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Halser posted:I didn't mind that. Shotguns were still good. Admittedly, that was about it, but the variable ammo loads meant that they were useful from the beginning of the game to the end. There was a lot of garbage, and even more stuff that went obsolete, but I did enjoy playing through tactics. Especially when I had a Deathclaw as the party medic/driver/grenadier/mechanic. Just driving around, chucking grenades out the window to make robots explode. Good times.
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# ¿ Jan 30, 2018 07:32 |
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# ¿ May 9, 2024 22:01 |
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I'm just stuck on the amnesia claims. Rope kid could correct me, because the memory is not fresh, but I'm pretty sure your character's memories are intact.
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# ¿ Jan 31, 2018 12:58 |
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Vakal posted:The Institute really should have been the main entity of the the Vault-Tec Corporation. Like Vault Prime or something like that. Interesting thing is, we got the central vault before, in Tactics. Bigger, no experiments, and guarded by an army of cutting edge killbots where the low end can take on a deathclaw and the high end can take on a moderate sized country. And did I mention they're self replicating? Because they do that. It's pretty impressive. Then they cut the safety measures in favor of more executive bonuses, because of course they did, and now the killbots are rampaging all over the wasteland, and only the Brotherhood is in any position to stop them.
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# ¿ Feb 15, 2018 05:39 |
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ApeHawk posted:The fact that the last Fallout game to have a working vehicle for the player was made 20 years ago is both baffling and sad. 17 years, at the moment. Tactics had several vehicles, including a tank. The catch was, you could only use them in the designated mission and random encounters, not other scripted missions. No bringing your APC to Great Bend to have a little more armor.
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# ¿ Feb 16, 2018 07:37 |
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Psychotic Weasel posted:I don't know - it ended the way most of the movies do and certainly felt more like the original series than Fury Road. Mad Max and The Road Warrior both end with everyone around him dead and Max increasingly bitter, Thunderdome ends on a slightly more happy note but Max still wanders off alone to go gently caress up someone else life. Fury Road ends a lot differently since he doesn't end up driving off into the sunset alone; possibly because his iconic V8 Interceptor got torn in half somewhere along the way. Eh? The Road Warrior ends with Max finding out he played decoy, but the bulk of the settlers, Feral Kid, and the Gyro Captain all lived. He saved the day, even if he stayed an outcast. And he might not have driven off in Fury Road, but he disappeared into the crowd to leave the people to forge their own future, not taking a part in it even though he helped make it possible. Other than the first one, "Max helps people, then leaves" is the basic formula.
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# ¿ Feb 24, 2018 07:01 |
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DeathChicken posted:The Think Tank are all horrible shits. Some of them just hide it behind funny better than others. Doctor Mobius was an okay guy, I thought.
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# ¿ Mar 3, 2018 02:22 |
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A Sometimes Food posted:Getting him as the newsman was legit pretty cool though, but yeah the set characters kind of blow and Nora in particular feels half assed. Even by Bethesda standards. It's such a wasted premise, having real dialogue options for varied characterisation with the prewar solider and civilian could have been so cool. Like being able to imply you were a shady as gently caress lawyer or a dissident would have been rad as gently caress. Just play the game as lady Saul Goodman. Or you could go full jingo breathing probably would join the Enclave for Nate. Or have him be jaded and broken. Hell, the Brotherhood of Steel was founded by army deserters. You could (in a bit of a contrived coincidence, but when has that stopped Bethesda?) have met one of the founders. "Roger Maxson? I know that jackass. Never returned my Tijuana bibles."
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# ¿ Mar 12, 2018 07:53 |
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Internet Kraken posted:Someone should make an RPG where all the characters are robots so they have an excuse to voice them all with text-to-speech programs. If Taro Yoko didn't do it when offered a golden opportunity, it's probably not going to happen.
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# ¿ Mar 17, 2018 05:37 |
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Arcsquad12 posted:The last time the Brotherhood developed something new (before they built the Prydwen) was a handful of laser weapons in Fallout 1. By contrast, the Enclave had nearly 150 years of nonstop technological progress since the bombs fell, and their power armor is far more advanced than the T-51 suits the brotherhood was stuck with until the T-60 retcon. Fallout Tactics has them develop new anti-robot tech. But Fallout Tactics is about the guys who were exiled for being, depending on who you listen to, either forward thinking go getters who believe in the potential of all humanity, or totalitarian fascist whackjobs who will let deathclaws drive tanks if it allows them to get access to a shiny new screwdriver.
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# ¿ Apr 9, 2018 06:24 |
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eating only apples posted:I wish Kris Kristofferson had more than his 30 minutes of straight dialogue, because I sure did sit there and listen to all his stories and was disappointed when there was nothing else to talk about and I had to listen to him once last time before he shot himself. It's the right thing to do probably but I sure don't feel good about it when I do it. I don't think I've ever let him carry on. You know there's a third option, right? Kill Caesar, and you can convince him the war's winnable, make him give up without blowing his brains out.
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# ¿ Apr 10, 2018 10:01 |
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Riatsala posted:My first thought was Deus Ex, but if we're giving slack to games based on year of release, VtMBL probably wins. Deus Ex's combat isn't good, and low leveled weapons are a pain to work with, but once you get a skill mastered it's okay. (Had fun once in the catacombs throwing skulls and quickdrawing the sniper rifle to blow them apart before they hit the ground.) Invisible War is worse. Deus Ex was clunky and weird, but it also had plenty of fun emergent options, and it felt good to score a hit. Blow holes in someone's arm, they drop their gun. Clean headshot, clean kill. Invisible War had most enemies feel like bullet sponges, weak sound and feedback, the universal ammo system, and a whole lot of other poo poo that prevented even Deus Ex levels of enjoyment in shooting dudes.
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# ¿ May 1, 2018 00:38 |
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8one6 posted:I remember thinking Dark Alliance was a fun time waster, how bad could it be? Pretty bad.
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# ¿ May 15, 2018 11:37 |
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Space Cadet Omoly posted:You and me both. It would. I forget, though. Do you get Johan Liebert style options? Because convincing him that you're the devil, that this was on purpose, and that he cannot even being to understand your grand design might be fun too.
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# ¿ May 20, 2018 11:16 |
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Viva Miriya posted:Its been a while but I'm pretty sure you don't actually need all that carrying capacity once you end up maxing out strength with power armor and other things during the game. I think that was the point. Power armor, perks, and combat drugs make up for a lot of carry weight issues.
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# ¿ May 21, 2018 03:47 |
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Kanos posted:The Midwestern Brotherhood is also ridiculously expansionist compared to the other chapters we see. You spend pretty much the entirety of Tactics rolling around absorbing wastelander factions, either "benevolently" or by force. Well, absorbing to varying degrees. Some towns it's made clear you're basically just doing some protection racket jobs. They give you money, you kill anything that bothers them. Others, it's more... forceful. (Like rounding up anyone seen too close to a raider and making them transport nuclear materials.) Apparently, Fallout Tactics 2 was going to dial up the fascism another couple clicks, if it had actually come out, to make for more "Are we the baddies, Hans?" moments.
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# ¿ May 29, 2018 01:38 |
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Psychotic Weasel posted:Didn't the Vault Dweller need to visit the Glow in order to retrieve some holodisks from a lost expedition or something? It only involves you going one or two levels down if you don't feel like exploring. I don't think they send you there (solely) to watch you microwave yourself to death. They were kicked out for the "We should accept new people" doctrine, so it's pretty core to their attitude. And some of the groups you pick up are explicitly volunteers, like the ghouls who, assuming you let them in, get better treatment from the Brotherhood than almost anyone else. I mean, they can hire Deathclaws. In comparison, ghouls aren't worthy of much comment.
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# ¿ May 29, 2018 05:57 |
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jfood posted:the 'good' ending of tactics has everyone lorded over by a machine cult of robo-apparatchiks, but deathclaw integration programs and ghoul safe spaces which is rad. the 'just following orders' ending has slave labour camps for mutants and a deathclaw head over the mantle of every good patriotic household... well, hovel anyway... but the machine cult will all sound like r. lee emery which is pretty loving cool. There's also an ending where the Brotherhood has to actually integrate with the locals and learn farming and the like. It also describes the local factions as "The Brotherhood and their allies", which seems to indicate at least some level of political independence, even if the Brotherhood is in control.
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# ¿ May 29, 2018 07:00 |
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Viva Miriya posted:I had to uninstall because I literally have no selfdiscipline and wasted alot of time on break. But uhh i got the gist of it and had fun. Yes, but it's a low Int playthrough, so it doesn't cover everything.
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# ¿ May 31, 2018 23:23 |
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# ¿ May 9, 2024 22:01 |
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marshmallow creep posted:this is a child High school senior. Also a licensed emergency service professional who once broke a Yakuza member's arm by kicking it really, really hard.
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# ¿ Oct 26, 2018 23:08 |