Fallout New Vegas: Lonesome Road Sept 20. 2 More DLC Packs Sep 27th!

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  • OptimusZedOptimusZed Registered User regular
    edited May 2011
    Elendil wrote: »
    OptimusZed wrote: »
    Is anybody else on Xbox seeing ~300% more bugs post-patch?

    I'm getting the "stand still and get wailed on during VATS" thing like every third time I try to use it.
    What gun are you using? I get that a lot. It's caused by using VATS midway through the reload of a weapon that loads shots one at a time, like Lucky or the Brush Gun.
    This was That Gun. Which I guess kind of reloads that way. And the cowboy repeater, which definitely does.

    I'll have to remember that this is the cause. Weird.

    OptimusZed on
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  • ElendilElendil Registered User regular
    edited May 2011
    OptimusZed wrote: »
    Elendil wrote: »
    OptimusZed wrote: »
    Is anybody else on Xbox seeing ~300% more bugs post-patch?

    I'm getting the "stand still and get wailed on during VATS" thing like every third time I try to use it.
    What gun are you using? I get that a lot. It's caused by using VATS midway through the reload of a weapon that loads shots one at a time, like Lucky or the Brush Gun.
    This was That Gun. Which I guess kind of reloads that way. And the cowboy repeater, which definitely does.

    I'll have to remember that this is the cause. Weird.
    Hm. I thought That Gun had a loader. I'll have to try it. I was actually about to start using it because Lucky is so bad with this glitch.

    Elendil on
  • Capt HowdyCapt Howdy Registered User regular
    edited May 2011
    I haven't had that happen yet, and I've been using That Gun as my main. One of your perks glitching, maybe?

    Capt Howdy on
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  • darleysamdarleysam On my way to UKRegistered User regular
    edited May 2011
    Have any of you guys done much modding with the GECK? It just occurred to me today that it looks like a pretty versatile tool that could, with enough time and effort, be used to make a pretty thorough total conversion of New Vegas. Does that sound like a fair assessment?

    darleysam on
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  • DracomicronDracomicron Registered User regular
    edited May 2011
    I haven't noticed the Roach Motel Vats Mode (Couriers check in, but they don't check out) much outside of my games where I have Miss Fortune and/or Mysterious Stranger. I think my ellusive VATS buddies cause a lot of the problems.

    Dracomicron on
  • Doctor FinkDoctor Fink Bishounen Chewbacca Registered User regular
    edited May 2011
    Capt Howdy wrote: »
    PLEASE let there be a unique Tommy Gun. What other kind of .45 Auto Machine Gun would you want?

    At 0:39 in that trailer, you can see someone holding a gun that looks like a Thompson. Seems more like the standard WW2 issue than the drum-fed gangster model.

    Doctor Fink on
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  • ElendilElendil Registered User regular
    edited May 2011
    Capt Howdy wrote: »
    PLEASE let there be a unique Tommy Gun. What other kind of .45 Auto Machine Gun would you want?

    At 0:39 in that trailer, you can see someone holding a gun that looks like a Thompson. Seems more like the standard WW2 issue than the drum-fed gangster model.
    I'm guessing the drum will be a weapon mod for increased capacity, kind of like the Assault Carbine banana clip.

    Elendil on
  • JusticeJustice Registered User regular
    edited May 2011
    Woot. Just picked up FO:NV for $20 from Best Buy based on the video game deals thread. But note: the price wasn't marked; I got the cashier to verify it first.

    Edit: Ooh. I got a "mercenary pack" DL bonus with mine (PS3). Nice surprise.

    Edit edit: Aww. Forgot PSN's fucking down. So much for you, mercenary pack.

    Justice on
  • ArthArth Registered User regular
    edited May 2011
    OptimusZed wrote: »
    Is anybody else on Xbox seeing ~300% more bugs post-patch?

    I'm getting the "stand still and get wailed on during VATS" thing like every third time I try to use it.

    I had the C-Finder goof up into the targeting laser loop for the first time ever after the latest patch but I haven't run into anything else yet.

    Arth on
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  • DomhnallDomhnall Minty D. Vision! ScotlandRegistered User regular
    edited May 2011
    So where are the rad scorpions around the graveyard? I can't see any and when I go exploring the game ask me to confirm my character.

    Domhnall on
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  • OptimusZedOptimusZed Registered User regular
    edited May 2011
    Domhnall wrote: »
    So where are the rad scorpions around the graveyard? I can't see any and when I go exploring the game ask me to confirm my character.
    After you go up the hill on the road, jump the fence to the right and look down into the valley. They usually spawn for me on the far right side of the valley (looking from the cemetery) and move to the left. Shoot them with your varmint rifle, and make sure to hit them when they start looking confused or lose interest.

    OptimusZed on
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    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • DomhnallDomhnall Minty D. Vision! ScotlandRegistered User regular
    edited May 2011
    Cheers! Time to glitch!
    It's my 4th entire (not counting endings) playthrough, come on!

    edit:

    Right, going to try putting everything out of my inventory now because I'm not doing this right. Doe sit matter if its a giant rad scoprion and not a normal one?

    Domhnall on
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  • ElderlycrawfishElderlycrawfish Registered User regular
    edited May 2011
    I used the giant when I did it, which was a bit of a nuisance to get down correctly. Had to bring it back to town to get some help taking it down. Probably didn't help that I was trying to do it in hardcore at first, and the poison was wrecking me.

    Oddly enough, that character now has a giant radscorpion appear in Goodsprings every once in awhile if you fast travel. Which either means "why am I getting stung in the back?" or "Hello giant radscorpion right in my face!"

    Elderlycrawfish on
  • HaikiraHaikira UKRegistered User regular
    edited May 2011
    Is it cool to patch up the PS3 version, at the minute?

    Haikira on
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  • ZayZay yes i am zay Registered User regular
    edited May 2011
    I don't think you CAN patch it up, what with PSN being down and all.

    Zay on
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  • EvilMonkeyEvilMonkey Registered User regular
    edited May 2011
    Unless they capped the amount of experience a giant rad scorpion may actually give more experience. Technically you can do this glitch on mantii but you only get ~5xp per leg swap compared to the 100xp with the rad scropion.

    And dropping your equipment, I believe, is only usefull to make the process of leg swapping quicker. Did you drop the leg next to the scopion corpse?
    Haikira wrote: »
    Is it cool to patch up the PS3 version, at the minute?
    I think the patch issues only affected the 360 but can't verify. I've had no issues (well compared to my memory of FO3:GOTY) but I don't have any DLC either.
    Zay wrote: »
    I don't think you CAN patch it up, what with PSN being down and all.
    Patch servers are still running. I picked up New Vegas a week or so ago and patched without issue.

    EvilMonkey on
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  • DomhnallDomhnall Minty D. Vision! ScotlandRegistered User regular
    edited May 2011
    I didn't know you needed the current patch to do it. Now it's time to go on a crazed evil playthrough!

    Domhnall on
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  • ZayZay yes i am zay Registered User regular
    edited May 2011
    EvilMonkey wrote: »
    Zay wrote: »
    I don't think you CAN patch it up, what with PSN being down and all.
    Patch servers are still running. I picked up New Vegas a week or so ago and patched without issue.

    Oh, my bad then. I just figured it was like 360 where if the server was down, you couldn't update or anything.

    Zay on
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  • C2BC2B SwitzerlandRegistered User regular
    edited May 2011
    MCA on the DLCs

    In Dead Money, we did it for the survival/horror experience. None of the future DLCs strip gear from a player, although in Honest Hearts, because of the caravan journey you're on (and the distance) you can only carry a certain weight limit (which can be increased with skills and perks).

    In both Honest Hearts and Old World Blues, you'll find out fast that you're in a difficult situation and need to finish the adventure once begun - but both adventures take place in an open world free-roaming location (similar to Point Lookout). Once there, you can tackle your objectives in any order or ignore them entirely. After completing the adventures, you can return freely to both locations from the Mojave.

    In Old World Blues, it's very, very easy to return anytime you want, and we tried to make it as easy as possible for people to do so.

    Lonesome Road is a bit different. As the name suggests, it's more a road that leads to an end destination (though not like any road you may have seen before), so it's structured a bit differently - you can travel it, and come back anytime you want. You can also return to it after the adventure is over.

    http://forums.bethsoft.com/index.php?/topic/1188929-is-there-anyone-that-does-like-having-their-gear-taken-away/page__st__40__gopid__17669735#entry17669735

    C2B on
  • farbekriegfarbekrieg Registered User regular
    edited May 2011
    at second 57 in the video.... BAD ASS FIRE SKAG!

    my two favorite post apocalyptic shooters coming together

    farbekrieg on
  • Gaming-FreakGaming-Freak Registered User regular
    edited May 2011
    farbekrieg wrote: »
    at second 57 in the video.... BAD ASS FIRE SKAG!

    my two favorite post apocalyptic shooters coming together

    Nah, that just happens to be a mutated black bear/ "Yao-Guai" (see Fallout 3) that happens to be on fire.

    Gaming-Freak on
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  • deowolfdeowolf is allowed to do that. Traffic.Registered User regular
    edited May 2011
    I forget, are we supposed to feed the yao-guai?

    deowolf on
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  • LanrutconLanrutcon The LabyrinthRegistered User regular
    edited May 2011
    C2B wrote: »
    MCA on the DLCs

    In Dead Money, we did it for the survival/horror experience. None of the future DLCs strip gear from a player, although in Honest Hearts, because of the caravan journey you're on (and the distance) you can only carry a certain weight limit (which will be modded up by the fanbase the day the DLC hits).

    http://forums.bethsoft.com/index.php?/topic/1188929-is-there-anyone-that-does-like-having-their-gear-taken-away/page__st__40__gopid__17669735#entry17669735

    Stop artificially weakening our characters in DLCs so you don't have to balance them properly.

    Lanrutcon on
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  • deowolfdeowolf is allowed to do that. Traffic.Registered User regular
    edited May 2011
    The alternative being hillbillies with 2k hit points? I'll tale the weight limit.

    deowolf on
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  • LanrutconLanrutcon The LabyrinthRegistered User regular
    edited May 2011
    deowolf wrote: »
    The alternative being hillbillies with 2k hit points? I'll tale the weight limit.

    I'd rather have tough badguys in a DLC designed for high level characters than having to deal with magically appearing weight limits, losing all your earned gear and having an explosive dog collar (note: seriously original, btw). It's a personal taste thing: the one scenario I can come up with alternate combat tactics to deal with the 2k hillbillies, the alternative changes my playstyle in a tedious and frustrating fashion.

    Lanrutcon on
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  • OptimusZedOptimusZed Registered User regular
    edited May 2011
    Lanrutcon wrote: »
    deowolf wrote: »
    The alternative being hillbillies with 2k hit points? I'll tale the weight limit.

    I'd rather have tough badguys in a DLC designed for high level characters than having to deal with magically appearing weight limits, losing all your earned gear and having an explosive dog collar (note: seriously original, btw). It's a personal taste thing: the one scenario I can come up with alternate combat tactics to deal with the 2k hillbillies, the alternative changes my playstyle in a tedious and frustrating fashion.
    I don't think the weight limit is magical.

    I think you're a caravaneer who is carrying something. You know, besides the old world arsenal most of us lug around.

    It's not that they're limiting our carrying capacity, it's that they're giving us an item that needs transported. Like they would, say, a courier. And that probably gets offloaded at some point during the DLC, freeing up space for items again.

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • LanrutconLanrutcon The LabyrinthRegistered User regular
    edited May 2011
    OptimusZed wrote: »
    Lanrutcon wrote: »
    deowolf wrote: »
    The alternative being hillbillies with 2k hit points? I'll tale the weight limit.

    I'd rather have tough badguys in a DLC designed for high level characters than having to deal with magically appearing weight limits, losing all your earned gear and having an explosive dog collar (note: seriously original, btw). It's a personal taste thing: the one scenario I can come up with alternate combat tactics to deal with the 2k hillbillies, the alternative changes my playstyle in a tedious and frustrating fashion.
    I don't think the weight limit is magical.

    I think you're a caravaneer who is carrying something. You know, besides the old world arsenal most of us lug around.

    It's not that they're limiting our carrying capacity, it's that they're giving us an item that needs transported. Like they would, say, a courier. And that probably gets offloaded at some point during the DLC, freeing up space for items again.

    Ah, that sounds better. I got the wrong impression then.

    Lanrutcon on
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    Currently playing: GW2 and TSW
  • ElixirElixir Saving Your Ass Alchemists and Belts EverywhereRegistered User regular
    edited May 2011
    Lanrutcon wrote: »
    OptimusZed wrote: »
    Lanrutcon wrote: »
    deowolf wrote: »
    The alternative being hillbillies with 2k hit points? I'll tale the weight limit.

    I'd rather have tough badguys in a DLC designed for high level characters than having to deal with magically appearing weight limits, losing all your earned gear and having an explosive dog collar (note: seriously original, btw). It's a personal taste thing: the one scenario I can come up with alternate combat tactics to deal with the 2k hillbillies, the alternative changes my playstyle in a tedious and frustrating fashion.
    I don't think the weight limit is magical.

    I think you're a caravaneer who is carrying something. You know, besides the old world arsenal most of us lug around.

    It's not that they're limiting our carrying capacity, it's that they're giving us an item that needs transported. Like they would, say, a courier. And that probably gets offloaded at some point during the DLC, freeing up space for items again.

    Ah, that sounds better. I got the wrong impression then.


    I don't know how they are going to pull it off without saying "must be at less than 50% of your max weight" because there are so many variables to affecting weight limit. Perks, SPECIAL, chems, all of which can greatly alter your max weight limit. I think the range is something like 160 to 300 units or so.

    Elixir on
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  • DracomicronDracomicron Registered User regular
    edited May 2011
    Elixir wrote: »
    Lanrutcon wrote: »
    OptimusZed wrote: »
    Lanrutcon wrote: »
    deowolf wrote: »
    The alternative being hillbillies with 2k hit points? I'll tale the weight limit.

    I'd rather have tough badguys in a DLC designed for high level characters than having to deal with magically appearing weight limits, losing all your earned gear and having an explosive dog collar (note: seriously original, btw). It's a personal taste thing: the one scenario I can come up with alternate combat tactics to deal with the 2k hillbillies, the alternative changes my playstyle in a tedious and frustrating fashion.
    I don't think the weight limit is magical.

    I think you're a caravaneer who is carrying something. You know, besides the old world arsenal most of us lug around.

    It's not that they're limiting our carrying capacity, it's that they're giving us an item that needs transported. Like they would, say, a courier. And that probably gets offloaded at some point during the DLC, freeing up space for items again.

    Ah, that sounds better. I got the wrong impression then.


    I don't know how they are going to pull it off without saying "must be at less than 50% of your max weight" because there are so many variables to affecting weight limit. Perks, SPECIAL, chems, all of which can greatly alter your max weight limit. I think the range is something like 160 to 300 units or so.

    Well, if it's an item, it could weigh like 150 lbs, limiting you to your remaining capacity, though that would put a drastic bias on ST and be open to abuse by people who are willing to slow-walk out to Utah or wherever.

    My guess is that they'll say, "We need to pack light and conserve strength in case the bramin die. The caravan will only leave if you have x pounds of gear or less" where X = less than a suit of power armor.

    Dracomicron on
  • KaimakaKaimaka Registered User regular
    edited May 2011
    I'm thinking of starting up a new New Vegas character. The only things to permanently effect SPECIAL are character creation, traits, intense training perk and the implants correct? I have played the game through four times (to get each faction line ending) and never once encounter a quest reward SPEACIAL upgrade such as 'Ant Might' or 'Ant Sight' in Fallout 3

    Tell me if I'm missing any other way of making a lasting effect to a SPECIAL stat. No drugs, drug are bad.
    D.A.R.E. warned me of the dangers of mentats

    Kaimaka on
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  • Gaming-FreakGaming-Freak Registered User regular
    edited May 2011
    Elixir wrote: »
    Lanrutcon wrote: »
    OptimusZed wrote: »
    Lanrutcon wrote: »
    deowolf wrote: »
    The alternative being hillbillies with 2k hit points? I'll tale the weight limit.

    I'd rather have tough badguys in a DLC designed for high level characters than having to deal with magically appearing weight limits, losing all your earned gear and having an explosive dog collar (note: seriously original, btw). It's a personal taste thing: the one scenario I can come up with alternate combat tactics to deal with the 2k hillbillies, the alternative changes my playstyle in a tedious and frustrating fashion.
    I don't think the weight limit is magical.

    I think you're a caravaneer who is carrying something. You know, besides the old world arsenal most of us lug around.

    It's not that they're limiting our carrying capacity, it's that they're giving us an item that needs transported. Like they would, say, a courier. And that probably gets offloaded at some point during the DLC, freeing up space for items again.

    Ah, that sounds better. I got the wrong impression then.


    I don't know how they are going to pull it off without saying "must be at less than 50% of your max weight" because there are so many variables to affecting weight limit. Perks, SPECIAL, chems, all of which can greatly alter your max weight limit. I think the range is something like 160 to 300 units or so.

    Well, if it's an item, it could weigh like 150 lbs, limiting you to your remaining capacity, though that would put a drastic bias on ST and be open to abuse by people who are willing to slow-walk out to Utah or wherever.

    My guess is that they'll say, "We need to pack light and conserve strength in case the bramin die. The caravan will only leave if you have x pounds of gear or less" where X = less than a suit of power armor.

    Everything has a bias on STR. Even guns have STR limits for you to match if you want to use the gun properly.

    Gaming-Freak on
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  • ElixirElixir Saving Your Ass Alchemists and Belts EverywhereRegistered User regular
    edited May 2011
    Kaimaka wrote: »
    I'm thinking of starting up a new New Vegas character. The only things to permanently effect SPECIAL are character creation, traits, intense training perk and the implants correct? I have played the game through four times (to get each faction line ending) and never once encounter a quest reward SPEACIAL upgrade such as 'Ant Might' or 'Ant Sight' in Fallout 3

    Tell me if I'm missing any other way of making a lasting effect to a SPECIAL stat. No drugs, drug are bad.
    D.A.R.E. warned me of the dangers of mentats

    You are correct sir, no quest reward SPECIAL upgrades in FONV.

    Elixir on
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  • DracomicronDracomicron Registered User regular
    edited May 2011
    Elixir wrote: »
    Kaimaka wrote: »
    I'm thinking of starting up a new New Vegas character. The only things to permanently effect SPECIAL are character creation, traits, intense training perk and the implants correct? I have played the game through four times (to get each faction line ending) and never once encounter a quest reward SPEACIAL upgrade such as 'Ant Might' or 'Ant Sight' in Fallout 3

    Tell me if I'm missing any other way of making a lasting effect to a SPECIAL stat. No drugs, drug are bad.
    D.A.R.E. warned me of the dangers of mentats

    You are correct sir, no quest reward SPECIAL upgrades in FONV.

    You do get a ton of permanent bonuses from challenge perks, though.

    Dracomicron on
  • ElixirElixir Saving Your Ass Alchemists and Belts EverywhereRegistered User regular
    edited May 2011
    Elixir wrote: »
    Kaimaka wrote: »
    I'm thinking of starting up a new New Vegas character. The only things to permanently effect SPECIAL are character creation, traits, intense training perk and the implants correct? I have played the game through four times (to get each faction line ending) and never once encounter a quest reward SPEACIAL upgrade such as 'Ant Might' or 'Ant Sight' in Fallout 3

    Tell me if I'm missing any other way of making a lasting effect to a SPECIAL stat. No drugs, drug are bad.
    D.A.R.E. warned me of the dangers of mentats

    You are correct sir, no quest reward SPECIAL upgrades in FONV.

    You do get a ton of permanent bonuses from challenge perks, though.

    True. The reduced limb damage one is easily one of my favorites and easiest to get. It makes taking the +1 agi trait a no brainier. Though it really is only useful on Hardcore.

    Elixir on
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  • ElendilElendil Registered User regular
    edited May 2011
    Elixir wrote: »
    Lanrutcon wrote: »
    OptimusZed wrote: »
    Lanrutcon wrote: »
    deowolf wrote: »
    The alternative being hillbillies with 2k hit points? I'll tale the weight limit.

    I'd rather have tough badguys in a DLC designed for high level characters than having to deal with magically appearing weight limits, losing all your earned gear and having an explosive dog collar (note: seriously original, btw). It's a personal taste thing: the one scenario I can come up with alternate combat tactics to deal with the 2k hillbillies, the alternative changes my playstyle in a tedious and frustrating fashion.
    I don't think the weight limit is magical.

    I think you're a caravaneer who is carrying something. You know, besides the old world arsenal most of us lug around.

    It's not that they're limiting our carrying capacity, it's that they're giving us an item that needs transported. Like they would, say, a courier. And that probably gets offloaded at some point during the DLC, freeing up space for items again.

    Ah, that sounds better. I got the wrong impression then.


    I don't know how they are going to pull it off without saying "must be at less than 50% of your max weight" because there are so many variables to affecting weight limit. Perks, SPECIAL, chems, all of which can greatly alter your max weight limit. I think the range is something like 160 to 300 units or so.

    Well, if it's an item, it could weigh like 150 lbs, limiting you to your remaining capacity, though that would put a drastic bias on ST and be open to abuse by people who are willing to slow-walk out to Utah or wherever.

    My guess is that they'll say, "We need to pack light and conserve strength in case the bramin die. The caravan will only leave if you have x pounds of gear or less" where X = less than a suit of power armor.
    I don't see what's wrong with a "bias" for strength and weight limit perks. That's why they're there. There's no reason not to reward players who invest in them. I like the heavy item idea. It's a nice compromise between "we're taking your shit. all your shit." and "why yes do go in with three revolvers, four rifles, three shotguns, NCR Ranger Combat Armor, Remnants Power Armor, and three gold bars"

    Elendil on
  • ElixirElixir Saving Your Ass Alchemists and Belts EverywhereRegistered User regular
    edited May 2011
    Elendil wrote: »
    Elixir wrote: »
    Lanrutcon wrote: »
    OptimusZed wrote: »
    Lanrutcon wrote: »
    deowolf wrote: »
    The alternative being hillbillies with 2k hit points? I'll tale the weight limit.

    I'd rather have tough badguys in a DLC designed for high level characters than having to deal with magically appearing weight limits, losing all your earned gear and having an explosive dog collar (note: seriously original, btw). It's a personal taste thing: the one scenario I can come up with alternate combat tactics to deal with the 2k hillbillies, the alternative changes my playstyle in a tedious and frustrating fashion.
    I don't think the weight limit is magical.

    I think you're a caravaneer who is carrying something. You know, besides the old world arsenal most of us lug around.

    It's not that they're limiting our carrying capacity, it's that they're giving us an item that needs transported. Like they would, say, a courier. And that probably gets offloaded at some point during the DLC, freeing up space for items again.

    Ah, that sounds better. I got the wrong impression then.


    I don't know how they are going to pull it off without saying "must be at less than 50% of your max weight" because there are so many variables to affecting weight limit. Perks, SPECIAL, chems, all of which can greatly alter your max weight limit. I think the range is something like 160 to 300 units or so.

    Well, if it's an item, it could weigh like 150 lbs, limiting you to your remaining capacity, though that would put a drastic bias on ST and be open to abuse by people who are willing to slow-walk out to Utah or wherever.

    My guess is that they'll say, "We need to pack light and conserve strength in case the bramin die. The caravan will only leave if you have x pounds of gear or less" where X = less than a suit of power armor.
    I don't see what's wrong with a "bias" for strength and weight limit perks. That's why they're there. There's no reason not to reward players who invest in them. I like the heavy item idea. It's a nice compromise between "we're taking your shit. all your shit." and "why yes do go in with three revolvers, four rifles, three shotguns, NCR Ranger Combat Armor, Remnants Power Armor, and three gold bars"

    I'm all for an items/supplies that you have to carry for the caravan. I mean, you are a courier. I'd just like to see it based proportionally on your max carry weight, as opposed to "50 units".

    Elixir on
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  • ElendilElendil Registered User regular
    edited May 2011
    If you've got 1 ST, then maybe you shouldn't carry a whole lot. I can't imagine why you'd do that to begin with (I've never gone lower than 5) aside from maybe a weird non-combat build (in which case you're unlikely to even need to carry much). I have no problem with the nature of your build being relevant to your ability to perform in this circumstance. I'm assuming this isn't going to be some monster 150 unit box; even a hefty 100 units would leave 60 left over on even the scrawniest build, which is plenty for an armor or two, a couple of guns, and some supplies. I could certainly get by on that.

    Elendil on
  • Gaming-FreakGaming-Freak Registered User regular
    edited May 2011
    Obsidian used a lot of stat-based stuff more akin to Fallout 1 & 2. And if you played Fallout 1 and/or 2, you should no that you should NEVER... EVER... Put your strength below 6. Just like how Intelligence should never be below 7 (unless you're playing an Idiot character, Derp), and Charisma should always be dumped.

    Everything else depends on how you play, but if you have low strength, it pretty much forces you to make your companions into pack-rats, and that's just a hassle.

    Gaming-Freak on
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  • anoffdayanoffday To be changed whenever Anoffday gets around to it. Registered User regular
    edited May 2011
    Can someone suggest me a FO1 build for a first time through? I've started multiple times and always get frustrated and quit when my dude misses 10 times in a row and dies to an ant.

    anoffday on
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  • chiasaur11chiasaur11 Never doubt a raccoon. Do you think it's trademarked?Registered User regular
    edited May 2011
    anoffday wrote: »
    Can someone suggest me a FO1 build for a first time through? I've started multiple times and always get frustrated and quit when my dude misses 10 times in a row and dies to an ant.

    Int 10.

    Tag guns and talking.

    Gifted for more stat points. Also good, lots of AG.

    Charisma is basically useless.

    chiasaur11 on
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