Fallout: New Vegas Pre-Order Bonuses

Looks like the steam background image with "fallout-archives.com" slapped on it. :>
 
oh cute a doll pack too bad people will be able to get all these off nexus sometime down the road im sure.
 
besides, am I the only one who doesn't want to begin the game with a good weapon, suit of armor and useful gadgets? a pistol and some stims, sure. but a lot of the fun in the Fallout games has for me been to slowly work myself towards good equipment. it was way too easy to find weapons and ammo in FO3 already. I love how you have to struggle in the beginning of FO2 before you find your first gun and enough ammo to actually use it (unless you go melee of course).
 
So they want to make it even easier unless ... it's not going to be as easy as F3?

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aenemic said:
besides, am I the only one who doesn't want to begin the game with a good weapon, suit of armor and useful gadgets? a pistol and some stims, sure. but a lot of the fun in the Fallout games has for me been to slowly work myself towards good equipment. it was way too easy to find weapons and ammo in FO3 already. I love how you have to struggle in the beginning of FO2 before you find your first gun and enough ammo to actually use it (unless you go melee of course).

yep, and stimpacks were so damn expensive. I won't preorder because A. I won't need to in order to get the game and B. I rather start with scraps.
 
You know, you could pre-order it, not use the code for the bonus beat the game and then use the code on a subsequent playthrough for fun.

That or sell the code to a very desperate individual to help offset the cost of the game itself.

I've done the latter, it's very fun.
 
It's just a few items. I really doubt that it will shatter the game balance very hard.
 
I disagree, those 5 extra stimpaks make the game sound so unbalanced and broken! :o Almost making me consider not buying it at all!!! :crazy:
 
of course it won't, but I can imagine a shotgun, metal armor or grenade launcher might.

if it doesn't, then that's bad news because that means you can easily obtain these items early on anyway.
 
Reconite said:
I disagree, those 5 extra stimpaks make the game sound so unbalanced and broken! :o Almost making me consider not buying it at all!!! :crazy:

Yea, I can understand having 150 stimpacks within the first half an hour is perfectly fine but 155 is just plain crazy.
Saying that, going by Fallout 3 that is a tiny number of stimpacks.
 
I never got more than 20 or max. 30 stimpaks at once in Fallout 3. Don't know if there haven't been that much or I just didn't searched deep enough... but compared to Fallout 1 / 2, where I got approx 70 to 80 stims at the end of the game, it wasn't very much.

But then again, in Fallout 1 / 2, I am most of the time pretty fine. In Fallout 3, you are always somehow damaged in some kind of way, so you are eating all this shitty shit the whole time.

This was somehow annoying to me. I don't like to fight shit all the time.
 
thing is from how I see it the number of stimpacks never made any issue in F1 or F2 cause you had to think abit about their use. When you and your enemy have been seriously damaged it was something you had to consider sometimes if using the last points for a stim or shooting the enemy and killing him eventualy. I liked this small tactical parts in the game.

F3 didnt had that. The Stims always heald you and you never had to consider their use really. As everything happend in real time.

Hopefully using 8-10 super stims will send you right to nirvana again :D

aenemic said:
besides, am I the only one who doesn't want to begin the game with a good weapon, suit of armor and useful gadgets? a pistol and some stims, sure. but a lot of the fun in the Fallout games has for me been to slowly work myself towards good equipment. it was way too easy to find weapons and ammo in FO3 already. I love how you have to struggle in the beginning of FO2 before you find your first gun and enough ammo to actually use it (unless you go melee of course).

Well what I hope at least is that finding good gear and equipment this time makes a bit more sense (more similar to F1 and F2 ) compared to F3 where you would literaly find everything everywhere and ask your self why no one decided to loot the robco facsility no 5m from the Tenn Penny tower ...
 
I hate bonus schemes like this so goddamn much. I'll be glad when they're cracked and unofficially distributed. Collectibles for preorder are one thing, but splitting bonuses up among four sellers is murdering completionists and serious fans in the face.
 
I currently have almost 1300 stimpaks and most of that was trading with Casdin. It's almost like infinite health.
 
just an aside to the fellas unsure about how shotgun shells are measured (earlier in the thread)

the gauge of a shotgun shell, is how many shells you would need to have 1lb of shot.

so a 20ga shotgun, if you opend up 20 shells and poured out the pellets, the pellets would together weigh 1lb.

In a 10ga, youd only need 10 shells to get 1lb of shot.

heavier loads require more powder. Watching someone shoot a 10 or 8 ga shotgun is impressive, it will kick hard even a strong young man.

and there you go, you can share this info around the watercooler!
 
What I never got in Fallout 3 is why enemies rarely had stims, and if they did, they never used them. Fuck, Oblivion was harder because some enemies would heal themselves if they got too hurt. Fallout 3 enemies just sit around, eat bullets to the face, and wonder why they didn't grab those 3 stimpaks from that First-Aid kit that was conveniently unlooted for 200 years.
 
It would be nice if the AI in FNV is now fixed that the NPCs will also use stim packs or chems to heal or boost their stats while engaging the player in battle.
 
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