Fallout series

Keep in mind FO2 has plenty of more modern weapons. The G11, P90, XL70, CAWS, Jackhammer, Desert Eagle, M60... Fallout Tactics even has the M16A1, AUG, AC556, and M249. There's lots of room for modern weapons like the Marksman Carbine, which makes Bethesda's choices even more inexcusable, IMO.
The Tactics hate was always stupid to me. You can love or hate the plot on its own merits, but the people acting like hairy deathclaws and modern weapons ruined the canon apparently forgot the precedent was set by Fallout 2 with its talking deathclaws and absurd amount of modern weapons compared to Fallout 1. How people are able to throw away any dumb parts of Fallout 2 in their mind but not be able to do the same for Tactics is mind-boggling.
 
Last edited:
The Tactics hate was always stupid to me. You can love or hate the plot on its own merits, but the people acting like hairy deathclaws and modern weapons ruined the canon apparently forgot the precedent was set by Fallout 2 with its talking deathclaws and absurd amount of modern weapons compared to Fallout 1. How people are able to throw away any dump parts of Fallout 2 in their mind but not be able to do the same for Tactics is mind-boggling to me.
Also Tactics is just plain fun to play, at least imo, and that is what should matter more about a game's worth.
 
Sorry for the double post but its unrelated to my message above.

Here is my two cents about the upcoming show, this shit looks like a bigger trashfire than the Frontier and I can't believe I am saying that. They clearly know nothing about Fallout and it SHOWS. I really hope this show crashes and burns faster than The Witcher did, at least that had a super fan as the star to try and salvage it as much as he could initially.
 
The Tactics hate was always stupid to me. You can love or hate the plot on its own merits, but the people acting like hairy deathclaws and modern weapons ruined the canon apparently forgot the precedent was set by Fallout 2 with its talking deathclaws and absurd amount of modern weapons compared to Fallout 1. How people are able to throw away any dumb parts of Fallout 2 in their mind but not be able to do the same for Tactics is mind-boggling.
Don't forget the Humvees, purists really shit themselves about that one for some reason.
 
If anything dies off in the Fallout series I hope it's the awful 4/76 "assault rifle" that's the size of an LMG. Even replacing it with the CETME style G3 they had in Fallout 3 would be an improvement.
believe Todd or one of the devs said that it "looked cool" so they took what was originally a vertibird mounted machine gun and turned it into a generic assault rifle.
Keep in mind FO2 has plenty of more modern weapons. The G11, P90, XL70, CAWS, Jackhammer, Desert Eagle, M60... Fallout Tactics even has the M16A1, AUG, AC556, and M249. There's lots of room for modern weapons like the Marksman Carbine, which makes Bethesda's choices even more inexcusable, IMO.
Here is something they could replace it with if they still want the side-loader aesthetic:

 
  • Informative
Reactions: Snekposter
There is a reason I play New Vegas twice a year but haven't replayed Fallout 3 since it came out.
I just got done replaying F3 for the first time in forever, minus the DLC's though the only one I'd bother with is Point Lookout, after several NV playthroughs over the years. Actually was kinda shocked at how few quests there are in the base game, I remembered more but the last time I did a full playthrough was probably like ten years ago. I basically did everything, except the DLC's, before level twenty. Really the issue with all of em is that basically none of the quests are good for replays. You can pretty much bypass most of the content if you remember where the end point is on pretty much all of em. Like with "The Replicated Man" quest if you already know about Pinkerton in the broken bow then there's no reason to talk to anyone else. Not to mention you can skip pretty much the entire main quest line if you really want to by just making a beeline for Vault 112, which itself you can skip immediately by going into the abandoned house and activating the fail safe.

It's not a bad game but really just doesn't hold up once you know everything, unlike FNV where doing everything takes at least a few playthroughs and even after that there's tons of ways to challenge yourself. At least speech isn't completely broken in F3 like in FNV. But also there's no hardcore mode so you can carry 10,000 rounds of every caliber, because why wouldn't you?
 
I just got done replaying F3 for the first time in forever, minus the DLC's though the only one I'd bother with is Point Lookout, after several NV playthroughs over the years. Actually was kinda shocked at how few quests there are in the base game, I remembered more but the last time I did a full playthrough was probably like ten years ago. I basically did everything, except the DLC's, before level twenty. Really the issue with all of em is that basically none of the quests are good for replays. You can pretty much bypass most of the content if you remember where the end point is on pretty much all of em. Like with "The Replicated Man" quest if you already know about Pinkerton in the broken bow then there's no reason to talk to anyone else. Not to mention you can skip pretty much the entire main quest line if you really want to by just making a beeline for Vault 112, which itself you can skip immediately by going into the abandoned house and activating the fail safe.

It's not a bad game but really just doesn't hold up once you know everything, unlike FNV where doing everything takes at least a few playthroughs and even after that there's tons of ways to challenge yourself. At least speech isn't completely broken in F3 like in FNV. But also there's no hardcore mode so you can carry 10,000 rounds of every caliber, because why wouldn't you?
Pretty much. In FO1, FO2, and New Vegas when you accomplish your initial starting goal (water chip/GECK/Benny) the game's only about halfway done at best, but in FO3 you meet your Dad, get Project Purity started back up, and then its immediately right to the end game with Vault 87, then Raven Rock, then the assault on the memorial. If they had another quest or two where you and the Lyons Pride had to raid the Enclave for parts for Liberty Prime before the assault could commence things would have flowed a lot better.
Don't forget the Humvees, purists really shit themselves about that one for some reason.
Ironically its the same thing with them as with Bethesda where they assume the USA was stuck in the 1950's as opposed to you know, building Gatling lasers and plasma cannons, power armor with microfusion reactors and with fucking Star Trek replicators (Sierra Madre vending machines) for the upper classes. Those microfusion cells are literally that: the world's smallest fusion reactors. Had the Chinese not nuked the world out of spite at losing the USA would have entered the world's greatest Golden Age. Hell, according to FO2 most people never bothered to upgrade their Chryslus vehicles with fuel cell regulators to double their mileage because power was so cheap and plentiful. Your average person had an electric car beyond Musk's wettest dreams. You're really telling me that somehow despite all that we never advanced beyond the goddamn Jeep for personal transport?

Oh, and about the Atomites being immune to radiation: FO2 had someone like that already. "Lumpy" John who was driven from Vault City on account of his natural resistance to radiation. In Far Harbor its mentioned that some of the congregants aren't naturally immune to radiation and so need to take RadAway regularly to avoid dying, and of course The Pitt has the infant Marie who is also immune to radiation and indeed, seemingly all forms of mutation.
 
Last edited:
At least speech isn't completely broken in F3 like in FNV
That's actually one of the methods I use to cheese my way through the early game when I don't feel like slogging through the beginning quests to level up to play the DLCs. (For reference I've completed New Vegas many times already so it doesn't affect my experience of the game)

I basically beeline my way to the Strip through the monorail and take out Benny as soon as I can. Then after putting my points into speech, all the quests in Freeside can pretty much be done without firing a single bullet and can completed only using speech. I know this is bad for roleplaying and it's extremely broken, but I only use this method if I'm trying to level up my character as quickly as possible and don't want to jump straight to using console commands or the XP glitch with Chet.
 
I'm going to piss everyone off by saying that I actually like the design of the Fallout 4 assault rifle.


HOWEVER—it looks completely out of place in Fallout. It looks more like something you'd get out of Nazi Zombies or some steampunk fps.

The customization options are pretty entertaining, but the base weapons themselves range from underwhelming to obnoxious. There are exactly two semiauto pistols in the game and the only one that's viable at higher levels is a unique item that can be missed if you don't progress the Railroad storyline far enough. The best one handed ballistic weapons in the game are revolvers. A .50 caliber rifle should never become obsolete, but they absolutely do because when you're dealing with high level bullet sponge enemies, you're expected to be using a Gauss rifle if you favor ballistic sniping. The frustrating part to me is that this is absolutely the sort of thing that could have been fixed in the Workshop DLCs (and would have made them immensely more worthwhile) and yet ... no one cared.
 
I just got done replaying F3 for the first time in forever, minus the DLC's though the only one I'd bother with is Point Lookout, after several NV playthroughs over the years. Actually was kinda shocked at how few quests there are in the base game, I remembered more but the last time I did a full playthrough was probably like ten years ago. I basically did everything, except the DLC's, before level twenty. Really the issue with all of em is that basically none of the quests are good for replays.
Fallout 3 is designed like every other modern Bethesda game. You can beat all of the quests in one playthrough. You can be the head of every single guild. You are locked out of zero content. All quests can be beaten no matter what type of character you are playing as in terms of skills or stats. The player is never meant to lose or feel frustrated or underpowered. Almost no quests have branching paths in the beginning or middle. Only at the very end.

You do not want the player feeling "left out" at any point like they've missed something. Which is ironic considering that Bethesda gave us horse armor DLC and some of the worst predatory behaviors and 'fear of missing out' that inflicted and created some of the worst anti-consumer business strategies on the gaming world. Now every single game is marketed with "limited time offers" and "pre order window bonuses" where you are locked out of content through your purchasing decisions and not actual gameplay.
It's not a bad game but really just doesn't hold up once you know everything, unlike FNV where doing everything takes at least a few playthroughs and even after that there's tons of ways to challenge yourself.
New Vegas and other RPGs deliberately lock you out of content which is a huge issue for a lot of developers and publishers. They only want to lock the user out of content by putting a paywall like a microtransaction or seasonal pass. New Vegas makes it so that if you choose to work with Mr. House you are locked out of certain NCR, Brotherhood, and Legion quests entirely. Or if you work with the Legion you are locked out of the NCR and House and so on. And the game forces you into a specific faction that will change the course of your playthrough.

This has the effects of putting some consequences on the choices of the player, allowing subsequent playthroughs to be unique though, but also locking users out of content of the game that they cannot access without starting over. Bethesda wants it so that you can choose to save the ghouls or kill the ghouls in Tenpenny Tower every single playthrough. But Obsidian would make it so that you can't even access Tenpenny Tower and that some earlier choices might lock you out of the quest.
At least speech isn't completely broken in F3 like in FNV. But also there's no hardcore mode so you can carry 10,000 rounds of every caliber, because why wouldn't you?
The only 'balance' around speech in New Vegas is that you can't out-speak a Deathclaw. You have to just fight in combat. Or you can't talk your way through the toxic cloud in the Sierra Madre. So at some points in the game a speech based character is woefully weak compared to someone who skills into combat. But combat skills you need items and weapons even with 100 points. Once you hit 100 points in speech you are just unbeatable in conversations and do not require anything else including even paying attention to the words on the screen because you just choose the "Speech 100" option.
 
Pretty much. In FO1, FO2, and New Vegas when you accomplish your initial starting goal (water chip/GECK/Benny) the game's only about halfway done at best, but in FO3 you meet your Dad, get Project Purity started back up, and then its immediately right to the end game with Vault 87, then Raven Rock, then the assault on the memorial. If they had another quest or two where you and the Lyons Pride had to raid the Enclave for parts for Liberty Prime before the assault could commence things would have flowed a lot better.
Originally, Doctor Lee was in control of a giant fusion energy source in Rivet City(the door to the cut cell is still visible, but you cannot interact with it, artbook shows what the inside would look like). During The Enclave takeover of Project Purity you would have them invade Rivet City at the same time, and you would have to evacuate the entire city to The Citadel in a giant escort quest. In fact, this is the original purpose of the tunnels underneath Project Purity, Rivet City carrier would also be situated on that same general area before the ship was moved further up. This was cut since the engine(and the consoles) could not handle this much NPCs fleeing, neither out in the open or inside cramped sewers, so that entire plotline was dropped and Enclave is only interested in The Purifier.
Anyways, in the previous script, Lee would not be able to bring back Liberty Prime online, you would have to sneak in(or go guns blazing) inside Enclave controlled Rivet City and steal the prototype fusion energy source to help power up Liberty Prime. Both of the concepts, Rivet City takeover and fusion prototype, were cut around the same time the story had a major re-write(originally Vault 87 would be the highlight of the main story and you would find your dad there, turned into the FEV abomination asset that otherwise just sits in a cell. You would have to kill him right there and then, but Emil decided he wanted to go for his Jesus analogy and re-wrote the story into what we know today)
Anyways, I think Broken Steel fixed a lot of the pacing now that the game was given a proper end game assault mission and post-game quests. Shame it wasn't included as a free update when it is more or less essential now.
The customization options are pretty entertaining, but the base weapons themselves range from underwhelming to obnoxious. There are exactly two semiauto pistols in the game and the only one that's viable at higher levels is a unique item that can be missed if you don't progress the Railroad storyline far enough. The best one handed ballistic weapons in the game are revolvers. A .50 caliber rifle should never become obsolete, but they absolutely do because when you're dealing with high level bullet sponge enemies, you're expected to be using a Gauss rifle if you favor ballistic sniping. The frustrating part to me is that this is absolutely the sort of thing that could have been fixed in the Workshop DLCs (and would have made them immensely more worthwhile) and yet ... no one cared.
Weapon balance in Fallout 4 is a disaster, it took me YEARS to fix it personally, and that's with a LOT of other weapon mods to add missing categories or add some meat to the bones. If you're not running mods, honestly the only good weapons past a certain point are lasers/plasma, gauss, rockets and the two DLC rifles: brush gun/lever action and more importantly, the handmade rifle. You can pretty much ignore all the other weapons once you have that last one, it just does everything better than the other small guns(to the point where the raider mod I installed just give it to every single one of them past a certain level, even outside Nuka World).
From what I am seeing, Starfield isn't any better with balancing and gun designs are even dumber. Depending on Bethesda to craft believable or even good looking firearms is a lost cause.
 
Last edited:
Fallout 3 does have its major issues but honestly I can at least give it credit for pretty good quest design and some memorable set pieces like the Republic of Dave. Some missions are outright inspired and do have a lot of ways you can do them, like Tranquility Lane, and I'm actually glad that you can skip the bullshit and go straight to your dad on repeat playthroughs like New Vegas. It's definitely aged more poorly than New Vegas has and its actual main plot is nonsense, but compared to Fallout 4 it feels like an actual RPG.
 
Last edited:
You can pretty much ignore all the other weapons once you have that last one, it just does everything better than the other small guns(to the point where the raider mod I installed just give it to every single one of them past a certain level, even outside Nuka World).

I'm nowhere near as conversant as you seem to be with the finer points of the weapons, but as far as DLC guns go I've found the Western Revolver to be pretty devastating, and not too difficult to find with really good Legendary qualities. Good thing, too; I loved taking the Cowboy perk in NV.
 
  • Like
Reactions: Yamamura
I'm nowhere near as conversant as you seem to be with the finer points of the weapons, but as far as DLC guns go I've found the Western Revolver to be pretty devastating, and not too difficult to find with really good Legendary qualities. Good thing, too; I loved taking the Cowboy perk in NV.
Western Revolvers are just a straight up upgrades over the base game's .44 magnums, they basically make them obsolete unless you already have a good legendary effect on the base .44 magnum. This could have been easily avoided by making them use a rarer ammo type like the lever action's .45-70 gov(which is what I did, while also changing it's look to the Remington New Model Army)
 
  • Thunk-Provoking
Reactions: Mola Ram
Back