Fallout 3 and Fallout Vegas - Differences ?

Crni Vuk

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I think it would be nice to tell eventually those people which did not played the game but eventualy consider to buy it how exactly the gameplay is different from Vegas and Fallout 3. That there are many similarities beyoind just the visuals is more then obvious. But it would be nice to know what they changed.

[youtube]http://www.youtube.com/watch?v=OZVFG48UvZw&feature=related[/youtube]

So far from what I can tell, third person got "changed". Finally. This is the best I heard so far as I enjoy playing games in third person and that the crosshair in Fallout 3 was not really conected with your gun was a huge anoyance you know missing targets from point blank range ... or have your whole screen blocked by the player ... not very fun. I had big hopes here with Obsidian and it seems they really worked on it. Question is it really better or did they just said its better ?

Anothe example, repairing weapons or the use of skills in general. What I found in F3 anyoing was the way how fast weapons degrade and how you had to repair them forcing you to always carry either 4 assault rifles, several armor and such with you around just so you can keep your equipment in good shape which loost already after a few hits or bullets a lot points. The way how Bethesda used repair meant as well that unique items like the TB51 power armor would become pretty useless over time as you could not repair them past 50% or so. Strange enough that you can repair those items you always need a copy of it though merchants can just repair it fine (till their limit which was usualy around 40 or 50%) even without another item. I did not found that only ilogical but also anyoing. So how are those skills now working in Fallout Vegas ? If you people who played both games have the time to explain some of them would be nice.
 
Repair is very different and much better.

You can always combine two guns no matter your repair skill. Repair skill dictates how much they repair each other. For repairing unique items (I've only found one for a weapon so far but there may be something for armor) there are things called "Repair Kits" which boost the item's condition. Things still decay too fast imo, though.

EDIT: In addition, as part of the crafting system, you can recover spent shells and cases for ammunition and create new ammunition at certain crafting stations. I haven't actually done it yet though because you need primer, powder, and something else in addition to the cases themselves.
 
In Fallout 3 I got the impression that VATs was rigged so even low skill levels could drop enemies. The skill percentages seemed almost irrelevant -- compared to Fallout 2 or 1 I could actually take on enemies with weapons I had as less than 30% proficiency in.

Has this been fixed?
 
Anarchosyn said:
In Fallout 3 I got the impression that VATs was rigged so even low skill levels could drop enemies. The skill percentages seemed almost irrelevant -- compared to Fallout 2 or 1 I could actually take on enemies with weapons I had as less than 30% proficiency in.

Has this been fixed?

yes. Vat is now harder.
 
Wow watching the video I can see you can aim with Iron sights. I guess its COD MW now. LOL I also heard the guy mention Halo. Yeah its just a FPS with some scant, scant RPG elelments. 99% FPS with 1% RPG. Great. I will just play Fallout 1 and 2 and maybe even just reinstall tactics.
 
fallout_fan said:
Wow watching the video I can see you can aim with Iron sights. I guess its COD MW now. LOL I also heard the guy mention Halo. Yeah its just a FPS with some scant, scant RPG elelments. 99% FPS with 1% RPG. Great. I will just play Fallout 1 and 2 and maybe even just reinstall tactics.

Hello, are you retarded, or just trolling? Honest question.
 
Little_Robot said:
Repair is very different and much better.

You can always combine two guns no matter your repair skill. Repair skill dictates how much they repair each other

Thats how it already exactly worked in Fallout 3.
 
Crni Vuk said:
Little_Robot said:
Repair is very different and much better.

You can always combine two guns no matter your repair skill. Repair skill dictates how much they repair each other

Thats how it already exactly worked in Fallout 3.
The way key non-combat skills work in Fallout 3 is that they are an "all or nothing." Science only offered new things every 25 points, as did Lockpick. Repair determined the maximum you could repair items.

In New Vegas, Science is used to also mod Energy Weapons, convert energy ammo, and even create drugs/consumables and can do so at odd skill levels such as 30, 45, and 65. Survival follows suit.

In New Vegas, Repair always repairs items but is more efficient and requires fewer items the higher it is.

In general, each individual skill point makes a much bigger difference in New Vegas than in FO3, and that is partly because in FO3 you could max everything so easily.
 
TwinkieGorilla said:
Crni Vuk said:
Thats how it already exactly worked in Fallout 3.

No, it is not. You couldn't repair to a certain point (or sometimes at all) without a high repair skill in FO3.
Maybe it was the poor choice of words. But how I meant thats how it worked that in Fallout 3 where you could ALWAYS combine two guns with each other IF you had a high enough repair skill of course. I thought that would be known. It would be different of course if you know could repair all weapons with ANY weapon as in F3 you could only repair some armor or weapoin with the same type of the item assault rifle only with assault rifle enclave armor only with enclave armor etc. A broken system in my eyes if you as player dont get a way to repair items on a work bench for example witout using a exact copy of the same item.

For example, what does that mean now ?
You can always combine two guns no matter your repair skill. Repair skill dictates how much they repair each other
That you can ALWAYS combine 2 weapons to repair them even if you have a low repair skill ? If thats true then yes it is different then F3. >_< it is just hard for me to understand it correctly.

Edit
Mapex said:
I think I understand now. Thanks.

Still a bit stupid that you cant repair guns/equipment on a work bench for example : / they could have made a perk for that ?
 
For repairing unique items (I've only found one for a weapon so far but there may be something for armor) there are things called "Repair Kits" which boost the item's condition. Things still decay too fast imo, though.

You can still use "similar" wpns to repair the uniques though iirc.

Also about repair, final item cost is now not calculated based on two initial items' costs but rather on the maximum value for the specific item.
 
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