Fallout: New Vegas fan notes and shots from PAX

OakTable

Vault Senior Citizen
Leave it up to avid fans to deliver not one, but three days worth of reports and notes from the New Vegas display at PAX. Intact Garden Gnome brings us word from day 1, day 2 and day 3.<blockquote>I also caught a near complete screen shot of the tutorial of the different ammo types:
Armor Piercing: Ignores a large portion of the enemy's Damage Threshold, does slightly more damage.
Hollow Point: Does much more damage but is easily blocked by armor.
Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly.
Slug: Used by shotguns, slugs replace buckshot with a single, powerful bullet that is more accurate.</blockquote>See lots of camera phone shots here.
 
OakTable said:
I meh'd at those previews. Nothing new to me.

Heads-up, some guy on the Bethesda Forums posted three threads with info and impressions from 3 days worth of playing the NV demo at PAX. He also has some off-screen photos of the game on his photobucket.
Thanks Oak Table ,some interested stuff indeed.... Also I see the mysterious stranger is back. :o
 
I'm really falling in love with this whole Survival skill thingy. A thing which missed in every Falloutgame.
 
Ants feeding off a corpse, eh ? This and after seeing the gameplay vids I guess the environments might actually be more interesting to explore (not very hard after F3, though...)
 
I'm still hoping there's a little bit more variety in supermutant models than in Fallout 3. Even if there isn't though, I'm okay with these super mutants.
 
WorstUsernameEver said:
I'm still hoping there's a little bit more variety in supermutant models than in Fallout 3. Even if there isn't though, I'm okay with these super mutants.

Isn't Marcus present, though ? Or did I get something entirely wrong ?
Although Marcus looked just like any other mutie, only with the head slapped on.
 
I hope, that the straps will not be overused now. I saw a few mutants already with the same straps and the same googles. Even Marcus has the same goodles, just not the mouth-straps.
 
Gaspard said:
WorstUsernameEver said:
I'm still hoping there's a little bit more variety in supermutant models than in Fallout 3. Even if there isn't though, I'm okay with these super mutants.

Isn't Marcus present, though ? Or did I get something entirely wrong ?
Although Marcus looked just like any other mutie, only with the head slapped on.

Yeah, but Marcus is just one mutant, and got the other head/apparel for continuity's sake. All the other mutants we've seen are new characters.
Still it's an improvement over Fallout 3, where even Fawkes had the same mutant head.
 
Lexx said:
I hope, that the straps will not be overused now. I saw a few mutants already with the same straps and the same googles. Even Marcus has the same goodles, just not the mouth-straps.

Well the goggles were based on Marcus's goggles from Fallout 2.
 
Hey a list:

-"Miss Fortunate Occurrences"? Possibly a gambling/luck related Mysterious Stranger? Intriguing
-"Have Limbs Crippled" instead of just "Limbs Crippled"? OMG boycott'd
-Some sort of neo-Harry
-Possible pet molerat, also possibly adorable
-Really polygonal flowers, omg boycott'd again
-I want to play this game

way to work the camera phone man
 
Ausir said:
Lexx said:
I hope, that the straps will not be overused now. I saw a few mutants already with the same straps and the same googles. Even Marcus has the same goodles, just not the mouth-straps.

Well the goggles were based on Marcus's goggles from Fallout 2.

Well, I know. I noticed it already in the first screen where the new mutants have been visible. :>

But check the screenshots. Every 'new' super mutant on these screens so far has these googles now.
 
Apparently there are new drugs. Turbo, which possibly increases speed like the adrenaline shot from Left 4 Dead 2, Steady, which reduces spread, and Rebound, which increases AP regen.
 
Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly.

I hate that kind of features. It's not strategic at all, because "degrades the weapon more quickly" is a drawback that can be made up for by having more resources. Reminds me of Fallout 3's Fast Metabolism (increases stimpak efficiency) - it can be replaced by just having more stimpaks. I hope there isn't much of this in F:NV.
 
Blackened said:
Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly.

I hate that kind of features. It's not strategic at all, because "degrades the weapon more quickly" is a drawback that can be made up for by having more resources. Reminds me of Fallout 3's Fast Metabolism (increases stimpak efficiency) - it can be replaced by just having more stimpaks. I hope there isn't much of this in F:NV.

Yeah but, if you had played one of the F3 mods that removes 99% of the stimpacks in containters, and raises their prices, a perk like that is welcome!

Thats why i say, play these games on the PC. The game itself will be cheaper than consoles by 10 bucks, and includes a construction set?! A no brainer.
 
sea said:
Blackened said:
Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly.

I hate that kind of features. It's not strategic at all, because "degrades the weapon more quickly" is a drawback that can be made up for by having more resources. Reminds me of Fallout 3's Fast Metabolism (increases stimpak efficiency) - it can be replaced by just having more stimpaks. I hope there isn't much of this in F:NV.
Well, theoretically they are good mechanics in situations where resources are limited. But we all know how "scarce" ammo and health are in Fallout 3, so, uh... yeah. Either way I don't see an issue with giving the player options, even if they aren't always that useful. Redundancy and overlap between skills and items isn't an issue because everyone has a different way of playing and solving problems.

Well, it doesn't really mean that resources will be handled like that in New Vegas too. Admittedly, I don't have my hopes high, but I'm still not writing it them off either.
 
I really hope I don't finish the game with 200+ Stimpaks. Also, I noticed that his ighest skill was only 67 at level 6. I had mine maxed out by then in FO3
 
Faceless_Stranger said:
Also, I noticed that his ighest skill was only 67 at level 6. I had mine maxed out by then in FO3

And it looks like that person put pretty much everything into guns.
 
the low number of skillpoints is interesting.
for the demo my guess is that they put int at 5-6.
Since if you get base stat *2 as starting skillpoints.
it looks like most of the skills have gotten a few extra points andscience speach gotten about 20 extra.
which would compute if int start on 6 and you gotten 5 levels of skills points.
The plus markers seems to anote tag skills.

This also means that the tag skills from start dont give you a ton of skillspoints as it did in failout3.
whre one left the vault with 3 skills at around 35 and about every other in 20 at level 2.

this is good new since it means you cant go jack of all trade as in f3 but you actually have to concentrate on what you want your character to do.
 
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