Let's Play Fallout: New Vegas [The Servant]

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Thumper17

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I havent read through the whole thing yet, but did you do the rileys rangers quest yet? You get money for discovering locations.
 

darth.pixie

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AlternatePFG said:
So what did you think of this quest?
Hated it. I frequently got lost in the metro tunnels and popped up the map every 5 minutes. It was annoying. An extra point of perception wasn't bad but it was still a lot of running around. Also the use of Intelligence bugged me.

ChupathingyX said:
CM156 said:
I see. I was refering to "they" in the general sense of the group.

I think he holds his tongue because he needs your help, moreso than anything else.
That might be true, but what about after you finish the main quest, he doesn't execute you or anything and you still get your face minted on a coin. So Caesar must have some kind of respect for the Courier, even if the courier is female.
I think there was a lot of respect for the Courier (not that Caesar ever showed any interest in your gender, if I remember correctly). Considering what Boone, the NCR and other people say about the Legion, they all treat you downright friendly. It was strange that you could just casually walk into their camp with a neutral alignment to them. No enslavement, no nothing. And they let Jeannie approach their camp too, I would imagine. On one hand, you get people saying that they enslave everyone and everything and then you have characters that just waltz up to them and do business.
 

Viking Incognito

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ChupathingyX said:
The interesting thing I saw is that Caesar himself never says anything bad to you if you are female, whereas legionaries do, meaning that Caesar probably does not believe in everything he says and proclaims things solely to keep control over the Legion.
Did I mention in my philosophical/political analysis of the Legion that Caesar is basically the idealized version of Machiavelli's Prince? I might not have, but I did mean to.

Related: Seriously, I would love it if one of you asked me to ideologically dissect something else like I did to the factions in New Vegas. It is actually fun for me to do and I love knowing that people enjoy reading and thinking about them.
 

ChupathingyX

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Viking Incognito said:
Did I mention in my philosophical/political analysis of the Legion that Caesar is basically the idealized version of Machiavelli's Prince? I might not have, but I did mean to.
I haven't read Machievelli's Prince, however, I have heard of it and know that it is some kind of book on rulers and ruling style, or something like that.

Related: Seriously, I would love it if one of you asked me to ideologically dissect something else like I did to the factions in New Vegas. It is actually fun for me to do and I love knowing that people enjoy reading and thinking about them.
No one needs to ask you, just say whatever is on your mind.

Don't worry we have gone pretty far off topic at specific points in this thread, I don't think anyone will mind having a bit of a philosophical conversation on Fallout: New Vegas, if you find it fun...go ahead.
 

CM156_v1legacy

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Viking Incognito said:
ChupathingyX said:
The interesting thing I saw is that Caesar himself never says anything bad to you if you are female, whereas legionaries do, meaning that Caesar probably does not believe in everything he says and proclaims things solely to keep control over the Legion.
Did I mention in my philosophical/political analysis of the Legion that Caesar is basically the idealized version of Machiavelli's Prince? I might not have, but I did mean to.

Related: Seriously, I would love it if one of you asked me to ideologically dissect something else like I did to the factions in New Vegas. It is actually fun for me to do and I love knowing that people enjoy reading and thinking about them.
zEDIT: Fallout Related fix:
How about you ideologically dissect the difference between the East cost BOS and the New Vegas chapter?
 

AlternatePFG

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[HEADING=1]Chapter XXXIX - Musical Mirelurks[/HEADING]​
In today's update, we will be continuing our quest to complete all the major sidequests for the sake of completion and pretty much nothing else.

We'll be doing "Agatha's Song" today. Again, another rather weird quest but at least it's interesting, unlike "Those!".


Our closest location to Agatha's House is Meresti Trainyard.


We get attacked by a raider while looking around for Agatha's house. I miss with the dart gun three times in a row.


This is apparently the only defenses protecting Agatha's house. A rope bridge, sticking out like a sore thumb in the middle of nowhere. I know I keep complaining about people living in dangerous places with little to no protection, but this is the most silly example.

Notice the radio tower here.


You'd think she would at least lock her door.


"Oh, just look at my terrible manners! I'm Agatha. It's so nice to meet you. Now, what brings you all the way out here?"

"That's funny, I was about to ask you the same thing."

I really don't get how this old woman could be out here alone and be perfectly safe.

"Oh, don't worry about me. I'm just fine out here. My husband, rest his poor soul, saw to it that our house was well-protected from the elements and the inhabitants of the Wastes."

Well, her house isn't that protected. A raider could just cross the bridge and they'd be trapped in the house.

"Oh, your husband's dead? I'm sorry."

"That's kind of you to say. Yes, he's gone. After he built this place, we spent many happy years together. We decided to cut off contact with the outside world and just depend on each other for comfort and company."

I suppose that's why the house is in the middle of nowhere.

"Surely you haven't severed all contacts?"

"Oh goodness, no. I have a supply caravan that passes here maybe once a week."

Wouldn't that draw attention to her house?

"I trade with them for whatever I need and I stock up enough until they return."

"What could you possibly have to trade?"

"Besides shelter? Well, I offer something in the way of entertainment: I play songs on my homemade violin and people trade me goods."

Homemade violin? And really, people will trade you stuff simply because you play the violin for them?

"If not in person, I use my husband's old radio set. The men in the caravan say it keeps their morale up on lonely nights in the Wasteland."

Too bad they don't have pip-boys like we do.

"[Intelligence] I guess a homemade violin is never quite in tune..."

"You are a clever one! Yes, that's exactly the problem I have with it. It doesn't quite play all of the notes correctly and I have to constantly tinker with it."

So this is the quest hook.

"Is there any way I can help?"

"Now that you mention it, yes there is. My trading depends on my violin. Without it, I have nothing to play... no way to make music. If you can bring me a violin, a better one, I'd feel much more secure."

So the premise for this quest is find a violin for a lonely old woman. Apparently you don't have better things to do.

"A violin? That's hardly something that would have survived the war."

"Yes, very sad isn't it? Sad to think that no more musical instruments will ever be made the old way ever again. Sigh. Well, fortunately, I know where perhaps the last real violin in the world exists. If you give me your word that will recover it, I will tell you more."

She really doesn't trust us to give her the violin. Okay, it makes sense not to trust a random stranger into your house, but if they offer to find that violin, it's not like they'd go out of the way to not give it you.

Of course, you can be a dick and sell her violin to an evil NPC, but why would they want that violin in the first place?

"[Charisma] You seem like a nice woman. Let me get that violin for you."

"Well, that's just so sweet of you! I feel bad sending you off with nothing like this. I have a small amount of ammunition that my husband left behind. A box of odds and ends. I dont think I'ev opened it in years."

There's a ton of ammo in that box, including some missles and a mini-nuke.

"If you do this for me, you're welcome to take whatever you need."

"All right. I give you my word I'll do my best to recover a violin for you."

Why do we have to repeat this?

"Oh, I don't think I've been this happy in years! As promised, here's the key to the ammunition box. It's right under the radio table. Before you leave, I have some information that may help you. At least a place to begin."

Good. I don't fancy wandering randomly around the wasteland until by chance we stumble upon a violin.

"It all starts with my great great grandmother Hilda back in 2077 before the bombs fell..."

Ugh, I'm already bored of her story.

"2077? I can't even imagine that long ago."

"It certainly is a long time. That precious instrument has been through a lot. Anyway, Hilda was quite a special woman. Classically trained and exceptionally talented at the violin. Her pride and joy was her Stradivarius Violin. I can only imagine how exquisite this instrument must of have been. When war reared its head, she was invited by Vault-Tec into Vault 92. They claimed the vault would be dedicated to preserving musical talent."

Of course, Vault-Tec's definition of preserving is killing them horribly and recording the results.

"Musical talent? Why would they care about that?"

"Vault-Tec was always promoting the Vaults being used for the preservation of the arts and all that nonsense. Hilda couldn't pass on a chance to meet many of the other musical talents of the world, so she accepted their invitation. Then the bombs fell. The Vault was sealed, and my family never heard from her again."

How did her family survive?

"After 200 years, how cna you be certain the violin is in decent shape?"

I think they already designed this quest when one of the writers realized this problem, so they created this ass pull.

"She kept it in a special pressurized case. Inside the case is the perfect temperature and humidity for the instrument. If the case is still functioning, the Stradivarius would be in perfect shape. Hilda's Stradivarius was named the Soil Stradivarius. All of them had names. That's what I want you to get."

So, risk our lives in a potentially deadly Vault in order to get an old lady a violin, even though she already has her own (admittedly crapppy) homemade violin? Am I the only person who sees something wrong with this?

"I know where Vault 92 is... I'll head there right away."

"You do? Amazing! Thank you for this. You have no idea what this means to me. Good luck to you!"

Maybe she asks this of every random wastelander that stumbles into her house, and they've all died searching for it.

Well, since we already know the location of Vault 92, let's head over that way. We already know the locations of all the Vaults once we get to the Citadel to see the big map screen, if we didn't, we would have to go to Vault-Tec Headquarters to find it's location. That would have been a pain.


It's not like her house is even an remotely secluded area.


We don't have any fast travel points very close to the Vault, so it's a bit of a hike.


That's Old Olney over there. Hope you like fighting deathclaws. (We don't have to go through Old Olney now, but once Broken Steel comes around, things are going to get fun.)


It's going to be so fun when the random Yao-Guai turn into random Deathclaws.


A deathclaw starts charging out of the city to greet us.


This is the entrance to Vault 92. It's rather inconspicuous, unlike vault 101's entrance.


This is the first ruined Vault we've visited, so let me introduce the Vaults new color scheme: Crap brown.


There's a ton of supplies by the entrance to the Vault. It's not like we need all this stuf though, we're a walking arsenal at this point. We have a sizable amount of the games unique weapons as well, most of which are insanely overpowered in their own way.


There are these holotapes scattered around the vault. They give the basic background of the Vault. [http://fallout.wikia.com/wiki/Professor_Malleus_Audio_Logs]


Vault 92 has a few different areas in it, and it's rather easy to get lost. The game doesn't give a waypoint of where you need to go (Nothing wrong with that) but you're on your own when it comes to navigating the vault.


Oh, awesome. The Vault is infested with Mirelurks. Function for 900 years without failure my ass.


The lower parts of the Vaults are pretty much sewer levels, with all the associated colors.


We're going in the completely wrong direction of the violin, but I didn't realize it until I cleared out the entire area.

There's a good amount of ammo to be found down here at least.


Dart guns are pretty effective against the mirelurks. It cripples their legs, so then it makes it easier for us to hit it in the weak spot.



We go down this rather ominous looking hallway...


And we get ambushed by 4 Mirelurk Hunters. Thankfully, Dogmeat pulls all their attention and hardly takes any damage from them.


I keep forgetting that the laser pisol isn't shit in this game, unlike New Vegas.


This place is much easier at lower levels...


Like most of the other Vaults in this game, Bethesda does a bit of environmental storytelling. The idea in this Vault is the Vault-Tec was testing out some sort mind control device on the inhabitants of this Vault. As you with every other single Vault in this universe, the experiment goes horribly awry and kills everyone in the Vault. (Or was it intentional? I dunno, Vault-Tec is weird.)


There's a really nice armory behind this door, it's locked with either a Very Hard lockpick or a Hard terminal.


Another long hallway.


More Mirelurk Hunters mob us.


Due to our really high Agility (Those Intense Training perks actually really helped us out) we can kill the mirelurks with much less difficulty.


There is just a ton of energy weapons ammo in this Vault.


As soon as we open this door, and a skeleton falls out of the room. This is where we find the violin.


Again, another good example of environmental storytelling in this game. Vault 92 is a pretty interesting location, though some of the backstory around the experiment is rather silly.


There's the violin Agatha wants. It's still in mint condition, I suppose it didn't get damaged during the chaos in the Vault.


We level up after picking a nearby lock.


We max out Energy weapons and put points into medicine and sneak.


We pick Chemist, because why not?


The atrium is littered with skeletons.


We got what we came for, now it's time to leave the Vault.


We fast travel back to Agatha's Shack, now let's give her the violin.


"Here's you violin, Agatha."

"Oh my goodness! I must see it... please!"

A real dick move would to just walk out of here now, after she knows you have the violin and just smash it on the ground.

What?

"Oh my... it's more beautiful that I could have ever imagined! I can't thank you enough. I wish I had something to give you, a more suitable reward for all your efforts."

If we picked the evil option, we would have gotten 300 caps, and nothing else.

"All I can give you is the frequency to my radio set. Tune in whenever you feel like listening to the strains of an old woman's violin playing."

That's... actually a pretty cool quest reward.


So, completing the quest by helping Agatha creates a new radio station for you to listen to. As you would guess, it's all violin music. I think that's a nice reward for a quest, we already have plenty of caps and weapons. Though, we did find the music notes in the Vault as well, and in exchange for that, Agatha gives you a unique Scoped .44 Magnum, it's about as powerful as a sniper rifle.

Agatha's Song can be a really short quest if already know where Vault 92 is, or a long one if you haven't found the location yet.

So, what did you think of "Agatha's Song"? Did you like the reward for completing the quest?
 

Viking Incognito

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Nov 8, 2009
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CM156 said:
Viking Incognito said:
ChupathingyX said:
The interesting thing I saw is that Caesar himself never says anything bad to you if you are female, whereas legionaries do, meaning that Caesar probably does not believe in everything he says and proclaims things solely to keep control over the Legion.
Did I mention in my philosophical/political analysis of the Legion that Caesar is basically the idealized version of Machiavelli's Prince? I might not have, but I did mean to.

Related: Seriously, I would love it if one of you asked me to ideologically dissect something else like I did to the factions in New Vegas. It is actually fun for me to do and I love knowing that people enjoy reading and thinking about them.
zEDIT: Fallout Related fix:
How about you ideologically dissect the difference between the East cost BOS and the New Vegas chapter?
*Cracks knuckles* Lets get to work. *dramatic typing montage*

The main difference between the Mojave chapter of the Brotherhood of Steel and their Capital counter-parts is obviously the one given by Elder Lyons and Veronica (who funnily enough, seems in line with the east coast ideas more than west coast, and mentions them in conversation). The original and overarching mission of the Brotherhood is to essentially take all the "Dangerous or powerful" pre-war tech, but it gets some-what ambiguous between games as to why. In the first and second games (this part is based on wiki info because, once again, I haven't played them), despite their secluded nature, we see that they are in fact willing to go and join another cause, or at least aid others, to fight a greater threat posed by the Master and the Enclave, also, their annihilation of the Viper gang. The problem with the BOS seems to be this; they have a bad habit of acting like stuck up toddlers. When the Enclave came around and threatened the BOS's superiority, they never really got over it (I'm going to explain, just wait a minute). I personally think that is the reason the Outcasts are such assholes: They don't trust anyone and they stick so stubbornly to their mission because they are fixated on making sure no-one will ever outclass them like the Enclave did thus they don't want to waste time stopping the mutants(thy are still assholes though). The same thing can be seen in the Mojave. They went into lock down for decades because not only did they get beaten, but they got beaten by a force that was technologically inferior to them, which made them question their entire mission and motivation (superiority through technology0. Thus they became selfish jerks that locked themselves into a hole. So in conclusion, the Capital Chapter is probably less out of line with the original values than the Outcasts are willing to admit, the Mojave chapter is probably just made up of really really poor sports, and the outcasts are just scared of losing the upper hand (but still assholes). All of them have problems, but they are all basically just extreme examples of qualities that the California originals had all-along.

Why yes, I did neglect to mention the Midwest chapter and the Texas chapter. Why did I do that you ask? *CENSORED* -with a Power-fist and a live grenade! So NO they AREN'T canon! *Composes self* Well then, there is your...hmm, what should I start calling these things? Viking's Ramblings? Mysterious Philosopher visits? Blimey those were tortured. How about this, You all can tell me what you want these little sessions to be titled, and I'll make one to be a cozy little follow up read with each update. Kind of like the popcorn that goes with the movie. As far as the name, I'm partial to some kind of joke involving something from fallout like those really shitty jokes I made a few sentences ago. I welcome all suggestions.
 

Aidinthel

Occasional Gentleman
Apr 3, 2010
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Viking Incognito said:
In the first and second games (this part is based on wiki info because, once again, I haven't played them), despite their secluded nature, we see that they are in fact willing to go and join another cause, or at least aid others, to fight a greater threat posed by the Master and the Enclave
I've played Fallout 1 and the Brotherhood wasn't really being altruistic in fighting the Master; they were just realistic enough to recognize that the super mutants posed a threat to everyone, including themselves. And they only send an attack force after the player scouts the area for them to confirm the threat. So I'd say that the Capital Wasteland Brotherhood were a significant departure.
 

CM156_v1legacy

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Mar 23, 2011
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AlternatePFG said:
So, what did you think of "Agatha's Song"? Did you like the reward for completing the quest?
I didn't get the gun because I couldn't find the music, but I'm told it's really, really powerful.

In Fallout 3, the special weapons are stupidly overpowered, aren't they?
 

AlternatePFG

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Jan 22, 2010
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CM156 said:
AlternatePFG said:
So, what did you think of "Agatha's Song"? Did you like the reward for completing the quest?
I didn't get the gun because I couldn't find the music, but I'm told it's really, really powerful.

In Fallout 3, the special weapons are stupidly overpowered, aren't they?
I don't think there's a single one that isn't horribly broken. It's not like there was much balance to the game in the first place though.

The revolver is pretty much a handheld sniper rifle, with the added effect of having no recoil while scoped.
 

CM156_v1legacy

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Mar 23, 2011
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AlternatePFG said:
CM156 said:
AlternatePFG said:
So, what did you think of "Agatha's Song"? Did you like the reward for completing the quest?
I didn't get the gun because I couldn't find the music, but I'm told it's really, really powerful.

In Fallout 3, the special weapons are stupidly overpowered, aren't they?
I don't think there's a single one that isn't horribly broken. It's not like there was much balance to the game in the first place though.

The revolver is pretty much a handheld sniper rifle, with the added effect of having no recoil while scoped.
In the words of my father: "What the hell were they thinking?" ("Hell" is the strongest word he would use for years). New Vegas has a little more balance, but I still end up using mostly special weapons. I do need to pick up the Rat-Slayer though.

Also, as a side note, I'm a bit shocked you didn't pick up Tag! as a perk. But then again, you get what, 20, skill points per level or something like that?
 

Melon Hunter

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May 18, 2009
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AlternatePFG said:
CM156 said:
AlternatePFG said:
So, what did you think of "Agatha's Song"? Did you like the reward for completing the quest?
I didn't get the gun because I couldn't find the music, but I'm told it's really, really powerful.

In Fallout 3, the special weapons are stupidly overpowered, aren't they?
I don't think there's a single one that isn't horribly broken.
The Zhu-Rong Chinese Pistol? It deals the same amount of damage as a regular Chinese Pistol, with a lower rate of fire, but HEY! it does set enemies on fire... which really doesn't make that much difference.

I guess that's just how much the Chinese Pistol sucks: in a game where pretty much every unique weapon is a game-breaker, it still manages to fall flat on its face with its own unique variant.
 

AlternatePFG

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Jan 22, 2010
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CM156 said:
In the words of my father: "What the hell were they thinking?" ("Hell" is the strongest word he would use for years). New Vegas has a little more balance, but I still end up using mostly special weapons. I do need to pick up the Rat-Slayer though.

Also, as a side note, I'm a bit shocked you didn't pick up Tag! as a perk. But then again, you get what, 20, skill points per level or something like that?
Eh, 15 points is not that much, and we've effectively maxed out the most useful skills, though I might pick it up eventually. I wish tagged skills functioned more like they did in the original Fallout games, then Tag! would be an invaluable perk.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
CM156 said:
In the words of my father: "What the hell were they thinking?" ("Hell" is the strongest word he would use for years). New Vegas has a little more balance, but I still end up using mostly special weapons. I do need to pick up the Rat-Slayer though.

Also, as a side note, I'm a bit shocked you didn't pick up Tag! as a perk. But then again, you get what, 20, skill points per level or something like that?
Eh, 15 points is not that much, and we've effectively maxed out the most useful skills, though I might pick it up eventually. I wish tagged skills functioned more like they did in the original Fallout games, then Tag! would be an invaluable perk.
How did it work in the old games?
 

AlternatePFG

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CM156 said:
How did it work in the old games?
Skills were percentages. You could go past 100% to really improve that particular skill, but you were given less points to work with. Your tagged skills made it so that for each point you added to a skill, it would gain 2% instead of 1%. Your tagged skills were an extremely important part of your build. So Tag! in those games was a useful perk.

Melon Hunter said:
The Zhu-Rong Chinese Pistol? It deals the same amount of damage as a regular Chinese Pistol, with a lower rate of fire, but HEY! it does set enemies on fire... which really doesn't make that much difference.

I guess that's just how much the Chinese Pistol sucks: in a game where pretty much every unique weapon is a game-breaker, it still manages to fall flat on its face with its own unique variant.
I completely forgot about the unique Chinese Pistol, but yeah, the Chinese Pistol is just absolutely terrible. I would say it's about tied with the .32 pistol though, which sucks and uses the less common .32 ammo.

Edit: The unique for that, Wild Bill's Sidearm from The Pitt, is slightly less useless, having a rather good rate of fire. The damage still sucks though.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
CM156 said:
How did it work in the old games?
Skills were percentages. You could go past 100% to really improve that particular skill, but you were given less points to work with. Your tagged skills made it so that for each point you added to a skill, it would gain 2% instead of 1%. Your tagged skills were an extremely important part of your build. So Tag! in those games was a useful perk.

Melon Hunter said:
The Zhu-Rong Chinese Pistol? It deals the same amount of damage as a regular Chinese Pistol, with a lower rate of fire, but HEY! it does set enemies on fire... which really doesn't make that much difference.

I guess that's just how much the Chinese Pistol sucks: in a game where pretty much every unique weapon is a game-breaker, it still manages to fall flat on its face with its own unique variant.
I completely forgot about the unique Chinese Pistol, but yeah, the Chinese Pistol is just absolutely terrible. I would say it's about tied with the .32 pistol though, which sucks and uses the less common .32 ammo.
That sounds like fun. Likely, within the next year or two, I'll be getting a PC used for gaming. Fallout 1 and Fallout 2 are on the top of my "To play" lists. Along with the Witcher (Because I've already bought it), and if I like that, the Witcher 2.

Does a regular, well rounded, gunning build work well in the first two games?
 

AlternatePFG

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CM156 said:
That sounds like fun. Likely, within the next year or two, I'll be getting a PC used for gaming. Fallout 1 and Fallout 2 are on the top of my "To play" lists. Along with the Witcher (Because I've already bought it), and if I like that, the Witcher 2.

Does a regular, well rounded, gunning build work well in the first two games?
In the first one, quite a bit. You leave the Vault with a 10mm pistol, a good amount of ammo and a combat knife. The second one however, since you start as a tribal, you won't be getting a gun until you get to Klamath. (Which is right after the town where you start in, but it's still kind of a pain.) Once you get to Klamath, you can find a Pipe Rifle, which is kind of a crappy gun, but it's better than nothing. Some extra points in melee weapons wouldn't hurt early on in the game, but guns are far from useless.
 

CM156_v1legacy

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Mar 23, 2011
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AlternatePFG said:
CM156 said:
That sounds like fun. Likely, within the next year or two, I'll be getting a PC used for gaming. Fallout 1 and Fallout 2 are on the top of my "To play" lists. Along with the Witcher (Because I've already bought it), and if I like that, the Witcher 2.

Does a regular, well rounded, gunning build work well in the first two games?
In the first one, quite a bit. You leave the Vault with a 10mm pistol, a good amount of ammo and a combat knife. The second one however, since you start as a tribal, you won't be getting a gun until you get to Klamath. (Which is right after the town where you start in, but it's still kind of a pain.) Once you get to Klamath, you can find a Pipe Rifle, which is kind of a crappy gun, but it's better than nothing. Some extra points in melee weapons wouldn't hurt early on in the game, but guns are far from useless.
I see. I was always a fan of guns quite a bit. I don't know if I posted this here, but I do enjoy guns. I learned to shoot when I was 8 years old. (The weapon was a .22 Ruger pistol)

Also, I don't know if it was posted here, but someone made a case to me that each of the factions in New Vegas coresponded to a view on the Nolan chart [http://en.wikipedia.org/wiki/Nolan_Chart]

House is a populist, Caesar is a conservative, the NCR are liberals, and the Independant Vegas is Libertarian