Where do you feel Fallout 1 is most unbalanced?

BlindBoy

First time out of the vault
I love fallout 1 but I see a lot of talk about it being poorly balanced and wanted to get peoples perspective on what aspects of the game they feel are unbalanced.

I've seen people talking about being under-leveled going into the last mission, I'm not sure if that's a balancing thing with XP or not.

Just wanted to get people opinions.
 
I mean, people complaining about being under -leveled going at late game perhaps are right, but often it won't be that that's the problem - more likely its them complaining that the crits that late game enemies will often do cause stupid amounts of damage to be taken that will often force a reload through death or inevitable expectation of it. This is 'unbalanced' but part of the fun. They won't always do that and it keeps combat interesting and tense. Same goes for the amount of enemies you face. That's the challenge.

As for where Fallout 1 is actually unbalanced? Charisma is barely needed. Gifted is often superior to all other traits given its increase of SPECIAL stats by 1 and its hard to turn it down, especially for first time players. In addition, Agility kinda rules when you can get 10 or 9 with Gifted and shoot normal firearms twice (which effectively doubles your firepower and so I usually get it.)
Oh, and companions may wanna be able to level up, but given how late they were added and how that means you can never really rely on them for too much (keeps the focus on what you can do) that's almost a plus.

None of these are particularly horrific though, it should be pointed out.

Oh, and welcome to the boards!
 
As for where Fallout 1 is actually unbalanced? Charisma is barely needed. Gifted is often superior to all other traits given its increase of SPECIAL stats by 1 and its hard to turn it down, especially for first time players. In addition, Agility kinda rules when you can get 10 or 9 with Gifted and shoot normal firearms twice (which effectively doubles your firepower and so I usually get it.)
Pretty much all of this and the fact there are skills that vastly outshine others. Throwing, Traps, and Gambling feel really useless for the most part. I know they have their place but the effectiveness of how many points you put into a skill versus what you get out is what I'm talking about here. How much shit are you actually going to throw at enemies? How often are you going to gamble? Is it even necessary? You'll make enough money anyway. Traps? I hardly remember many traps in Fallout, not to mention any that I'd be concerned enough to raise my skill level with them. And then you have First Aid and Doctor coexisting. I remember one being a good bit better than the other and both are easy to ignore.

Agility and Intelligence are probably the best attributes. Charisma is (practically) useless and you can just boost your Speech as if it never mattered anyway. For maximum efficiency with Charisma in the OG Fallout is putting it to 1 so you have more points elsewhere. I think a few perks require it to be of a certain level? I love the game, it's great but it's not without issues in these regards.
 
Inventory. It takes 3 to 4 AP to access inventory in combat, but once there, you can use anything; you can use as many stimpaks as you have. This allows a full heal from near-death for 3 to 4 AP. This even allows for a full armor swap.
 
Yeah... I forgot about that. I learned at one point it was better to use that AP to just open the backpack and hit two stims rather than spend 2 or 3 to use a stim on the hotbar thingy.
 
Throwing is unbalanced because the weapons is badly balancing. Throwing Knives is hardy har hah. Flare is good, but the supply is limited and you are going to have to collect each and every thrown flare after battle. Frags is way overpriced for its damage. Plasma is rare. Pulse is actually good and effective against its target (robot) but its type is too rare (Glow and Mariposa only). DONT USE Throwing and sell all the loots.

Unarmed and Melee was set too high originally, but they pay for it by late game's lack of improvement: You wait way too long for Power Fist and then it stay with you way too long until end game. Melee? Super Sledge compete with Power Armor in a quest reward, making it the most expensive weapon ever.

Big Gun is okay. You can use Flamer until you can use Minigun. Ditto Energy guns. Laser Rifle and Plasma pistol as early as Necropolis, with ammo bought in The Hub.

First Aid and Doctor is barely needed, considering they took time, the most valuable resource in Fallout 1. Of the two, Doctor can not replaced if you get crippled and cant get back to healing towns in time. They are good in 2, but not in 1.

Traps is barely needed even if you use dynamites quite a bit. Necropolis Watershed? dynamite set to 3 minutes, drop to each mutant. So you enter battle with they are near death. or Raider Camp, though it's a waste to do that there. Sure, low skill make it explode near-unpredictably. So we set it from 1-3 minutes and take account for it.
 
Back
Top