Fallout series

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He's got 19 DT, a minimum of ~850 Health, and if you don't instakill him he'll heal ~8 HP for around three minutes straight. Your Explosives skill probably sucked.
Or you were using hollowpoints on something that wasn't a sniper rifle.
He's not overpowered, there's plenty of hard counters- he's not even immune to knockdowns.
I mostly used the Anti-materiel Rifle with AP ammo, if I remember correctly.

Is there a detailed New Vegas update history somewhere? I want to make sure if they changed his stats at any point.
 
Question for New Vegas veterans: do you think Legate Lanius is overpowered?
He's meant to be a ten ton gorilla charging at you with a sharpened car bumper. Toss all your good shit at him and use the fanciest ammo you have. For me that was high end AP rounds. Another run the good shit energy weapons.

I remember my first run I had to kite him a decent while and be smart about exploding his back-up. Died a few times to him but I eventually did it. I can't remember if you can effectively cripple his legs to kite him. That was always my go to for most melee powerhouses like Deathclaws.
 
I mostly used the Anti-materiel Rifle with AP ammo, if I remember correctly.

Is there a detailed New Vegas update history somewhere? I want to make sure if they changed his stats at any point.
If there was, it's gone now or tampered with.
He's meant to be a ten ton gorilla charging at you with a sharpened car bumper. Toss all your good shit at him and use the fanciest ammo you have. For me that was high end AP rounds. Another run the good shit energy weapons.

I remember my first run I had to kite him a decent while and be smart about exploding his back-up. Died a few times to him but I eventually did it. I can't remember if you can effectively cripple his legs to kite him. That was always my go to for most melee powerhouses like Deathclaws.
He fullheals his limb health at 2/5ths HP and has absurd limb HP to start with. On top of that he moves twice as fast, so crippling is less effective to begin with. Like you said, 10ton gorilla.
 
He fullheals his limb health at 2/5ths HP and has absurd limb HP to start with. On top of that he moves twice as fast, so crippling is less effective to begin with. Like you said, 10ton gorilla.
That explains the reason of always nuked him with the old glory, 10 luck, finesse, ninja, 1st recon beret, armor of the 87th tribe, better criticals, just lucky i'm alive and elijah ramblings.

Basically i'm god.
 
Question for New Vegas veterans: do you think Legate Lanius is overpowered?

I finished NV when it came out (or shortly after), so I can't remember what version I was playing. Maybe they nerfed him later, I dunno. I played on very hard + hardcore. My character had all the best armor, guns etc. I completed pretty much every quest I could find. I had Boone with me.

That mofo was almost impossible to beat. I remember putting multiple mines in front of him and detonating them, using all kinds of buffs and he would still just run up to me like nothing happened.
He hits like a truck and has backup from endlessly respawning Legionaries but depending on quest choices you could either have a Securitron or even an Enclave remnant helping you as well. Last time I played the game I was doing a melee/energy weapons build but with modest armor and no chems and I couldn't get too many hits on him without 1/4 of my health being taken off.
 
On top of that he moves twice as fast, so crippling is less effective to begin with.
Oh yeah, I forgot about that. Even if you are camping from max range, he can get within melee distance really fast. I don't think there's a single encounter harder than this in Fallout 3 or New Vegas including the DLCs.
 
Mechanically non-training, lore-wise it's because they (probably) can't keep them fixed up to pre-war standards.
Which makes sense, because their R&D is the Followers of the Apocalypse and their fork the OSI. The only people they can actually stick on reverse-engineering weapons tech are idiots like Fantastic up until 2275, so there's not a lot of working examples to decipher even the older, more resilient models.
I believe there's a voiceline from somebody in the Dam explaining that the heavy trooper armor has had all its electrics (motors, servos, etc.) ripped out, basically making it into super-heavy metal armor; hence the only soldiers issued it are always on guard duty, anything else is too cumbersome.

I was always felt it odd that the NCR used T45d armor when the BOS (who the NCR got the armor from as booty) exclusively used T51b.
My explanation is that the BOS had both T51 and T45, but had more than enough T51 to equip their troops and therefore kept the shittier T45 in reserve. Following the conclusion of the NCR-Brotherhood war the NCR captured both types of armor, however they did not have the technical know-how to keep the armor they captured functional for long. So they simply stripped out all the complex components and issued them as heavy armor. The reason why the player only sees T45 being:
1. The NCR captured many more intact T45 examples than T51.
2. The T45 being simpler made it more conducive to the NCR's "refurbishment".
 
Oh yeah, I forgot about that. Even if you are camping from max range, he can get within melee distance really fast. I don't think there's a single encounter harder than this in Fallout 3 or New Vegas including the DLCs.
I'd say that a head-on Roboscorpion fight is harder, but that's from deliberately being obtuse or having less than 4 INT. The post-nuke Lonesome Road bosses are also pretty brutal.
The only encounters i can think of from 3 are the Tribals with their stupid fucking -HP per-pellet attacks.
I believe there's a voiceline from somebody in the Dam explaining that the heavy trooper armor has had all its electrics (motors, servos, etc.) ripped out, basically making it into super-heavy metal armor; hence the only soldiers issued it are always on guard duty, anything else is too cumbersome.

I was always felt it odd that the NCR used T45d armor when the BOS (who the NCR got the armor from as booty) exclusively used T51b.
Ultimately it just comes down to t45 being manifested and then retconned into the armories of the West Coast.
 
Question for New Vegas veterans: do you think Legate Lanius is overpowered?

I finished NV when it came out (or shortly after), so I can't remember what version I was playing. Maybe they nerfed him later, I dunno. I played on very hard + hardcore. My character had all the best armor, guns etc. I completed pretty much every quest I could find. I had Boone with me.

That mofo was almost impossible to beat. I remember putting multiple mines in front of him and detonating them, using all kinds of buffs and he would still just run up to me like nothing happened.

I heard that melee/unarmed builds were OP and people who used them didn't have issues with that boss. I didn't use the Gobi rifle because I wasn't aware of its critting potential.

Can someone give me some specifics about this fight? It's been bugging me for years!
He's a strong opponent for the base game, but by the time DLC and mods came out, he's little more than a pushover. I've killed in him variety of ways, both on my Xbox with no mods and on PC with them. Blowing him off the face of the earth with Euclid C-Finder/Esther, sniping him with a Gauss Rifle/Anti Material Rifle, fighting in unarmed combat, knocking him on his ass with unarmed moves and preventing him from getting up like getting an infinite in a fighting game, getting my companions to kill him for me, or getting a critical hit with a Sonic Emitter Tarantula and killing him one hit(that gun is bugged and any critical, including a sneak critical, is an insta-kill). My favorite one was my last playthru where I tripped him up with a poisoned Blade of the West. After only a few hits, the poison killed him off before he could even get back up, he didn't even get into his running away and healing phase since the fight lasted like 10 seconds. The skill checks to pacify him and make him run off got old years ago.
Is there a detailed New Vegas update history somewhere? I want to make sure if they changed his stats at any point.
Triangle City is the closest you're going to find, altho I don't remember him making a video like that.
He hits like a truck and has backup from endlessly respawning Legionaries
Pretty sure he only has one wave of reinforcements, and the dogs if you haven't jammed their kennels shut/drugged them.
 
He's a strong opponent for the base game, but by the time DLC and mods came out, he's little more than a pushover.
Bingo. while I don't really play modded anymore but one mod I ALWAYS used was making Lanius scale to level 50 instead of the vanilla cap at 30. Boggles my mind since I think characters like Beagle scale with the player but for some reason they forgot to make the final final boss scale with the player. In fact, General Wait-and-see is capped at 50 as well. I don't think Lanius needs to be a super ultra enemy that will one shot you, but he shouldn't really be a push over.
 
Doesn't he have 100% poison resist or something?
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Doesn't he have 100% poison resist or something?
An unmodded game of Fallout 3/New Vegas has all resistances cap out at 85%. This means that while theoretically he should be immune to poison, Obsidian overlooked the in-game resistance cap for all entities in the game and it reverts back to 85%, making him vulnerable to poison. Actual immunities are handled by perks/object effects/spells in the background(for example, the heartless perk in Old World Blues)
Granted, you can easily uncap the resistances with a mod, so I guess in a modded game of TTW or NV he would indeed be immune to poisons. I did this on a console and I can confirm his health was going down since I had the perk that lets you see the exact HP the NPCs have. It was a few helpings of Bleak Poison, the second strongest poison in the game and the strongest in the base game, so I guess even 85% poison resistance doesn't help much if you're a human NPC.
 
An unmodded game of Fallout 3/New Vegas has all resistances cap out at 85%. This means that while theoretically he should be immune to poison, Obsidian overlooked the in-game resistance cap for all entities in the game and it reverts back to 85%, making him vulnerable to poison. Actual immunities are handled by perks/object effects/spells in the background(for example, the heartless perk in Old World Blues)
Granted, you can easily uncap the resistances with a mod, so I guess in a modded game of TTW or NV he would indeed be immune to poisons. I did this on a console and I can confirm his health was going down since I had the perk that lets you see the exact HP the NPCs have. It was a few helpings of Bleak Poison, the second strongest poison in the game and the strongest in the base game, so I guess even 85% poison resistance doesn't help much if you're a human NPC.
Ah yep that'd do it. Then again, Bleak is probably overtuned to begin with.
 
Ah yep that'd do it. Then again, Bleak is probably overtuned to begin with.
This does make me wonder if Obsidian fucked something up and Poison Resistance only effects animal poisons, and not the ones you use on spears or melee weapons. Those could be effected by an object effect/spell, in this case "damage health/x amount of seconds", which no stat in the game could protect you from, that includes Damage Resistance or Damage Threshold. Obsidian wasn't really aware of how to use Gamebryo early on in development so there is a lot of inefficiencies and downright headscratching workarounds and hacked together content you see in the base game. Only towards the end of the development and during production of DLCs did the devs finally realize how to properly make Gamebryo work for them, which is why they're so polished when compared to the buggy and temperamental base game. That would explain how they confused one statistic for another, rather infamously the "In Shining Armor" perk does not work at all since the condition it checks is if player has taken damage from "energy" type, which doesn't exist. They should have used "energyweapons" type instead, so it's not like there isn't a precedent for this sort of thing.

Anyways, I guess one could test this theory if they were bored enough. I don't recall anyone in the game using poisons on the player aside from creatures(White Legs were supposed to use poisoned weapons but that was cut). If you could get an NPC to use a poisoned spear or weapon on the player, you could check if you're taking damage from it while having the Heartless perk from OWB. I know Legion sometimes has poisons on them, but I am not sure if NPCs are programmed to use them, much like I think they're not allowed to use Antivenom if poisoned(give a few to a companion and watch them get stung by a Cazador and die an embarrassing death). In that case, I don't even know how an NPC would use a proper poisoned weapon, ie one that had the poison used on it and has the same effect as the poison the player is able to use. Obviously, Poison Resistance effects Cazador/Radscorpion/Nightstalker ect. poison but that's because this is a carry over from Fallout 3(Radscorpions poisoned you with every sting, altho the poison is so weak you're likely not going to feel the effect unless you're going up against an Albino) and so is the Poison Resistance stat.
 
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Ultimately it just comes down to t45 being manifested and then retconned into the armories of the West Coast.
The Fallout Bible mentions early power armor sets that were the precursor to the full T-51 suit, and with the BoS winding up on the back foot with the NCR them hauling older suits out of storage that can be more easily maintained would be an understandable act of desperation. The T-51b is a magnificent piece of equipment that can only be maintained with a great deal of care.
From the FO1 Power Armor Specs holodisk entry:
The T-51b powered infantry armor is designed with the latest passive defense features for both civilian and military disturbances. The back-mounted TX-28 MicroFusion Pack generates 60,000 Watts to power the HiFlo hydraulic systems built into the frame of the suit. Made of the latest poly-laminate composite, the T-51b shell is lightweight and capable of absorbing over 2,500 Joules of kinetic impact. The 10 micron silver ablative coating can reflect laser and radiation emissions without damage to the composite subsurface.
So yeah, I can imagine that in more normal times when they're on patrol or doing short-duration raids into various pre-War installations for salvage runs with plenty of time for repairs and maintenance afterwards they'd be fine, but when the NCR starts bringing out anti-materiel rifles and M79s they're not going to have time to start fabricating replacement parts from scratch, and something like the T-45 that's a piece of total shit that runs hot as hell and trades complicated hydraulics you just wear into something that needs to be connected directly to the user's asbestos bodysuit but as a result can be fixed by any Knight with a basic knowledge of machining and some scrap is going to wind up seeing a ton more use, especially with something like the Mojave Chapter that's hiding due to getting their asses kicked.

Yeah, its a retcon, but its one that's easy to explain away with "Yeah, the BoS has been getting their asses blown up and spare T-51b parts are running out."
 
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Here is a curiosity: I said earlier how Sonic Emitter: Tarantula from Old World Blues is an instakill weapon that will destroy everything up to and including Giant Roboscorpions, Legendary Bloatflies and Deathclaw Mothers in one hit upon scoring a critical hit. On a whim, I went on fallout wiki to check if they have that listed, and lo and behold they don't. I remember this WAS a factoid there at one point, but now they have some bullshit about this only happening with Pyromaniac and Laser Commander perks. I can tell you this is not the case as I still got instakills with low Energy Weapons skill and neither of these perks.
So, I went into GECK to confirm this.
After some testing, I found the culprit, Critical Effect listed in the tab below, at the bottom of the window
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The object effect does little more than do EMP damage and create the smoke effect upon hit, which does pitiful little damage and doesn't even set the enemy on fire. The real fireworks start when the Critical Effect activates, and in order to make this work you need to set "ON DEATH" flag right next to it off so that it activates on every critical hit. I found that not every critical will activate the insta-kill effect, sometimes it will just do extra damage like you normally would and other times the weapon will kill an enemy instantly, setting them on fire and gib them into giblets. Anyways, I tested this on a brand new weapon, and the insta kill effect works fine, just like on Tarantula itself.
My point still stands, the wiki is wrong about the insta-kill effect only activating with Laser Commander and Pyromaniac, it works via a spell that activates randomly on every critical hit. The wiki, as they often are, is currently wrong, and I can't be bothered to deal with the fandom cattle to fix it myself. If nothing else, hopefully you found this educational, and now you can give this effect to any weapon you want. I don't know why people are sleeping on what is de-facto most powerful weapon in the entire game.

I am re-creating the Infinite Warfare ray guns right now, using this mod as a base
This one overrides info on base game weapons, so I don't recommend using as is, but I am making copies of these weapons so they're stand alone and don't replace vanilla/DLC weapons. I already added the Tarantula effect to a semi auto laser gun and it is amazing, I can see it being an absolute beast with an Energy Weapon high-crit build.
 
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Eric making Veronica a Lesbo has done irreversible damage to any conversation around her character. I cannot stand the alphabet people man.

P.S. SODAZ posted more Kino
 
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