Weapon progression a tad screwed in FO2?

I suppose it will be no more likely than some other random boon. In the last game of fallout I played, between Vault 13 and 15 I found the Alien pistol. I hadn't even gained a level so I started building Energy weapons right away. That unbalanced the game a bit!
 
Lord 342 said:
I suppose it will be no more likely than some other random boon. In the last game of fallout I played, between Vault 13 and 15 I found the Alien pistol. I hadn't even gained a level so I started building Energy weapons right away. That unbalanced the game a bit!

you lucky basterd :P .... hmmmm what was your luck anyway ?
 
Per said:
Fo1 had just as many useless weapons as Fo2, relatively speaking. You could acquire the best HtH weapon in the Hub and two of the best ranged weapons pretty much right away with the right stats (though you might have to wait a bit longer for extra ammo). Fo2 is much richer when it comes to weaponry and choices.
I beg to differ. Fallout 1 had proportionally as many useless weapons (but not nearly as many useless armors - you'd use everything except the Tesla Armor) as FO2, but it prompted you to change your weapon of choice more often. In FO2, you're set for the next half of the game when you get your .44 magnum (before even a tenth of the game has passed), whereas in FO1 you'd upgrade your weapons in increments rather than giant leaps - doubly so since, while the game could be completed using small guns only, unlike in FO2 you need to eventually upgrade to energy weapons if you want to get your hands on the best guns: there is no Gauss Gun around to make a whole weapon tree irrelevant. I find FO1 to be much better balanced in this respect.
 
About the Pulse Rifle: Though the Gauss rifle is much better against the Enclave troopers, the pulse weapons are your best bet against the jolly green power-armored giant.
 
dude_obj - Wed Mar 23 said:
In a few weeks you can try a mod [...]

dude_obj said:
Question said:
Will the NPCs in random encounters carry more money than 6 chips each or something?

Here is an example of a raider encounter, new script does:

Wield random weapon in highest combat skill category
Add a second random weapon to inventory
(both of the above make sure the critter has animations so they can use those weapons)

75% chance of having 1-25 coins
50% chance of having 1-2 stimpaks
25% chance of having 1 psycho drug
25% chance of having 1 jet drug

They are not all the same, many of them have 50% chance of random item, that item could be a flower or a bozar, but the odds of getting a weapon or armor are very low. Usually it will be a beer or pelt or food, but there is a chance for something really good

Question said:
Possibly something to make the ofrtune finder perk even 5% useful?

I am contemplating enhancements that would use traits and perks in the randomization calculations. Perhaps higher luck will give you a modifier that will generate better items. Maybe high perception would allow you to find treasure on the ground that otherwise you won't even see. Fortune finder could be another modifier.

Very interesting, but I can't seem to find it in the mods section... I don't know which one it is, LOL?

Could someone please either tell me the name of it, or link me to it.

Thanks.
 
What a shame, sounded like it had real potential...

I always worry when people disappear from the internet, I always think of the worse...

:(

Well, to stay on subject; what's the most similar mod to what this one was trying to do?
 
Xavierblazer said:
Dude dissappeared a while ago, and im not sure if he completed it or not

Naw, he didn't I've seen a couple of early betas but you'd probably need to contact dude or Corpse to get them.
 
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