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Broken Box
Jan 29, 2009

Ygolonac posted:


The ones I'm getting are probably influenced due to mods, but I'm seeing this kind of loadout at level 50: 2x Marksman Carbines, 1x Brush Gun, 1x 12.7mm SMG, C4, plasma/pulse grenades and mines, and spears. :P A variety of food/drink and healing powders as well, and don't forget denarii. :whatup:


Nope, no mod influence, thats pretty much the loadout they carry. Generally you'll also see a trail carbine, 10mm SMG, hunting shotgun, 12.7 pistol and a few other things.

When I first got the game (PC died, so on 360), I literally never saw a legion hit squad in over 100 hours played. Then there was an update, I was attacked by one group of assassins at a spawn point south of the 188 immediately, and never saw them again.

Now? They are on my rear end CONSTANTLY. I know all of their spawn points by heart now and find myself unconsciously aiming the direction they'll be coming from or swapping to the grenade launcher to kill them all at once. All it takes is a fast travel or going in and out of a load screen and they're all over me. I've killed more of them than any enemy in the game by a good clip at this point. I miss when they never spawned.

And a lot of NPCs have been killed in our crossfire. Ranger Stations and the 188 have been murdered wholesale more than once. Though one time in particular as I was finishing That Lucky Old Sun and was watching the vision distortion from the light off the solar panels I got blown to poo poo off the tower from behind. Those bastards had killed everyone at Helios One, went through the entire power plant complex and up the tower and came out the door to murder me the moment right after I hit the switch. I reloaded the save and killed them off easily enough because they were all wounded, but it was absolutely ridiculous.

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Broken Box
Jan 29, 2009

robot roll call posted:

So...I have to deal with Deathclaws now. How...how do I do that? :stare:

Chance's Knife and some Turbo.

Broken Box
Jan 29, 2009

ClearAirTurbulence posted:

This must be from a mod. I've had a Medicine skill of 100 before going to Nipton and have never seen a way to rescue the people crucified there.

Yeah it must be, because I know for a fact that I have too. Otherwise I was gonna feel bad about always punching them in the dick to death.

Broken Box
Jan 29, 2009

I play on the 360 and just picked up a card with 1600 microsoft points on it. I immediately picked up Old World Blues. I already had Dead Money (which I didn't really care for) and Honest Hearts (which I had no qualms with).

I've only got enough points to get Lonesome Road or the Gun Runner's Arsenal. Which one do you all recommend I pick up first? I intend to have both eventually. I'm leaning towards the arsenal, because I've played the hell out of this game and having a fresh playthrough with more weapons, mods, and ammo types to work with throughout it makes sense to me. But Lonesome Road is a lot more content, with more weapons and levels/perks anyway. I intend on tackling that last though, and I don't know if I'll be able to enjoy what it has to offer in the meantime. Besides, I'm considering a Logan's Loophole hardcore mode run. So the extra levels don't mean much.

So should I just pick up the Arsenal now and grab Lonesome Road once I've finished the rest of the content? Or is LR too cool to pass up and the GRA not really worth it?

Also what's the general opinion on Logan's Loophole vs. other starting traits?

Broken Box
Jan 29, 2009

Dush posted:

Last time I played, I found a cave under Lake Mead that I'd never seen before in hundreds of hours of gametime. This game, man.

e:


Lonesome Road is great for playing towards the end of your game, I think it sets you up for the Dam pretty nicely. If I were you I'd probably grab Lonesome Road now, and then get GRA later and maybe start a new playthrough to play with the new toys. You get that GRA is just a weapons pack, right? Also, I LOVE Logan's Loophole, and I'm really glad it's in the game - it keeps your characters from being level 50 Gods of Everything who have completely maxed skills and so many Goddamn perks. It's also pretty powerful.

No I know that it's just a weapon's pack. But that's my point. I intend on starting a fresh 200+ hour complete run, and I've beaten this game with the normal weapons and wanted to add something new. I figure I'll pick up Lonesome Road within a month or so, and have the new toys to play with while I do the rest of the content since it makes sense that it would be done before the Dam. IE the very end of the game. If its great towards the end of the game I should get it later then, right? GRA I can enjoy the whole way through.

edit: to clarify, I've deleted the rest of my saves. I'm starting my fresh character now. So would GRA make more sense to have since this is the start and LR is like 150 hours off?

Broken Box fucked around with this message at 19:38 on May 12, 2012

Broken Box
Jan 29, 2009

Seems like the best perks from LR are at level 50, and its weapons cater to Heavy Weapons type dudes. I'll pick it up for the end of my good guy NCR Logan's Loophole survival dude and start a non-hardcore non-LL all weapons/heavy weapons neutral/bad karma run with all the extra perks and skill points that come with a level 50 character to duck into LR early with. GRA seems to have some pretty spiffy poo poo to enjoy from the very start of the play through for all weapon types. Energy weapons doubly so. Plus who wouldn't want to wander the wasteland with a katana sheathed and guitar in your inventory at all times? Too bad there's no ending choice to hand over New Vegas to the Kings and the Followers instead of a loving robot.


Is the nailgun really that good? And finishing Dead Money would make repair kits absurdly easy to get anyway.
ED-E is the best and making him more awesome is always a plus.
vvvvvvvvvvvvvvvvvv

Broken Box fucked around with this message at 20:57 on May 12, 2012

Broken Box
Jan 29, 2009

Eh gently caress it, I'll pick up GRA later. Apparently I can change traits in Old World Blues so I can swap out of Logan's Loophole to level through later content and enjoy more perks. Those level 50 ones in LR seem pretty awesome, the bad karma one especially. The Bozar, Pacienca and all that new shotgun ammo varieties seem pretty sweet for a guns character though.

Broken Box
Jan 29, 2009

The water pipeline network quests are all set in such a way I always feel uneasy doing them. I always go for the 'greater good' aspect which makes me feel pretty lovely carrying it out. You've got radiation getting into the water killing the crops for the sharecroppers AND for Westside, and trapped families that will die horribly if you fix the problem. So I always drat them to die a horribly radioactive death so the crops will survive and New Vegas can become self-sustaining in feeding itself. And then I always cut off Westside. I'd rather keep the sharecroppers and have Westside pay instead of steal. But Westside is a pretty chill place and I always feel like a dick to them for doing it, because the quest makes it seem like they're just cut off completely.

Speaking of, west of Westside I've *twice* run into a bug with the Cazadors between the Follower's hideout and the beer brewery. Every few seconds, an adult Cazador was spawning directly behind my character, no matter where I was or was facing. I killed all of the regular Cazadors in the area and left, and was forced to keep running and turning around to kill the newly spawned one full of 10mm JHP before I took a stinger to the gut. I was pumped full of drugs and went through 15 turbos (with chemist, fast time, Logan's Loophole, etc.) to keep dodging used and killed hundreds of those fuckers before the game would crash. Too many corpses rendered with spastic twisting physics. I need to stay out of that area I guess. A cazador an inch away from your back every 10 seconds is pretty scary, especially playing on hard and hardcore. Way more annoying than the constant legion assassin attacks, though gently caress those too. I miss when they happened once and then not at all instead of literally everywhere I go to the point that I know all of their spawn points to watch through my scope all the time.

Also, I'm loving Old World Blues and taking my time with it to do everything. I'm almost to level 30 and I'm not sure if I should stick with Logan's Loophole or switch my trait to Hoarder and something else (not Skilled, I've almost maxed every skill except melee and unarmed at this point through abusing it and getting skillbooks right away). Getting to a higher level seems like it would be counterproductive since my skills aren't going to get higher and the enemies will just turn into bigger bullet sponges, but that's 10 new perks and the level 50 ones seems pretty incredible to try out. Also I'm totally jonesing to try out Pacienca. I wish I'd never picked up Dead Money and had gotten that instead. Dead Money feels like such a chore to play through, especially on hardcore, even though I like the characters. I've abandoned more than one run to Dead Money so I don't bother with it anymore. All of the other DLC have been a lot of fun to play through.

Broken Box fucked around with this message at 22:46 on May 23, 2012

Broken Box
Jan 29, 2009

Crazy Joe Wilson posted:

Oh man, that area is definitely annoying. I crawled up that path the last time I went through it and used up my entire stock of 40mm Grenades (Regular and Plasma) trying to clean out the Cazadars, and I still had to resort to other weapons, there were just so many. I didn't have the problem with Cazadors spawning on top of me though, maybe you ran into the area too quickly? There's about 30 there to begin with, and more along the path behind the Brewery.

Oh I wiped out that 30 or so flitting about, creeping slowly along the cliffs taking them out as I saw them. But when they were all killed, the combat music/[danger] warning would go away for a moment and then it would pop back up and Cazador would show up behind me. I was past 30 kills many times over, so I just kept farming Cazador poison glands to make more Turbo figuring it would stop before I slipped up and got killed. I was wrong, but I did pick up a poo poo ton of glands before I died.

Broken Box
Jan 29, 2009

It's not so much that House is a bad guy, though by setting himself up as eternal autocrat humanity might find itself in trouble in the future and there'd be no way to depose him once he's entrenched. No the big problem with House is he is taking the Enclave route. He wants to industrialize Vegas as quickly as possible and get into space to ditch Earth for a new planet with fresh resources. Only those with money and power will go, and he'll abandon the rest just like he's abandoned Freeside.

The NCR has been co-opted by big business and that's the biggest source of its internal problems. But that's not insurmountable. The best ending for Cass's story proves that the Van Graffs and the Crimson Caravan can be taken out diplomatically, and the others can be too. The brahmin barons are going to lose power one way or another, if not served to cannibals and framed for murder than popular uprising by uprooted herders and a landless population that has quit sending their sons off to join the war once its over and will face the local frustration at its source.

The NCR's biggest similarity to the old world governments isn't being an inefficient democracy (if anything the old US has subverted freedom completely and locked the world in a perpetual 1950s jingoistic nightmare) but its resource battle. It parallels the monstrosities of the past trying to solve the same problem all the other factions are facing, but want to maintain personal freedom or not abandon the planet like the others. But while they try to figure out how to do that, they've got a population time bomb. So they'll annex the Mojave like the US annexed Canada.

The NCR has quit just scavenging and started manufacturing, quit surviving and started thriving. But as Hildern and others point out, the resources they have aren't enough to sustain them. Lake Mead has a huge reservoir of clean water that wasn't used until the NCR got to it, and Hoover Dam is an invaluable clean energy source to power cities back west. Their farms need water and their industries need power. It's the obvious move for them when most of their other options are irradiated deserts without those benefits. They have to solve humanity's biggest problem that the Old World never did, and the real world hasn't either. They need to find equilibrium with the planet. The Mojave gives them more time. The biggest critique about the NCR is 'how much time?' is enough for them to do it. Too bad the Followers can't be put in charge, though their current methods might be just another cause of an unsustainable population growth by bringing agriculture and medicine.

Broken Box
Jan 29, 2009

Wolfsheim posted:

Well, I think after he actually has his massive Securitron army in place, the plan is to start developing New Vegas industrially. He talks about expansion and even rebuilding the monorail if it blows up. He did, in just a few years, renovate the entire city with what limited resources he had to make it ready for the NCR's arrival. Now that he has a huge army, more resources and the entirety of the Hoover Dam's power supply behind him, why would he stop moving forward?

His idea of moving forward is as a Randian superman and just as it is already in Vegas those with the money and power will reap the advantages and the vast majority of the population is going to be kept outside the gate at gunpoint and left behind. And he certainly didn't renovate the entire city, the casinos are only a small part of it. Freeside is most of the city and its a dangerous shithole. Northside is one step away from that if it weren't for self-imposed sheriffs, and Westside is on the verge of being self-sufficient but the only structure anyone lives should be condemned and serves as a whore house. Everyone sleeps outside with a gun at their side because of raids from the Fiends. That monorail is just going to let the moneyed crowds in to rake in their cash without having to walk through all of the poverty, misery and danger that makes up 90% of the city. And once they are bankrupt they are kicked out and the NCR and the Followers are left to take them in at Aerotech Park and the Old Mormon Fort. House's idea of industry is to get them in space as fast as possible and leave the rest of humanity behind. And if all of the testing in the Vaults is any indication, centuries of space travel to a new world might not turn out to be such a great plan.


And as the post above mentions, he'll kill the proles to expand his power before he'll help them.

Broken Box fucked around with this message at 03:16 on May 25, 2012

Broken Box
Jan 29, 2009

I want to see California personally, to see how The Hub and the Boneyard and Shady Sands and New Reno have developed into and what civilization really looks like after its pieced itself back together, or being able to explore NCR expansion into the pacific northwest to see what the wastes are like in a different environment while they try to absorb individually developed towns and tribes. A civil war element of the oppressed lower class living in slums or working in maize fields and uranium mines vs. the wealthy casino mobsters in Reno, the water traders and brahmin barons and other elites that effectively own the government. It'd be cool to try to gather factions like the Followers or Desert Rangers or disgruntled Brotherhood chapters and force them to take an active role and new philosophy behind the direction civilization as a whole will take, with certain members pushing towards anarchy or technocracy and so on. Besides a civil war in California would be able to explain new ruins from battle to explore from the fighting and encroachment of wildlife because of a divided military putting their focus elsewhere.

The east coast feels too divided from the core of Fallout and its story personally.

Broken Box
Jan 29, 2009

So I'm liking my Energy/Explosives heavy weapons guy a lot now that I've picked up GRA. I'm trying to decide how to specialize his perks, I'm not sure how useful the explosives-based perks are. An extra 25% explosive radius seems kind of a bad idea for anything besides 25mm grenade weapons, and considering how often I get to bust out Esther since we finally have access to more than 11 mini nukes (GRA types only though) in the entire game ever, and Big Kid rounds require incredibly careful shots as it is to not hurt yourself. 3 perks into 20% explosives damage each is a pretty big perk sink; the big weapons are super lethal as it is. Hit The Deck seems like a good investment, if they finally fixed that bug where it only worked if you were currently wielding an explosive weapon. And I wanted to use power armor for a change, but losing my travel light movement speed I always use for a movement penalty is grating.

There are some annoying bugs though since I've picked up the DLC. I seem to get locked in V.A.T.S not firing sometimes ever since I picked up OWB and Lonesome Road, and I've died because of that more than once. The Tiny Tots don't have the sound effect they're supposed to when you fire, and worst of all Cleansing Flame has no blue flames, its entirely invisible. No point in using a flamethrower with no flames. I've reloaded all my DLC hoping that would solve it but I guess not. No hopes for a patch for the 360 at this point too I assume.

I really want to play a 1-handed assassin run with Katana/Sleepytyme/hand grenades. Low enough perk requirements to make it work well for a Logan's Loophole run to avoid enemy scaling from going out of control while using maxed Turbo and Rushing Water to blaze through any sword fight with insane attack speed.

Broken Box
Jan 29, 2009

Bobnumerotres posted:

Repconn headquarters what the gently caress. :stare:

Even if you don't meet any lockpick/science requirements for some of the Hard and even Very Hard terminals/doors if you poke around enough you find keys and passwords for everything.

Found like 1000 microfusion cells, several plasma rifles and pistols, a laser rifle, a unique plasma rifle that deals pretty crazy damage, etc. Not to mention 4000+ caps worth in NCR dollars and scraps.

This building is really hard to miss if you take the proper route to New Vegas though, so I'm guessing this is the game's way of telling me "poo poo is about to go down?"

I'm guessing the big tip that it's a place you're supposed to explore is that the only thing guarding this massive treasure trove are some harmless Maintenance Droids that can't take two hammer hits and like one war droid that poses a mild threat if you're brain dead.

There's old world money, but there's no NCR dollars in the place. It's one of my favorite stops as an energy weapons character for all the microfusion cells though. And the only real danger is not passing the facial recognition check on the top floor, which is my favorite skill check in the game if you have low intelligence. Some walls will lift up and a bunch of heavy sentries come out that are pretty dangerous if you're not expecting it and fail the check. But most people will have enough luck to pass the check and never get attacked.

Broken Box
Jan 29, 2009

Bobnumerotres posted:

https://www.youtube.com/watch?v=IeCWuN0dc5w

My favorite song off the soundtrack. Gorgeous song.

It's a good song but it's way too slow compared to so many of the others. I liked it at first but I find myself turning off radios that play it these days. While Big Iron does indeed own forever Heartache By The Numbers is great too for being so upbeat while fitting in quite well with quite literally the end of the world.

Broken Box
Jan 29, 2009

If you don't cover your bed in every teddy bear in the game and your bath tub full of dino toys you are a broken person. And a desk covered in intact garden gnomes can't hurt either.

Broken Box
Jan 29, 2009

Wolfsheim posted:

The random gambler outfits are nice too. You can get the Dapper Gambler Suit by earning a few thousand caps at the Atomic Wrangler or finding the Fancy Gambler Suit on a specific corpse huddled in a destroyed redbrick building somewhere between the Sunset Sarsparilla building and Vegas.

(or get either by killing a random dude on the Strip/in the Follower's tents/in any casino who happens to be wearing one)

The King, Ambassador Crocker and President Kimball all wear pretty nice unique suits, too. You know what you must do :unsmigghh:

Welp, time for a cannibal Barney Stinson/Highlander run, filled with katana decapitations and the most ironic murders ever while I acquire the meat and suits of champions. Killing Benny with his own gun was always fun, but GRA has come up with all sorts of other fun ones. I wish I had thought of killing House with Nephi's Driver before, that poo poo's hilarious. I usually just burned him alive. And gave Boone the honor of This Machine'ing Caesar and exploding his tumor-ridden head.

rope kid posted:

I guess you're chip outta luck.

Heh.

Broken Box
Jan 29, 2009

Xoidanor posted:

So I just finished my independent run and uh... Why has everyone been talking like the independent ending was a bad ending? I mean sure the followers of the apocalypse are struggling but on the whole things seem to have become better. You for one hear how the chaos in New Vegas was quickly defused with minimum casualties and business returned to as usual. Both Goodsprings and Freeside are prospering under the rule of independent Vegas. Novac while hit during the second battle of Hoover Dam made it out alright due to aid from the ghouls. Added to that Caesar is about to croak due to a brain tumor and Lanius is firmly convinced that the lack of self-sufficient tribals make your lands to costly to conquer. The Brotherhood are now also on speaking terms with the NCR compared to how they before would shoot each other on sight.

Seems like a happy ending to me. :v:

You end up a very inattentive ruler of New Vegas and maintain the status quo. The game explicitly states that Vegas gets even more unstable and violent while you are in control. So while the families may still be making bank in the casinos the vast majority of the population is living in fear and squalor without access to even basic healthcare. Even Arcade, the one person pushing for an independent Vegas more than anyone thinks it didn't turn out to be such a good idea. He has a much happier ending with an NCR civilized Vegas and becoming a teacher back west if you keep him from helping at the dam. The Kings ending seems to be contradictory to what the other endings slide say though, but from their point of view that makes sense, they may have style but they're still a violent gang.

Really the biggest reason the Independent ending is bad is because it really hurts the NCR. For all their flaws they have most of the people currently living on the planet, they are civilization, they have representative government, they have cities and farms and can make new things not just scavenge. But their success is going to break their back if they can't sustain their ongoing population boom. More than just power for their cities, Lake Mead meant drinking water and irrigated farms. The biggest population left in the world is on the verge of unsustainability and an independent Vegas guarantees that fact.

Broken Box
Jan 29, 2009

OldMemes posted:

I'm going through Dead Money again to get the other possible ending achievement, and I still find the outdoor sections a chore to play through - the ghost people are annoying, there's a few too many traps, and that fog makes it difficult to navigate. I do like the parts inside the casino, it's just a slog to get there.

I still say the best DLC is Honest Hearts.

Honest Hearts is the best :respek: and the DLC I most look forward to playing.
I'm trying to build up the necessary grit to do Dead Money again so I can get a million billion weapon repair kits.

Broken Box
Jan 29, 2009

sebmojo posted:

Question - I'm in New Vegas, and I really want to (A) go on an adventure and kill poo poo and (B) run up to monsters and punch them into giblets. But everyone keeps giving me quests where I have to talk to people! Boo!*

So I have two questions:

1: What quest should I start, or where should I head for (A)? I've done most of the quests leading up to NV, as far as I can tell.
2: How do I get the shotgun punch gloves to facilitate (B)?


*They're actually great quests, and it's a wonderful game. I'm just up for something long and straightforward, like a fort full of slavers or something.

The Brotherhood of Steel often sells very low condition ballistic fists if you have done the quests for them that allow them to sell certain kinds of stuff to you. Coincidentally, their quests that require you to delve into Vaults for stuff can be good for melee combat, since the enemies you will fight are in close quarters and generally fight hand to hand themselves.

The Thorn, directly south of Westside, has some great quests for going out and punching mutated creatures in their dicks and/or ovipositors. And then you steal their eggs.

Broken Box
Jan 29, 2009

Yeah, he told them he was compelled by a robot to bring a poker chip to Howard Hughes.

Broken Box
Jan 29, 2009

Aside from cazadors and death claws I have never had a problem keeping companions alive even at the lowest charisma. Throw the armor you pick up gambling at Gomorrah's on 'em with a reinforced mark 2 combat helmet from Gun Runners for 500 caps until you pick up the appropriate power armor for them, congratulations you've negated almost every hit they'll ever take. Get them a decent ranged weapon and they'll help you kill things quickly enough that knocking their damage up a few percentages is negligible.

Snakebite Tourniquets can solve the cazador problem if you can't kill them at range fast enough. And when you're coming on death claw territory, tell you dude to hold back until you clear it out.

Charisma is the weakest stat even on hardcore mode. If you're concerned enough in a fight about losing your companion you're probably popping drugs anyway, one party time mentat will negate a lot of wasted points. If you can't deal with the threat with a turbo they were likely dead anyhow. You're cutting yourself short on useful perks and carry weight with high charisma, and situational awareness will keep companions around a lot longer.

Broken Box
Jan 29, 2009

Ogmius815 posted:

How often does vender-tron change his stock? He won't stock the sniper rifle suppressor I want and that is bullshit.

Vendors change their stock every 48 hours I believe. Be sure to check the 188, the arms merchant by the truck in particular seems to stock rifle mods commonly, and Alexander carries a variety as well. You might get lucky at Crimson Caravan, Hoover Dam, the Boomers, etc. but its less likely or through too many loading screens. The 188 and Vendertron are the least hassle, but even then sometimes you might not get what you're looking for if the RNG fucks you over. I've tried for weeks of game time to get the scope for the hunting rifle without any luck, for instance.

Broken Box
Jan 29, 2009

Cuatal posted:

I used to really like this game, then I played Dead Money.

Now I hate it.

It is seriously the most polarizing DLC. I'm with you, I find it a slog bereft of enjoyment and the grave of more than one character whom I couldn't collect the will to finish the drat thing with, though I can understand why some people might like it. Honest Hearts seems to be its equal opposite as far as what side people fall on DLC opinion-wise, so if you haven't played it yet I recommend it. I just wish the loving BAR was in HH with the Thompson and .45 pistols so a WWII weapons Grunt perk playthrough didn't require going through DM.

Angry Boat posted:

Two unique weapons: the aforementioned lead pipe, and the hunting shotgun which is fantastic for gun characters.

The Thorn is a location many people seem to miss that's just south of Westside because even though it has a sign, its in the goddamn sewers. Besides fighting in the arena its quests are outright "bring me 8 bear asses gecko eggs" collection quests, but at least they offer a direct location for the eggs and getting Deathclaw eggs is definitely worth some bragging rights, and in addition to The Dinnerbell, which owns the final reward is... different.

Broken Box
Jan 29, 2009


Man, when I get around to buying a laptop that can run New Vegas I'm going to find a mod that let's you change ED-E's battle tunes, and set it to alternate between the choruses of different 80s songs like this.

So when ED-E picks up another goddamn band of Legion Assassins on the radar I'll know why because
~IT'S GONNA TAKE A LOT TO TAKE ME AWAY FROM YOU~
~THERE'S NOTHING THAT A HUNDRED MEN OR MORE COULD EVER DO~


And then as they're showered with Tiny Tots, I bless the rains down in Africa.

Broken Box
Jan 29, 2009

Arbitrary Coin posted:

While we're talking about the Legion, what's the best way raise reputation with them after you're villified?

I don't necessarily want to have good relations but some neutrality would be appreciated.

Yeah, you can't really work your way up from vilified outside of the reputation reset after confronting Benny at the tops. Best way to raise reputation aside from the "mine disarming" conversation glitch is stealing NCR Dogtags to turn in. But that's for gaining positive rep, not removing negative rep.

Broken Box
Jan 29, 2009

If I could roll with just Rex and ED-E (on 360) I would. I mean what the hell Rex, ED-E isn't even wearing a hat!

Broken Box
Jan 29, 2009

FairGame posted:

This actually brings me to the question I wanted to ask:

wtf do I do with Heave Ho!?
While most people probably think of it as an upgrade for throwing spears, which it technically is, heave ho is more of an upgrade for explosives. It adds range, but more importantly, velocity, to arced weapons. Practically speaking, this can turn the 40mm Grenade Launcher into your default murder machine. Get a 1 percent chance to hit an enemies feet from far away and blow them to hell in an instant. It also makes the aiming with the 25mm grenade rifle (ACW?) and grenade machinegun more accurate and fun with much straighter and instantaneous shots, and with its smaller explosion radius you can use it more like a regular gun. Lastly, it makes the Fat Man much easier to fire without killing yourself. Especially Big Kid shots. You want that sucker to blow as far away from you as possible, and heave ho is literally a life saver for that, plus you don't need to arc shots nearly as high. Finally, it technically helps grenades and dynamite too, but honestly, the best way to use those is to toss them at a group while hiding. It'll just take longer to blow at their feet with heave ho, since it gets there faster.

Broken Box fucked around with this message at 18:12 on Sep 14, 2012

Broken Box
Jan 29, 2009

Yeah with a crit build the Laser Rifle punches far, far above its weight and I never went without it. You can make piles of ash out of whole groups before you'd get a third shot off from a hunting rifle or a second from the YCS if you're a good enough shot, it shoots as fast as you squeeze the trigger. The Gatling Laser makes short work of ANYTHING, especially with Max Charge or with GRA Optimized ammo. And the RCW is my favorite gun in the game, as I'm sure I've mentioned elsewhere in the thread. Awesome DPS, crazy accurate especially for an assault weapon, cheap ammo, common repair items. Easily your bread and butter for lasers. Laser Commander is ridiculous.

Plus with Honest Hearts the Compliance Regulator makes a great sidearm with its 10 second paralysis on critical hit, it lets you stun someone you'd rather not kill, or knock out a tough target so you shoot them risk-free. If you wanted to play a pacifist build its a much better choice than the bean-bag shotgun, especially with low energy weapons skill. Highly overlooked weapon.

Lasers are awesome.

Broken Box
Jan 29, 2009

rotinaj posted:

the irradiated one only had feral ghouls

Nope, it had surviving families still in it. You just couldn't encounter them directly in the vault itself; you had to choose to either save them and continue to irradiate the water going to the sharecroppers (and Westside), or irradiate the vault people and purify the water. If you chose to save them you could encounter them outside the vault, I forget where off the top of my head because I generally killed them to save the water supply.

Broken Box
Jan 29, 2009

Smirking_Serpent posted:

According to the Fallout wiki, you can convince Chief Hanlon to stop falsifying reports by telling him that Caesar has brain cancer.

But as far as I can figure, the only way to gain that knowledge is to work your way up Render Unto Caesar, which would vilify you with the NCR and make it impossible to complete Return to Sender. Does anyone know if the wiki is mistaken, or if there really is some way to let him know and complete the quest?

That's the way to do it on a Legion run. On an NCR run you can accomplish the same thing by killing Caesar and telling Hanlon he's dead.

Broken Box
Jan 29, 2009

I'm considering doing a King rear end in a top hat of the Wasteland playthrough to enjoy over winter break and am looking for suggestions for spectacularly dick moves, preferably hilarious over just plain evil, that you can pull off and especially ones people are unlikely to stumble across or try out normally. Sending love interests across Boomer territory and loving over my companions go without saying, but any ideas for particularly funny dialogue options or rare quest workarounds I'd love to add to the list.

Broken Box
Jan 29, 2009

Orange Crush Rush posted:

Kill the Spy in McCarran, let the monorail blow up.

Agree to free the Ghouls from Vault 34 (damning the NCR farms in the process), then murder them when you see them in the Office Park.

These are ones I hadn't thought of and will do for sure. Being a contrarian shithead is par for the course, Selling my companions into slavery/to cannibals/to the Van Graffs all go without saying too. Any chance I can lie for no good reason, mislead people to their doom, insult people or punch lazy eyed ghouls in the face, I will. Beating House to death with a golf club, loving with Frank Weathers and shooting Benny in the dick with his own gun while he is crucified are all intended highlights of the playthrough. Turning Big Sal and Nero against each other and pretty much every part of Beyond The Beef are going to be loving hilarious.

But mainly I want to hear every possible comment companions have in response to the rear end in a top hat things I can do that I otherwise would never have heard or known about before I kill them off, so situations that specific companions will respond to, such as Arcade's comments about me loving over Westside, not giving Veronica Elijah's tape, etc, are mainly what I'm looking for, the rarer the better.

If being a sociopath is the only way to be a jerk on a quest then that's the option I'll take, but mainly I just want to see how much of a dick you can be that aren't just supervillain options.

Broken Box
Jan 29, 2009

StandardVC10 posted:

Do the Bitter Springs refugee quest and turn in the irradiated supplies as if they're good. Hack Dr. 8 when he reveals he has exposed code. Be a dick to that guy at Guardian Peak who has a broken leg. Tell the NCR ranger in Vault 3 that he can totally take all those fiends. Extort that dude in the neon sign workshop on the Strip. Shake down the Westside farmers for your cut repeatedly. Take the Sneering Imperialist perk in Honest Hearts and use it to its fullest possible extent.

:unsmigghh: Sneering Imperialist is one perk I'm especially looking forward to trying out for just that reason. Michelangelo will be shaken down after I bang his sister, of course.

I'm trying to think of the worst thing I can do to the King besides eating him for my first completion of Meat of Champions.

Broken Box
Jan 29, 2009

Line Feed posted:

Kill Rex, perhaps? I don't know if he'll really react to that though, except for attacking you if you do it in front of him.

That's what I thought of too, but I want Rex to live with his broken poo brain once I convince all the dog owners to kill their dogs so they can live on vicariously, and then never use them.

I'd prefer a little more talkin' and a little less fightin'.

Broken Box
Jan 29, 2009

Another example that came to mind is the quest with the Lewis family (Chomps at Sloan and Melissa with her band of Khans above the quarry), where you defeat the entire point of the quest by subverting their smuggling operation and reporting Chomps (and Tyrone) to the NCR authorities, and then lie to Melissa about loving her over for no reason. I wonder if there's any extra dialogue from Chomps for killing his daughter on top of just ruining his day. I wonder if I can botch the surgery and kill Snuffles too, heh.

The best part is on top of ruining everything, technically its the 'good' option since it stops drug dealers.

Oh and I forgot loving with the Boomers, I think you can tell a little girl her missing teddy bear is dead and sell psycho to children. If only you could destroy their bomber too.

Ah, and getting the misfit NCR troopers hooked on psycho too, can't forget about that.

Broken Box fucked around with this message at 18:27 on Dec 4, 2012

Broken Box
Jan 29, 2009

Orange Crush Rush posted:

To be fair Holmes is a pretty creepy dude. He watches you for like 3 days at a distance just because you picked up a bottle cap.

Also he has a weird habit of talking to you at odd times, in this playthrough he talked to me in the middle of a giant loving gunfight at NCRCF because I betrayed the Powder Gangers to the NCR. Sure I'll talk to you about caps as bullets and dynamite are flying around everywhere, take your time.

edit: for the Captain rear end in a top hat Courier dude, if possible do For Aud Lang Sayne and then get them to work for the Legion, this makes you have to kill them if you side with anyone else but the Legion in Hoover Dam. I don't think you can do this though if you want to sell Arcade as a slave.

And if you do go with Legion, don't forget you can purposely gently caress up the operation. If you pass a speech check they won't even get mad at you!

Yeah, Arcade leaves you if you do that. I may do that instead of enslaving him simply because it is such a dick move to do while not being Maximum Hitler about it, then go and botch the surgery on Caesar intentionally and eat him.

Holmes is toast. Really, anyone who goes out of their way to be nice to me is likely to get a grenade sans pin dropped in their pockets once I'm done being a shitmouth at them.

I can't really think of how to gently caress with Julie and the non-Arcade Followers via quests. Something with Jerry the Punk maybe? Veronica's questline can potentially be pretty terrible for them, but having her choose the Brotherhood before I blow them up is just too good to pass up.

I also need ideas for how to use the NCR Radio to call troopers/Rangers into funny means of messing with people and/or getting them killed in unique ways, since I've pretty much only ever used them to kill Fiends/Feral Ghouls for me to avoid positive Karma bombs.

Broken Box fucked around with this message at 08:17 on Dec 5, 2012

Broken Box
Jan 29, 2009

DamnGlitch posted:

I laughed really, really hard at this.

It's not my fault the Legion is so ignorant that they fail to notice my tools for 'surgery' consist entirely of silverware and a tub of drawn butter.

+1 Intelligence for me.

Broken Box
Jan 29, 2009

WMain00 posted:

Could anyone recommend a good build to try out? I've already done a sniper build and I'm looking to try out something fun and different. Was thinking about doing some sort of crazy explosives build, but I could do with some advice.

For something quite different than the high crit sniper build, try this out.

Sneak, Survival, Melee and Explosives is a good combination. Explosives don't crit, and most weapons rely on strength and hitting hard/fast and have low crit damage/chance, as opposed to Unarmed generally which rely on critical chance and damage and strength doesn't increase its damage.

Go for Loose Cannon and Heave Ho! as a trait and first perk, and your explosives will travel further and much faster to your target, which is great for mini nukes, as well as making thrown weapons more viable. Since you can't just walk in guns blazing into every situation, you try to get the drop on groups and blow them up, or pulling out your axe or super sledge or what have you and going to town in close quarters. Damage reduction perks are useful, both for closing the distance to your target and lowering damage you might take from your own splash damage. Hit The Deck and Toughness are pretty essential. And then you've got to decide whether or not to go for Power Armor or Light Armor. Light armor, especially with Light Touch and Travel Light, will allow you to get to melee range and generally travel much faster, plus enemies will critically hit you less, and there's some very good DT armor available in the Add-Ons. But Power Armor will make you a loving tank, but pretty much 30% slower moving than you would with Travel Light. I prefer Light Armor, and with Tunnel Runner and M-5 Implant you can sneak up on enemies ridiculously fast.

Atomic! (and eating something with radiation) Rushing Water and Slayer (and maybe Ain't Like That Now if you're going for level 50) will let you attack absurdly fast with big two handed weapons or light speed with one handed weapons like the War Club and you can travel faster power attacking than running with that thing.

I'd personally recommend playing on Hardcore, so you think about which explosives to take and how much, and rely on healing over time. A big pile of grenades won't take up much space with all of your strength and you won't need ammo otherwise, but Esther or a Missile Launcher will devastate groups and limit your shots a bit more. But also, Hardcore (especially with Logan's Loophole, Chemist and Fast Times) makes your healing regenerative, which is much more useful in melee combat, and your drugs like Turbo will last a ridiculously long time. Toss in Rad Child, high radiation and some Buffout/Coyote Tobacco to counter radiation stat loss and munch some food and you'll heal like Wolverine, which can make fights really different than reaching for stimpacks. And I find using radiation as a useful tool you have to keep track of is fun gimmick and fitting for the setting.

Here's a list of things to look into, though tailor it to whether you intend to stay level 30 or swap out Logan's Loophole in OWB for a different trait later-- more ranks of Demo Expert are nice but not as necessary as more perk variety, etc.

(Logan's Loophole/Loose Cannon)
Heave Ho!
Educated
Rad Child
Bloody Mess (you're blowing people up, do it right)
Demo Expert (3x)
Mad Bomber (not necessary but certainly interesting)
Toughness (2x)
Strong Back
Pack Rat
Super Slam!
Living Anatomy (not essential, but more damage and seeing the enemy's health/DT is really nice to have)
Piercing Strike
Hit The Deck
Heavyweight
Hobbler (useful for targeting enemy feet from range, which you will do A LOT)
Splash Damage (your mileage may vary)
Silent Running
Jury Rigging
Chemist
Atomic!
Slayer
Tunnel Runner
Burden to Bear
Implant GRX
Ain't Like That Now

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Broken Box
Jan 29, 2009

The best writing in OWB is talking to Doctor 8 about his sonicjaculation into your soundwave gun, and mentioning making a fleshlight of sorts out of cram and duct tape... and then he winks and gives you cram, duct tape, and... a magazine to wipe (your penis toes, I would imagine) with.

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