Hey Lexx bro, I got the bike and noticed a few bugs:
1. That bike is haunted and once you get it, it follows you no matter what, as long as it has fuel.
2. Even if you have more people than it can take.
3. I finished a caravan route from Hub to Junktown, left Junktown and there it was again, in Junktown.
4. You can't leave it in a town. If you enter an exit grid, you WILL use the bike. AFAIK, in FO2, you had to click on it to haul on it out of towns... or my memories fail me?
5. The worldmap animation reverted to that of the Car.
I don't remember if it was ever finished. Especially for all possible hero looks.
I think it was, but my memories are shit. I think RP has it.
Btw, wans't there a bald combat armor animation for Cassidy? I swear there was one. Tycho just uses the default anim.
Yes, that's vanilla Fo1. It's a beginner area with many possible combatants, which is I guess why their hitpoints are so low.
Perhaps. But its still strange that Garl's toughest are so weak while the namelss raiders are stronger.
Btw, talking HP... I just went through Necropolis and noticed the other Super Mutants there aren't buffed by Tougher Mutants, only Harry. Pity, that fight could have been even cooler.
Playing with x4 Mutants and LMAO, Harry became Necropolis' own boss character with 360 HP. I only beat him by luck when Dogmeat or Katja knocked him out cold. Between that laser rifle, Glovz' changes and his ridiculous HP, Harry went from a pushover to Lord Harry of Murdercropolis.
I also went with him to Lou for a bit and LOL, Lieutenant has over 800 HP on x4. He's like Frank Horrigan Jr now loooool. Can't wait to fight him for real!
(maybe I should have gone with 3x, but I wanted to run a full party and thought the game would't be able to handle it)
I thought the same. So far I tested .45 SMG, second 10mm SMG, and Magnum. .45 fits well. It is fast. Only 2AP with Fast Shot trait and Bonus Rate of Fire perk but It doesn't have the greatest damage output and ammo is scarce and heavy to carry around. Second 10mm SMG is ok. It burns throught your ammo supply like a hot knife throught butter.
Yeah I thought the .45 SMG was actually kinda puny, I think the 10mm SMG got me better or similar damage output, especially against armored targets. Only found ammo for it once, too.
Haven't found the other 10mm SMG, wish I did. I just got the Water Chip and have been using the 10mm SMG, with 10mm AP its able to damage Deathclaws and Super Mutants with burst fire. Now I want to test the Assault Rifle, the JHP ammo has some sexy modifiers. Could it be that the Assault Rifle will for once finally stop being a useless piece of firewood, only good for selling?
Btw, seeing how useful AP ammo is now, makes me wonder if that wasn't what the original devs intended. In vanilla the 10mm SMG becomes useless after a certain point, but with working AP ammo, it actually did pretty well, even against Super Mutants and the Deathclaw. Its explains why we keep seeing 10mm ammo and weapons even at endgame. Same goes for Assault Rifle, which in vanilla FO1 and 2 is immensely useless.
Armor is also balanced. Combat Leather Jacket is a nice alternative to Metal Armor if you have low carry weight. Didn't get Metal MkII but probably will, saw in a shop.
But Magnum oh boy.
It is next to .223 pistol in terms of best gun of the game. 2AP with FS and BRoF gives 5 10to16 shots at enemy. Give Magnum to Ian and Tycho and you get yourself a close quarters devastator team. Not to mention green FMJ ammo (it now work correctly).
Yes, Magnum is great! Especially for Tycho, because of his 8 AP. Which allows him to fire twice.
I've been running Magnum on Tycho, 14mm Pistol for Ian and 10mm SMG for Katja. Katja can be fairly chill with it if you config her right.
Btw, I discovered a trick if you want to switch NPC ammo loadouts: Get two copies of the same gun. Load one with AP/FMJ, the other with JHP ammo. You can then go to combat configs and the NPC will cycle through weaponry. Because its the same weapon, config will consider them equivalent and switch. So, say, you can make Tycho switch from JHP to FMJ using two Magnums
I think you can even make them switch between grenades and guns, if both are on the same league.
Seriously Magnum have no drawbacks. Should be limitted to one like the .223 pistol.
I would't say "no drawbacks". It has the weakness of being a six-shooter, short range and I feel it really lacks the firepower to fight Super Mutants if they are on the Tougher Mutants setting. Also AFAIK no speed load mod. Its actually very much like in FO2, a Fast Shooter can run Magnum from Den to NCR, but it becomes useless against heavily-armored enemies with large HP pools, like Super Mutants.
14mm Pistol seems better against heavily armored targets, especially for NPCs who can't fire thrice anyway.