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Old 06-06-2008, 11:37 AM  
Fire Me Boy! Fire Me Boy! is offline
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Fallout 3

Sorry if it's a repost, but I'm seeing a lot of talk about this... thought we might centralize the discussion.

This makes me excited.

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During a March 21, 2008 Official Xbox Magazine podcast interview, Todd Howard revealed that the game had expanded to nearly the same scope as Oblivion. There were 500 versions of the final cutscene, but due to recent upgrades, there are now over 10,000 different versions, which was determined by all of the actions taken by the player.
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Old 11-10-2008, 02:24 PM   #271
allen_kcCard allen_kcCard is offline
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Originally Posted by Fairplay View Post
They makers of this game should gave added about 20 more songs to the radio. Seems like it starts looping over to soon.

Plus a couple more funny comments from 3 dog would be nice.
I got these songs playing in my head all day.

Somebody fart?!?!
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Old 11-10-2008, 03:01 PM   #272
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I picked up the Gunslinger perk, and it is really damn nice for fighting those friggin ants. Just use VATS and target the antennars....have something closer to 60-70% chance instead of 30 or less to hit them. Most of them I can frenzy them with 4 pops from the 10 mil and then just lead them around to fight other ants. Get a good soldier and you can wipe out some workers like crazy.

Saves a lot of ammo, and still gets you xp for some of them...seems like some don't get the xp though.
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Old 11-10-2008, 04:13 PM   #273
Fire Me Boy! Fire Me Boy! is offline
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Hmmm. Will have to remember that.

This next go-round, I'm going to be certain to pick up scavenger and the one that finds extra gold as early as possible. They are WELL worth it.

I've already started the second guy, and I bumped the difficulty up to hard - I find there's more ammo available on hard.
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Old 11-10-2008, 06:12 PM   #274
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I have the fortune finder now, it is nice to open up a random desk and find 50 caps.


I was worried last night when I hit level 7 the first time and was walking to the septic sewers to whack some moles and ran into a HELL of a fight. There were some raiders on the far side of the river that tore me up the first time I got to the water, so I reloaded and circled to come around behind them...then some deathclaw thing or the light found me sneaking up on them and ripped me a new one....so, I reloaded AGIAN and took another round and ambushed the raiders, only to see they were shooting across the water and something else...suddenly super mutants came out of the water and were all over my asss. I tried one more time and took out the raiders, but the mutant brute took me out with a minigun and I called it quits there.


I was thinking that when I hit level 7 things got WAY harder or something, but when I went and did THOSE things were back to normal there, so I guess it was just a spot where the shit was hitting the fan. I'll have to go back there later and tear all those fuggers up.


this second go of it has also had me running into a lot of the merc guys that are after me from leaving the vault. The first game I didn't see a single one, this game I was jumped at the super duper mart the first time, and ran into more there again later, and also some station place where I hadn't been before.
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Old 11-11-2008, 12:05 AM   #275
J Diddy J Diddy is offline
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I got it. I love it. Right now I'm level 6. Probably gonna work into it and get a good idea of which character I'd like to play the game to make it the most fun. Initially I tried a bash-em with a pipe kinda ruffneck but more I get into i'm starting to realize I should have put more points in weaponry rather than strength.
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Old 11-11-2008, 07:36 AM   #276
Stryker Stryker is offline
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Just picked this up last night. Can't wait to play it this weekend - you guy's got me fired up about it and several of my co-workers rave about it.
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Old 11-11-2008, 12:40 PM   #277
J Diddy J Diddy is offline
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What's anyones opinion on the most important attribute to build up?
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Old 11-11-2008, 01:00 PM   #278
Fairplay Fairplay is offline
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Quote:
Originally Posted by J Diddy View Post
What's anyones opinion on the most important attribute to build up?
Small Guns
Repair
Daddy's boy
Lockpick
Medicine

are good starters.
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Old 11-11-2008, 01:07 PM   #279
Fire Me Boy! Fire Me Boy! is offline
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Quote:
Originally Posted by Fairplay View Post
Small Guns
Repair
Daddy's boy
Lockpick
Medicine

are good starters.
Aren't those called "skills"? I'd add Science. A lot of times you can hack a terminal and open a door or safe without picks.

And Daddy's Boy/Girl is a perk, not an attribute.

I think attributes are the SPECIALs. I'd put intelligence and endurance very high on my list. Strength helps you carry more, which means more shit to sell, which means more caps.
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Old 11-11-2008, 02:06 PM   #280
unlurking unlurking is offline
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Originally Posted by Fire Me Boy! View Post
Aren't those called "skills"? I'd add Science. A lot of times you can hack a terminal and open a door or safe without picks.

And Daddy's Boy/Girl is a perk, not an attribute.

I think attributes are the SPECIALs. I'd put intelligence and endurance very high on my list. Strength helps you carry more, which means more shit to sell, which means more caps.
And "Daddy's Boy" is a perk!



I'd go with mostly the same. Small Guns, Repair, Lockpick, and Science. I've found the repair skill is a GREAT offset to a lower strength (less loot capacity). Simply repair all the like items you find, so you don't have to run and unload all the time. By the time you do, the armor and weapons you sell will be worth a lot more.

As for S.P.E.C.I.A.L. stats, up Intelligence to 10 before leaving the Vault. The additional points every level are worth it. Agility (accuracy), Endurance (hit points), and Luck (+ to all other stats) are what I've targeted on my latest character which seems to be working very well.

As for percs, that's easy for the first 4...

Swift Learner @ levels 2 & 3 (+10% xp)
Educated @ level 4 (+3 perks every level)
Swift Learner @ level 5

For the MOST advantage from these skills, gotta take 'em first. After that, whatever fits your play-style, as every one's is different. Create a chic, and choose the "Black Widow" perk. It's the same as "Lady Killer", but there are a shit-load more male baddies in the game, so the bonus actually pays out. Plus, the "Fallen Angel" doo is hawt!
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Old 11-11-2008, 02:43 PM   #281
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I would suggest having intel at 9 instead of 10. There is an intel bobblehead out there somewhere (I haven't found it yet) and if you already have 10 it is wasted. Sure, you lose out on some extra skill points (1 per level for 9 vs. 10) but you can put it somewhere else and still get the bonus to intel when you get the bobble.

I skipped out on the swift learners, I wasn't sure that getting 110 exp for a quest instead of 100 would be that big...and 11 exp for a mutant instead of 10 is meh. Yeah, 130 instead of 100 is pretty good, but there are a lot of things I could have gotten instead.

Educated...hell yeah.

And I LOVE the perks that increase the VATS accuracy.
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Old 11-11-2008, 02:59 PM   #282
Buck Buck is offline
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Theres so many ways to play around w/ the perks/abilities that you could play this game 20 different times and use 20 totally different characters...

The one I am on now, I am so confused on what I should put my points on, but its still fun.
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Old 11-11-2008, 03:16 PM   #283
allen_kcCard allen_kcCard is offline
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When it comes to making weapons out of schematics, is it correct that when you make it, the number of schematics for it you have, 1, 2, or 3, is compared to your repair skill at creation to determine how much damage it does?


If that is the case, you would want to keep pumping up repair and creating new ones, and then perhaps repairing the new one with an old one? I haven't done any schematics at all so far.
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Old 11-11-2008, 03:25 PM   #284
Fire Me Boy! Fire Me Boy! is offline
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Originally Posted by allen_kcCard View Post
When it comes to making weapons out of schematics, is it correct that when you make it, the number of schematics for it you have, 1, 2, or 3, is compared to your repair skill at creation to determine how much damage it does?


If that is the case, you would want to keep pumping up repair and creating new ones, and then perhaps repairing the new one with an old one? I haven't done any schematics at all so far.
Huh?

Once you have a schematic, you only need one for that weapon. The higher your repair skill, the better your weapon will be when you first make it.

If you build two rock-it launchers, and repair the first with the second, then yes, the damage will be greater because it will be in better condition.
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Old 11-11-2008, 03:39 PM   #285
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Yeah.

I absolutely LOVE the shishkabob! Great fun in camera mode!

The bottlecap mines are awesome as well. A high repair AND explosives make these things seriously effective against slow movers like super mutants.
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