Fallout: New Vegas perks list #2

Lexx

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A few days ago, GameSpot posted a list with a few Perks from New Vegas. Now PC Gamer is revealing another three Perks with Vault Boy images and a short description:
<blockquote>Slayer!
This perk increases the speed of all melee attacks by 30%, letting you wield anything from your bare fists to a golf club with ninja efficiency. The increased speed will be especially useful when fighting in VATS, letting you queue up more strikes on your opponents.

Spray ‘n Pray
This perk significantly reduces the damage of friendly fire, so you’ll be able to nuke an area without having to worry too much about the safety of your companions. This perk is even more useful in Fallout: New Vegas because the companions you recruit will themselves grant you extra perks. Hang out with world-weary veteran Cass, for example, and you’ll be able to gain toughness by drinking whisky.

Super Slam!
Another good perk for players who like to get up close and personal, taking Super Slam means unarmed and melee weapon attacks have a chance of knocking down your opponent, leaving them vulnerable to a further beating. This promises to be especially comical when fighting larger beasts such as Super Mutants, or their house-sized brethren the Super Mutant Behemoth. The bigger they are, the harder they fall.</blockquote>
 
Slayer!
This perk increases the speed of all melee attacks by 30%, letting you wield anything from your bare fists to a golf club with ninja efficiency. The increased speed will be especially useful when fighting in VATS, letting you queue up more strikes on your opponents.

Uh? :confused:

Super Slam!
Another good perk for players who like to get up close and personal, taking Super Slam means unarmed and melee weapon attacks have a chance of knocking down your opponent, leaving them vulnerable to a further beating. This promises to be especially comical when fighting larger beasts such as Super Mutants, or their house-sized brethren the Super Mutant Behemoth. The bigger they are, the harder they fall.

Behemoths are in NV? :confused:
 
Stanislao Moulinsky said:
Slayer!
This perk increases the speed of all melee attacks by 30%, letting you wield anything from your bare fists to a golf club with ninja efficiency. The increased speed will be especially useful when fighting in VATS, letting you queue up more strikes on your opponents.

Uh? :confused: [/b]

I think it is an in game explanation for vats using less ap per action.

Super Slam!
Another good perk for players who like to get up close and personal, taking Super Slam means unarmed and melee weapon attacks have a chance of knocking down your opponent, leaving them vulnerable to a further beating. This promises to be especially comical when fighting larger beasts such as Super Mutants, or their house-sized brethren the Super Mutant Behemoth. The bigger they are, the harder they fall.

Behemoths are in NV? :confused:

Not that I have seen--don't think it has been mentioned in the guide thread either
 
The old Slayer picture was much better.

Not that I have seen--don't think it has been mentioned in the guide thread either

The descriptions sound like written by PC Gamer, not by the devs, so they could have made a mistake there.
 
I bet that all perk requirements are listed in the level up interface, like it has been in Fallout 3.


'Hate it.
 
Lexx said:
I bet that all perk requirements are listed in the level up interface, like it has been in Fallout 3.


'Hate it.

I actually like that. I don't see what exactly is the benefit in hiding those requirements anyway.
 
I prefer level requirements to be listed.

I am almost sure that I read somewhere that Super Mutant Behemoths are in F:NV. But I see that a few people posted here, and nobody said that they are indeed back, then maybe I'm wrong.

Super Mutant Behemoths just don't fit in Fallout and Fallout 2's atmosphere. WTF, raging melee super mutant appearing in a random location, without any planning? That's really far from Fallout 1's structure, and maybe not that far from Fallout 2's.

Or maybe this could be explained with the fact that super mutants had a leader in Fallout 1? After all, sometimes Bethesda make sense!

Edit:
Incognito said:
@ oKiRe: No Behemoths unfortunately. The Supermutant breakdown are as follows: regular Nightkin, Nightkin Sniper, Nightkin Master, regular Supermutant, Supermutant Brute and Supermutant Master.

Read it and weep the tears of joy!
YAY!
 
Ausir said:
What's wrong with them being listed in both places?

It's personal taste, I'll guess. I just don't like to see them all from the very beginning. It kind of takes away the "what might come next"-feeling from me.
 
In Mass Effect 'n stuff, you companions don't die as well. So I'll guess from actual rpg perspective, it's pretty normal. :>
 
Lexx said:
It's personal taste, I'll guess. I just don't like to see them all from the very beginning. It kind of takes away the "what might come next"-feeling from me.
That's why I am so pro-multitude of options in video games. Usually as the game designers are tweaking things they find that they could leave such and such in or take it out, or give a variable that affects something either this or that value. It would take very little extra coding to allow both options to be toggled in an option screen (and just set designer preferences to default), but most of the time they only give the player the bare minimum of options. Sure a lot of that kind of stuff can be modded, but that doesn't mean it shouldn't have been originally included in the game. In general, I blame publisher pressure to make things simple for the console market.
 
Once they revealed special melee attacks in VATS, I was sold on a melee character. Last week's and this week's perks only solidified my choice.
Vegas_Wanderer said:
Crap, no more Gifted cheating, i mean....weird for a game that doesn't allow your companions to die in normal mode.
Well, Spray and Pray is still useful in Normal mode. If you can't hold down LMB and spray your weapon for maximum DPS because your companion is in the way and/or if you knock out your companion early, you may not be strong enough to kill your foes, leading to your death.

I prefer more finesse with my attacks anyway so I won't be getting it, but if I want to roleplay a crazy blood opera kind of character I may pick it up in another playthrough.
 
iridium_ionizer said:
That's why I am so pro-multitude of options in video games. Usually as the game designers are tweaking things they find that they could leave such and such in or take it out, or give a variable that affects something either this or that value. It would take very little extra coding to allow both options to be toggled in an option screen (and just set designer preferences to default), but most of the time they only give the player the bare minimum of options. Sure a lot of that kind of stuff can be modded, but that doesn't mean it shouldn't have been originally included in the game. In general, I blame publisher pressure to make things simple for the console market.
Something you don't see often enough is customizable difficulty settings. For example, maybe I like the idea of taking more damage myself, but not at having to put 20 bullets into a rat's head to kill it. The first time I saw this was in Soldier of Fortune way back when. Every single aspect of the difficulty settings could be picked from a checklist. I loved the idea and thought it would be a regular thing. Off hand, I can't think of any other games that have done that. Hardcore mode sounds like a step closer in that direction. I like all the other aspects of Hardcore, but I know I'm just going to load when my companion dies anyway so it would be nice to opt out of that for convenience sake.

Super Slam! sounds like a lot of fun. Just think, two years ago this would have been +10 to Unarmed. I like the idea of of being able to knock guys around, especially super mutants, but I'm hoping that larger enemies have resistance to knockdown. I should be able to throw geckos around with ease, but if I'm always pushing Deathclaws over than that would be just stupid. Did you ever use the Gauss Rifle on a Behemoth? That was a sad sight. He never stood a chance cause this tiny howitzer kept kicking him down before he could get up. I stopped using it on them after that out of pity.

Between perks like this and the huge new arsenal of unarmed weapons like Punch Guns, Unarmed is finally starting to sound like a viable option. Bout damn time.
 
Texas Renegade said:
I think it is an in game explanation for vats using less ap per action.

I don't know. Those don't look like the in-game descriptions of the perks. I think they are comments of whoever made the article and in that case I don't understand how he links "attack speed" with "AP usage".
 
BOS Man said:
Something you don't see often enough is customizable difficulty settings. For example, maybe I like the idea of taking more damage myself, but not at having to put 20 bullets into a rat's head to kill it. The first time I saw this was in Soldier of Fortune way back when. Every single aspect of the difficulty settings could be picked from a checklist. I loved the idea and thought it would be a regular thing. Off hand, I can't think of any other games that have done that. Hardcore mode sounds like a step closer in that direction. I like all the other aspects of Hardcore, but I know I'm just going to load when my companion dies anyway so it would be nice to opt out of that for convenience sake.

Funnily enough Half-Life 1's difficulty settings offered some interesting choice:
Easy: Enemies have low health and do little damage
Normal: Enemies have low health but do lots of damage
Hard: Enemies have high health and do lots of damage

Only option that was not there was "Enemies have high health but do little damage", but I can't imagine that one being very interesting.
 
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