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ddegenha posted:"Alright Snake, this is it!" I can't wait to see what you write for Snake's reaction to what he'll find in there.
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# ? May 15, 2014 12:54 |
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# ? May 27, 2024 21:17 |
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The Dakka Way - Update 7 Dealing with the bounty hunters is going to require some assistance. Assistance that won't judge our occasional slaughter and might even be enthusiastic about killing all the humans. I have the perfect "person" in mind. Since Dakka has Science tagged we can actually make the check and save all the brains. The fourth option is a human brain enhanced with cybernetic equipment and specially designed to interface with the carrier robot. It actually looks pretty cool, too. The various shenanigans involved in getting our new robot pal get us up enough levels to get another perk. The fun thing about Sniper is that it applies across all ranged weapons, so after boosting Small Guns to 80% we can massively increase our crit rate. Five attacks every two rounds, and about 80 plus percent of them are crits. Sometimes life just isn't fair. The improvement with using the best brain is immediately obvious. Skynet at its highest level will actually manipulate the security systems so you can keep exploring even after you piss off a bunch of robots by harvesting them for parts. That's much better. You have to do a bit of tweaking to get him to realize that using guns beats using his robot arms to rip puny flesh bags apart. With our new friend and a couple more levels, the Bounty Hunters don't stand a chance. Actually we probably could have done it with Sniper alone, but now we have a cool robot buddy. The rewards are worth it, and include other such fun items as mini guns, plasma grenades, rippers, and laser rifles. With that last hurdle crossed it's time to move on to the Enclave. We need a lot of ammo for this one, so I had to run around for a bit to gather up enough. 3200 rounds SHOULD be enough. Maybe. That's more than 200 attacks. We can start out in the first floor, shooting down the hallway and letting the enemy come to us. Skynet doesn't move very much, and it can be a problem if he gets between you and the enemy. For whatever reason the tide of enemies cuts off after a little while, and we have to go find more victims. It's a bit more dangerous than other areas, since this is the kind of hardware we're up against. If you don't have a Gauss rifle they're all over the place here. All told there's also about 1000 rounds of 2mm ammo throughout. Some enemies even have pulse rifles. Robots are a bit different than the rest of the enemies, and won't chase you down until you get a bit closer. They're often the last enemies we have to deal with. One floor complete and 700 rounds of ammunition expended. The next floor is a bit rougher to start out with, and the crossfire of all the robots and enemies is a bit dangerous for our robot buddy. Once he walked the long way around and ended up safely tucked away in a side room it went a lot more smoothly. Surprisingly enough, the unarmed and lightly armed scientists charge the door afterward. The results are predictable. After the carnage has settled down, we've got a bit of a problem. All the running around and screaming has frightened the villagers, and the Elder is hiding in the back of her cell where we can't talk to her. Luckily we don't actually have to do that to proceed. There's an additional computer we can access on this floor, with information on the power plant. Most of it is technical gobbledygook, but this last page seems like it has some valuable information. 500 rounds and we're done with the second floor. I was starting to worry at this point that I didn't bring enough. The electric floor room unfolds the same way as previously, including the piles of bodies surrounding us. And yes, that's ANOTHER level. Slaughtering your way through the oil rig gives you a lot of experience. We're down to less than half of our ammo load, and the most heavily populated two floors are still ahead of us. Even with our sky high science we can't bypass this check, making me suspect that it's broken. Turning off the security sounds useful, but we're already killing the security so it's kind of a moot point. This also results in the terminal disabling itself and claiming a maintenance drone is en route, but it doesn't seem to show. The security steps up a bit on the next floor, but the two doorways here pretty much mean that the enemies have to come at us down a long corridor. It goes… well, pretty poorly for them as you might expect. That 125 damage was from me accidentally clipping Skynet with a burst. Auto-repair is a wonderful thing. The guards are even more heavily armed at this point, and we can acquire a new mini gun. It's worth experimenting with, since it has an ammo capacity of 100 (4.7 mm) rounds and fires in 25 round bursts. With this and a bozar we can actually get off six shots before we have to reload. For some reason the Vice President decided to see what all the commotion was. 1238 isn't terrible damage at all for our new toy... But I think 1494 is even better. That's also the second to last living being on this floor... And we only used up 400 rounds, too. We might just pull this off. Since we might just kill the resident mad scientist, there's no reason not to be rude to him. It actually ends up being more of a debate, but the end result is the same. This is a good thing, as everyone who explodes from poison gas is one more we don't have to waste bullets on. There's still a few targets, including at least one or two scientists who have already been immunized... Which is why we only used up around 200 rounds to clear the floor. 900 rounds is plenty for the end. Since we're being as destructive as possible, there's no enlisting Sgt. Granite and his group. Since Frank Horrigan is going to come bursting through the door, that means we have to deal with all four of these guys in less than two rounds. Using the Vindicator minigun we found helps our damage output a bit. Once Horrigan shows up a couple of good, solid bursts can tear him apart. It's possible to take him down with a single burst, but in practice it's actually pretty difficult. Our little buddy makes up the difference in damage to get past 999. Because we didn't slave all the turrets to our will, they're actively hostile and we have to destroy them one by one. The entire sequence is worth a total of about 14,200 XP. Because we supported John Bishop and didn't clear out the raiders, the pressure eventually forces Vault City to request aid from the NCR. Vault City becomes the first of the NCR's border territories. New Reno also joins the NCR, with the Bishops becoming a powerful political family and making sure that laws are passed to protect gambling and prostitution. We also bring Redding into the NCR by selling the chip to Marge LeBarge and not helping them kick their Jet addiction. Well, what's left of the NCR, anyway... Destroying the mutants ensures that Broken Hills falls apart since they can't get at the uranium ore… which makes the conspirators feel like a bunch of idiots when they realize they've screwed themselves. Since Broken Hills is doomed no matter what, this just means it happens faster. By eliminating the death claws of Vault 13 we've banished yet another species to extinction and proven that genocide is a viable solution to any problem. When in doubt, apply more Dakka.
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# ? May 17, 2014 05:08 |
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ddegenha posted:When in doubt, apply more Dakka. Because if it hasn't happened yet, you haven't applied enough Dakka.
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# ? May 19, 2014 04:14 |
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Sneaking Mission - Update 8 We start our descent into the oil rig with a theft spree, since we can walk around completely unmolested. Books are always welcome, but it's just a bit weird that regular Enclave civilians are packing plasma grenades. "That's…a cattle prod. What the hell?" "You are on the prison level. I suppose that's the closest thing to a non-lethal weapon they have." "I'm sure the prisoners feel much better about that." "Actually, on second thought they might prefer the cattle prod to the doctors." "That is an awful lot of drugs… I'm not sure if it's better or worse if they're for personal use." "This entire place is weird… even the civilians have chainsaw knives." "It's called a Ripper, Snake. And I don't know if anybody in here really qualifies as a civilian. They're all kind of the bad guys." "I guess it doesn't really matter either way, as long as I can stay undetected. Get in, get out, and don't fight anybody you don't have to." As a note, we can steal a number of Super Stims off of troops, especially in the third floor. You have access to all the supplies you need to finish the game once you get this far. "…Otacon, do virtual people have virtual sex? That involves ball gags and condoms?" "There are some questions I really don't want to know the answer to, Snake." Unfortunately we can't pickpocket the presidential access key from the president. He has to die if you're going to get your hands on it. Indirect kills like this don't count against your count, so we'll proceed as normal from this point. "I don't know what else to tell these guys… they just won't act to save themselves." "I think Mei Ling would say that you can lead a horse to water but you can't make him drunk." "That doesn't sound quite right… wait, who's this Frank Horrigan guy they're talking about?" "Uh.. kind of the last thing standing between you and finishing this." "Well, if that's all they'd probably just get in the way. As long as they don't butt in… I hate when they've got a bunch of guys running around causing trouble while I'm trying to fight somebody." "…Otacon, this guy's huge! He's like… two Vulcan Ravens. Do I have to fight him hand to hand, like I did Liquid?" "Doesn't look like it. You can do this one however you want." "That's a relief… and I don't see a vulcan cannon, either." "The notes just say an… automatic plasma gun." "This is nuts! I don't have any of the stuff I'd need for that. No claymore mines, no Stinger missiles, no Nikitas…" "You've got to use the environment against him, Snake!" "I think I've got what you're saying… he's distracted by those turrets now, so this is my chance." "Maybe… I think that might have gotten his attention. Stay back, Snake!" "I think I've got him on the ropes… it's just about time for…" "Yep, dying monologue." "At least he's keeping it short." "And not going into his whole life story and motivations. I like my enemies simple." "That's it, Snake. You've won! How do you feel about virtual training now?" "Still no match for the real thing, obviously. It'll take something a lot more than this to impress me." Without killing the raiders, we can't do better than having Vault City absorbed by the NCR. Since we don't want the kill count, they just have to suck it up. Supporting the Wright family and not producing a child with any of the Bishops leads to a mob war using the equipment from the Sierra Army Depot that lasts all of 43 minutes. Revisionist history later shows that the Wrights were the founders of New Reno. Without killing the raiders at Vault 15 we can't complete the deal, which is a political embarrassment for Tandi. Roger Westin replaces her, slowing the NCR's expansion, and as for Vault 15... When the NCR shows up at Vault 15 it's a ghost town. Nobody knows when the Squatters left, but it eventually fell apart without outside support. As you can see, not being a mass-murderer results in a fairly low Karma score. I managed to hold it down to killing only 3 men throughout the game, and no women. I could have gone even lower than that, but it seemed appropriate. And with that, we're finally done here.
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# ? May 19, 2014 05:00 |
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Kickass LP, boss. Well done.
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# ? May 19, 2014 05:14 |
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And so I await Fallout Tactics with bated breath (Is that how you say it?) PD: This was awesome and I am glad I could see it from day one.
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# ? May 19, 2014 05:45 |
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It's not over until we have a sinister phone call after the credits. But seriously, great LP.
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# ? May 19, 2014 06:19 |
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Incredibly comprehensive AND entertaining! Thanks for doing this LP, and so many playthroughs at that!
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# ? May 19, 2014 06:50 |
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I think we're still missing the indirect way to kill Mr. Wright, becoming a Made Man for every family at once... and maybe a review of the stuff the restoration mod restores?
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# ? May 19, 2014 08:45 |
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Great LP (LPs?) ddgenha. It's always good to see my favourite game being played and enjoyed by all, you really did it great justice. Definitely seconding Xander77's suggestion of the restoration mod. As for me, I wouldn't mind seeing New Vegas, although I don't know how such a game could be LPed.
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# ? May 19, 2014 15:00 |
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Serperoth posted:Great LP (LPs?) ddgenha. It's always good to see my favourite game being played and enjoyed by all, you really did it great justice. There are a couple of New Vegas LP's going on right now! And also, great LP, it was good to see.
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# ? May 20, 2014 02:01 |
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So, how, specifically, did you beat the final boss with the stealth build? I'm curious.
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# ? May 21, 2014 08:50 |
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Shei-kun posted:So, how, specifically, did you beat the final boss with the stealth build? I'm curious. Looks like using the turrets against him I think.
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# ? May 21, 2014 20:05 |
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It's interesting to see how everything comes together. I didn't think you could take out Horrigan before the final boss arena.
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# ? May 24, 2014 15:53 |
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Great ride, always a joy to read.
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# ? May 24, 2014 16:56 |
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Blasphemaster posted:Looks like using the turrets against him I think. Pretty much this... I was tempted to do a Speedball style narrative on the boss fight, but I didn't think I could quite do it justice since there's nothing that's truly Kojima-esque about turning on the turrets, letting him start tracking on those, and then taking pot shots from behind his back. So, all that said and done there's going to be a bit of delay on starting a Fallout Tactics since I'm about to move 2000 miles across the country in a bit less than a month and don't want to start an LP of that size and complexity with a big move in the middle. Instead I'm working on a short SNES LP to bridge the gap. All that said: quote:They brought it out about two-thirds of the way through our training, after our instructors had decided our chances for survival were high enough to justify actually teaching us something worthwhile. Our new bible, the Paladin called it, but I'd seen that book before. They'd even gotten the cover right, although our family copy was a lot more dog-eared and beaten up. But then again, it'd been in the Rico family since the Great War… about 120 years. FM 7-8: The Infantry Rifle Platoon and Squad.
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# ? May 24, 2014 18:25 |
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ddegenha posted:All that said:
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# ? May 25, 2014 14:41 |
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ddegenha posted:All that said: Oddly enough, I still don't recall having seen my favorite NPC make an appearance. Granted, he is entirely a gimmick, but oh what a gimmick it is. Sadly, that means I either missed it while reading the thread, or you just were never lucky or unlucky enough to pop that particular random encounter. Ah well. It just leaves one element left for new players to discover.
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# ? May 25, 2014 22:25 |
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ddegenha posted:Pretty much this... I was tempted to do a Speedball style narrative on the boss fight, but I didn't think I could quite do it justice since there's nothing that's truly Kojima-esque about turning on the turrets, letting him start tracking on those, and then taking pot shots from behind his back. Seriously though, that makes sense to me. The sort of humorous / narrative group LP that Baldur's Gate / Temple of Elemental Evil / Shadows over Riva got. The snippet you posted was a bit too brief to judge, but trying to get us invested primarily in the main character would be a relatively bad idea.
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# ? May 25, 2014 23:20 |
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Well done! I enjoyed this LP.
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# ? May 26, 2014 04:50 |
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This was a great LP and you've show off more of Fallout 2 than I even knew existed. Great work.
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# ? May 26, 2014 05:33 |
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A little late, but I caught up on this LP and...Xander77 posted:I think we're still missing the indirect way to kill Mr. Wright, becoming a Made Man for every family at once... and maybe a review of the stuff the restoration mod restores? For people who are curious about this one, you're supposed to talk to one of the kids playing outside, hand the kids a real pistol and tell them to go show dad. Accident ensues.
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# ? Jul 21, 2014 03:48 |
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# ? May 27, 2024 21:17 |
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LightWarden posted:For people who are curious about this one, you're supposed to talk to one of the kids playing outside, hand the kids a real pistol and tell them to go show dad. Accident ensues. That's clever!
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# ? Jul 23, 2014 00:20 |