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Author Topic: Fallout 3  (Read 37439 times)

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TA

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Re: Fallout 3
« Reply #100 on: November 02, 2008, 07:32:07 PM »

The Ink Spots?  Archive.org has a lot of their stuff, including Maybe and I Don't Want To Set The World On Fire, so ... probably?
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Mothra

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Re: Fallout 3
« Reply #101 on: November 02, 2008, 07:32:54 PM »

http://www.youtube.com/watch?v=yPaD28tLB8w

So very, very glad Fallout's melee is this much fun.
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Classic

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Re: Fallout 3
« Reply #102 on: November 02, 2008, 07:39:06 PM »

You'd be bad enough to rescue the president.

If I hadn't destroyed him already.
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Norondor

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Re: Fallout 3
« Reply #103 on: November 02, 2008, 08:20:20 PM »

I have watched that video like 20 times now.

You have no idea how satisfying it is to see Arkansas FUCKING EAT IT.
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Bal

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Re: Fallout 3
« Reply #104 on: November 02, 2008, 09:10:34 PM »

I'm torn between my next character being Captain Science (Science, Medicine, Energy Weapons) or The Hammer (Hammer, Hammer, Hammer), a classic build from Fallout 2.
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Fredward

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Re: Fallout 3
« Reply #105 on: November 02, 2008, 09:25:05 PM »

...or Captain Hammer (Hammer, Hammer, Hammer)

DO IT
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Classic

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Re: Fallout 3
« Reply #106 on: November 02, 2008, 09:44:19 PM »

I always build Captain Talky because no matter what I say about how painful and stupid they are as tactics games or RPGs, I want to play a BioWare game basically every year.

( :whoops: But I mean, I still tag energy weapons because only a total 'tard (fuck you melee boys) doesn't tag energy weapons.)
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François

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Re: Fallout 3
« Reply #107 on: November 03, 2008, 12:33:31 AM »

Anyone else plays by attempting to replicate themselves in the game? And then trying to do only stuff that you would actually do?

That's always what I start out doing in these games, but I think that went out the window when I gave myself acute radiation poisoning for science and then told a guy to inject me with fire ant genes.
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Cthulhu-chan

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Re: Fallout 3
« Reply #108 on: November 03, 2008, 02:52:09 AM »

While I'd shy away from excess rads, you telling me you wouldn't go for free ant genes?!
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Classic

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Re: Fallout 3
« Reply #109 on: November 03, 2008, 03:15:23 AM »

Acute radiation poisoning for science???

We already know what happens when you do that.

Hint: The answer is: it's awful.

Roast Beef is a mathematician who is for some reason in a nuclear engineering department.
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Shinra

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Re: Fallout 3
« Reply #110 on: November 03, 2008, 03:30:24 AM »

I always build Captain Talky because no matter what I say about how painful and stupid they are as tactics games or RPGs, I want to play a BioWare game basically every year.

( :whoops: But I mean, I still tag energy weapons because only a total 'tard (fuck you melee boys) doesn't tag energy weapons.)

Why in the name of christ would you tag energy weapons in any fallout game?

In fallout 1 and 2 you don't even see a shitty energy weapon until you're half-way through the game, and in fallout 3 you're stuck with the immeasurably shitty laser pistol until half-way through the game. (unless you roam the countryside killing brotherhood exiles, anyway.) Energy weapons are really nice and all, but I think they're better bought with skill points then tagged at the start of the game.
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Classic

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Re: Fallout 3
« Reply #111 on: November 03, 2008, 03:35:18 AM »

Because I can't get 95% accuracy on the 'nads at 3 screens away by the time I decide to deal with the actually threatening monsters if I don't?

Isn't that the point of tagging any combat skill in Fallout?
Addendum:
To all of you who say, "But Classic! Super-Sledge! Fallout2 Kung-Fu!"
I have this to say: Melee and Unarmed aren't combat skills. They're idiot skills.



Edit:
The non-retarded reason being that if I tag a skill that will only be truly potent in the endgame, I can spend very few on it until the endgame and enjoy a flexible point spread throughout the rest of the game, until it becomes necessary to dump a level of SP into it to make it a step up from small arms. Which you could get away with having surprisingly low.

Perhaps I never got the expertise needed to make small arms really work in the endgame, and so I'm selling them a bit short.
I've also never actually made a melee/unarmed fighter that made it to the endgame. I think I kept Sulik alive for a long time, but that was mostly a product of aggressive reloading.
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McFrugal

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Re: Fallout 3
« Reply #112 on: November 03, 2008, 06:04:10 AM »

Tagging doesn't work that way in Fallout 3, though.  It's just a straight 15 point bonus.  I mean, I'm assuming you think tagging something for late game is a good idea because you can pump it up easier once you need it.  That's true in Fallout 1 and 2.  Better to tag skills you need at the start in Fallout 3.
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MadMAxJr

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Re: Fallout 3
« Reply #113 on: November 03, 2008, 06:48:35 AM »

I got to the center of Minefield then bailed the hell out.  I guess I should go back and try and pop the sniper.

While escorting some NPCs, one died and now there is this /adorable/ minigun named Eugene that my wonderful friend and Paladin from the BoS carries as she follows me out of pure undying loyalty to my father.

Main quest related:

[spoiler]Finished Vault 87.  Befriended the intelligent super mutant!  Finished Raven Rock.  Convinced Eden to kill himself.  Once I got outside, that explosion was fucking EPIC.  Had I not moved about three feet to the left when I did, the colossal steel door to Raven Rock would have killed me.  Before leaving I had to make a hard choice.  I couldn't carry both Tesla Armor AND Mk2. Power Armor.  I settled for the Mk2, due to the STR bonus.  I like it better than the BoS pattern.  Just don't wear the helm, that -1 CHA can hurt you.[/spoiler]
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Bal

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Re: Fallout 3
« Reply #114 on: November 03, 2008, 06:50:18 AM »

I found a laser rifle as early as Grayditch, so buck up. All weapon types are viable early game.
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MadMAxJr

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Re: Fallout 3
« Reply #115 on: November 03, 2008, 06:56:25 AM »

I actually bought mine in Rivet City for about 78 caps.

By the way, don't get a damn addiction to Med-X (Renamed from Morphine, to make Australia happy.)  -1 INT / -1 AGI withdrawl sucks.  I need to get to a doctor, or buy the damn chemlab for my apartment in Megaton.
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Classic

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Re: Fallout 3
« Reply #116 on: November 03, 2008, 09:11:59 AM »

Thanks for the heads up McFrugal!
That's true in Fallout 1 and 2.
For the one of you who might care:

Where a tag doubles every skillpoint put into the skill, including the "skillpoints" that go into it from your character creation, and that you've put into it before you actually tag it, in the event that you earn the tag through a perk.

The system is actually a bit dumb for this update, and what it actually does is flat-out double your skill rate, which means you can gain up to 100(?) "free" skill points if you tag a skill already at 100%.

Is it still true in Fallout3 that 300% is the skill cap, and after 100% you only get a %++ for every TWO SP spent?
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MadMAxJr

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Re: Fallout 3
« Reply #117 on: November 03, 2008, 09:13:05 AM »

100 is the cap in Fallout 3
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MadMAxJr

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Re: Fallout 3
« Reply #118 on: November 03, 2008, 01:07:23 PM »

Some of those fancy titled perks like 'Entomologist' actually allow unique dialog options in some parts of the game.  Huh.  I just took it because I hate giant radscorpions.
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TA

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Re: Fallout 3
« Reply #119 on: November 03, 2008, 01:09:25 PM »

I feel like I accidentally broke some sequences.  Why the fuck is Arkansas doing what he's doing?  And what the shit was with the guy demanding the Naughty Nightwear I found?
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