Old World Blues

Hey, does that weapon that destroys energy shields work outside of the Big Empty with other energy shields?
 
In Mr House basement, in the Sierra Madre Vault, in the Fight with Oliver's Croonies in Hoover Dam during the Legion ending path, those are.
 
Now that I think about it I do remember the ones in House's basement, but I can see why they wouldn't let you shoot those down. The ones in the fight with Oliver I don't remember since it's been awhile since my Legion playthrough, and you can't bring items to the Sierra Madre so I didn't think that counted.
 
Courier said:
I think this is the longest DLC as long as you don't rush through the main quest. I think you can still finish quests after the main quest, probably depends on your ending though.

[spoiler:1026d498a8]
You can still finish the Sink upgrade quests, but as far as I know any quests directly involving the Think Tank are cut off after the main quest.[/spoiler:1026d498a8]

So how's about those new perks and traits? Call me crazy, but I'm seriously considering making a Courier who is constantly "suffering" from radiation sickness.
 
I never understood all the radiation bonus perks, there's hardly anywhere in the Mojave that's radiated and rad-away isn't exactly in short supply. Only time I could see it coming in handy is on hardcore when you're really irradiated since it takes a while to go down. Otherwise it's not worth the stat deduction.

Only perk that I think is any good in this DLC is the "Them's good eatin" perk, black blood sausages heal a ridiculous amount of health. I might consider taking "Atomic!" if you got a perk every level but as of now perks are too valuable. The nighstalker one is useless outside the Big Empty since nighstalkers are rare in the Mojave. And the turbo injecting one seems pretty useless, it's very rare that I'll get in a situation where I want to use turbo and even if I did I'd just inject turbo myself with my seemingly endless supply of weightless drugs.

Edit: The traits on the other hand look pretty good, maybe it's time to make a "hot blooded" unarmed "hoarder" character.

Edit: They broke the level 30 cap one though. The only reason I'd want to cap at 30 is to make it harder and focus more on roleplaying, being able to take as many drugs as you want without getting addicted kind of defeats the purpose of this seeing as I could wander around with all my SPECIAL stats at 10 for almost the entire game.
 
at the moment where you can role play in a role playing game it would be a hardcore role playing game. And everyone with some education in marketing knows. Those dont sell!
 
The way I think they should have done it was to make the level 30 cap an optional third trait, as in you can pick two regular traits and then you could pick the 30 level cap if you wanted. That way they wouldn't have needed to make it give you any sort of bonus.
 
So they brought back Gifted? I really have no problem with the level cap rising, I mean I already beat the game, and I carry equipment specific to my initial build, so yeah, I might be able to have Explosives in 100 but I never even carry a grenade rifle with my Unarmed-Guns character.
 
The "Hoarder" trait is really useful, especially if you just switch to it at the Big Empty after you get enough weight. I can now carry 300 pounds of stuff with me with Hoarder and Strong Back.

Skilled is useful since it's not really hard to get experience points, although with it you'll probably be able to max out every skill by the time Lonesome Road comes out.

Claustrophobia's kind of meh.

Early Bird could be useful, especially on hardcore mode with my night darkening mod where I tend to do everything during the day anyways.

Hot blooded could be useful for melee or unarmed characters since you don't really need agility or perception for either and your health will get really low on both.
 
I enjoyed the DLC's quests and humor, but didn't care much for the armor and weapons that came with it. The stealth suit looked kind of meh, and though it provided some godly bonuses the constant talking and med-x injections (which addicted me) relegated it to the locker. The K9000 was ok, but I spent 8k caps on the upgrades only to unknowingly convert it to FIDO -minus the upgrades- with the third. A .44 gatling gun? No thanks. The LAERs needed repairing after only killing 3 dudes and aren't particularly powerful, so I'm going to stick with my trusty brush gun.

I really like the Sink though.
 
My main character (the oen I use for all the DLCs first) has the cannibal perk, now If I combine it with the Blood Sasuage perk I am gonan get food from humasn all the time.
 
Instead of the satellite projecting an eye before you started Old World Blues it should have projected this,

[youtube]http://www.youtube.com/watch?v=G5MHNvOVl8Y[/youtube]
 
That wouldn't be bad for Wild Wasteland, Courier.

Also, I found the scorpions to be kinda easy. Like 2.1 punches from the paladin cooker they all go boom after a quick two-three punches (depending on crits.)

Paladin cooker was the shit for this DLC.
 
I'm going to learn how to make mods just so I can mod that in there. That song kept popping up into my head the whole DLC.

Edit: The proton axe (and later protonic reversal axe) make the paladin toaster obsolete. The sonic emitter isn't exactly bad itself either, with overcharged and max charged energy cells of course.
 
That's true, overall though the protonic reversal axe is worth investing a few points in melee.
 
Noone else has had problems witht the game crashing when they try to enter, or whatever is suppsed to happend, the quest area?
 
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