulse Pistol in the game, as there is a lot of combat there and it will be a pretty useful weapon until the Military Base or San Francisco. I prefer the Laser Rifle or the Plasma Pistol over it, though.

I think, I THINK that maybe it's okay to introduce the Pulse Pistol in the EPA IF:

1. There is only one.
2. You need to do something hard to get it.

The Pulse Pistol is strong, but frankly, I prefer the Plasma Pistol over the Pulse Pistol. The Pulse Pistol wastes too much energy, which sucks. That's the one of the reasons I prefer the Laser Rifle over the Gatling Laser (the other is that the Gatling Laser fires just 10 shots. I like my Burst Weapons shooting bullets like crazy, and the Gatling Laser just fires too few lasers). Frankly, I think the only use of the Pulse Pistol is when you have Fast Shot, otherwise, I think it's better to stick with the Plasma Rifle, the Plasma Pistol or the Laser Rifle. I love the Laser Rifle upgrade, it's a blessing for those long draw-out battles where you have to spend battery charge like there's no tomorrow.
 
JOG said:
Are you arguing for arguing's sake?

Actually, t'was meant as a joke, hence the " :P "

Slaughter Manslaught said:
I love the Laser Rifle upgrade, it's a blessing for those long draw-out battles where you have to spend battery charge like there's no tomorrow.

i.e. Military base?
 
Elitech said:
Slaughter Manslaught said:
I love the Laser Rifle upgrade, it's a blessing for those long draw-out battles where you have to spend battery charge like there's no tomorrow.

i.e. Military base?

These kinds of places. For some reason, since I began playing with Magnus' Weapons Redone mod, I became a Laser Rifle fan and rejected the Plasma Rifle. I love the sound, people being split in two halves, blood trailing out of their divided torsos, my rifle barrel getting hotter than a frying pan. That's where the upgrade comes, more fun blasting Super Mutants to pieces instead of spending my precious AP reloading!

"Watzz 1000 Laser Rifle: Now with a Expanded Magazine! More killing and less reloading!"

Police Model to come in Setember 2077.
 
Hey guys, sorry to interrupt your hot debate on the over-powerful weapons. A suggestion came to mind :

Does anyone else, when they first arrive in at The Den, immediately kill Flick and Tubby ridiculously easily without hardly a scratch, and get a big stack of guns, armour and ammo? Well, i think it takes away the interesting challenge of the early stage of the game. My suggestion would be to AT LEAST make them USE one of the weapons in their massive armoury to defend themselves (rather than fists in the cast of Flick, and a shitty club in for Tubby) Even better, i would also reduce the armount of weapons and ammo they have (and the player can so easily aquire).
 
Josan12 said:
Hey guys, sorry to interrupt your hot debate on the over-powerful weapons. A suggestion came to mind :

Does anyone else, when they first arrive in at The Den, immediately kill Flick and Tubby ridiculously easily without hardly a scratch, and get a big stack of guns, armour and ammo?

Nope... Never even occurred to me. I kill only those who MUST be killed.
 
JOG said:
…placing end-game weapons in an early mid-game area can be considered something between cheesiness and outright cheating.
I agree. End-game weapons shouldn't be placed on mid-game maps. It's naïve to assume players will simply ignore high-end weapons they discover.
 
Elitech said:
Killap - will you include the resolution patcher with the RP?
Most likely not. It is fully compatible with my work though and can easily be installed separately.
 
I have a small suggestion, small stuff - I just finished kicking mutated butt in the Military Base, and I think it's very strange that Marcus does't say anything about the base. It's possible to add new floats to Marcus when he goes to the Military Base?
 
Without going back into the topic of removing exploits and forcing people to play a certain way, Does anyone know why some NPCs have weapons that can be stolen and most others don't?

The ones I question are Vortis' gang, most of Bishop and Mordino gangs, Buster's guards, and the people on the tanker. So the tanker people are not really guards on duty and supposed to be paying attention, but the others are. So you can always try to steal ammo, stimpacks, money, etc., from anyone if you want to risk the consequences, but I'm wondering why the original designers left it so that these guys can be reduced to fists before starting a fight with them.

Slaughter Manslaught said:
I just finished kicking mutated butt in the Military Base, and I think it's very strange that Marcus does't say anything about the base.
Gorus never says anything when cleaning out a cave full of Deathclaws either (even though they're not the 'civilised' kind). Never had Lenny in my party, but I think he'll turn against you if you start attacking ghouls - in Gecko, at least (?)
 
Elitech said:
As far as I know , it's because some NPC's have weapons in their "weapon" slots and others don't...

I think her question though, was "why?" Why the differences? Any particular method to their madness?
 
if we put doctor's bag in lenny's inventory or tool in Vic's could they use them to boost their skills?
 
Elitech said:
Lazy programmers/creators, not enough time, oversight?
One or all of those, probably. As Morticia said, anyone on guard duty or such would reasonably be expected to have a weapon 'at the ready', which cannot be stolen. Backup weapons can be, though, and ordinary people usually don't keep a hand on their weapons all the time.
 
Kanhef said:
Elitech said:
Lazy programmers/creators, not enough time, oversight?
One or all of those, probably. As Morticia said, anyone on guard duty or such would reasonably be expected to have a weapon 'at the ready', which cannot be stolen. Backup weapons can be, though, and ordinary people usually don't keep a hand on their weapons all the time.

No, I don't think it was being lazy at all. It takes virtually no effort to move the item from a critter's inventory to their hands. But, being what this world is, it makes sense even for people not on guard duty to have weapons in their hands. Or, if not in their hands, situated in such a way on their person that they can be used very quickly and couldn not be taken without noticing. Not all people, of course, but it is a dangerous world, after all.
 
To jump in on this stealing vs not before combat discussion. A thief is not usually a weapons expert and a weapons expert is not usually a thief (at least not early to midway through). So While a weapons expert may be able to take down all without stealing items first, you need to leave an option for the thief who also wants to fight but cannot handle himself well in a heavy fire fight.

I think the developers actually did try to set maps well for a variety of player types, but as the player improves skills, map balance becomes very difficult. Especially in an open-ended world like Fallout.
 
@josan12.
I expect that the game doesn't check the NPCs inventory for weapons then make a decision on the best one, but just goes with their equipped ones. I've stopped doing it now usually unless i'm playing a "Lethal Justice To All Bad Guys" sort of game (inc. Servant Allocation guys in VC etc) but they are basically free loot.

Normally you'd turn the whole town hostile by killing a shopkeeper, but since you don't get that penalty they could do with some deterrent. The den's supposed to be a wretched hive of scum and villainy and the best defense either has is a *stick*? For a risk worth the reward of their inventory, I'd suggest arming Tubby and his mates with guns and either giving Flick an SMG or arming the addicts in his shop with a few weapons and making them allied with him.

Oh, and on stealing guns. That's the combat use of Thief skills! I love being able to lock enemies off from reinforcements, steal their clips and stimpacks and do anything possible to avoid a straight fight when I'm using a sneak character. OK, sentries should always equip their weapon, but grenades, spare clips and chems are fair game. For anyone not really on alert, swiping their gun out the holster is fine :D

EDIT:
On the EPA again. The Solar Scorcher's an interesting suggestion, especially if it was supposed to be there. Very powerful, but unreliable as a random encounter gun.
 
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