GameBanshee Fallout: New Vegas subsite launched

Blackfang said:
All stats affect some skills.
All stats, except intellect, have some direct effect on combat (charisma - through your companions).
All stats, except intellect, have some good perks, associated with them, requiring them to be above 5.
So the SP rate is the only thing requiring high INT, and it is abysmal. (15 SP per point of int throughout entire game.)

There really is no good reason to raise INT above 5. Even better, to lower it to 4, IMO...

INT may still affect dialogue a whole lot. I highly doubt they'd make it that useless.
 
Doesn't INT affect dialogue? Or is that mostly to do with the speech skill? I always make an optimum talkie character in FO games, and having a high INT was always a part of that for me.
 
Quick Draw (1 Rank)

Prerequisite: Agility 5

Quick Draw makes all of your weapon equipping and holstering 50% faster.

Wow, this sounds completely useless. FO tradition of having some worthless perks is intact. :D

Great perks overall, but some of them seem good only when paired (Math Wrath + Plasma Spaz, CowBoy + The Professional). Still, good stuff. :clap:

So, with the low dependence of skill points on intelligence, I don't see much point in rising it above 5...

Rising it at 6 gives you 29 SP throughout the whole game, though.
The formula for SP should have been 5+INT because this way you have to pump two SPECIAL points to have a clear benefit. Agility in FO1-2 had the same problem.

Requires just Melee Weapons, grants a bonus to Unarmed too? Well, nobody would take Melee Weapons and Unarmed. Wtf?

Boh? Maybe this time ST influences Unarmed Damage?

Edit. Holy Sheet! Hunter + The Professional + CowBoy + Better Criticals = instant death on certain enemies with sneak criticals.

[(Base DMG * 2) + (Crit DMG +50%)] *2 +20%

And if headshots still double the damage...
 
Stanislao Moulinsky said:
Rising it at 6 gives you 29 SP throughout the whole game, though.
The formula for SP should have been 5+INT because this way you have to pump two SPECIAL points to have a clear benefit. Agility in FO1-2 had the same problem.

I think (or rather, hope), you will get that 0.5 SP compensated every second level...
 
A question regarding some of the Traits/Perks, that, in my opinion are very badly described.

Fast Shot
While using Guns and Energy Weapons, you fire 20% more quickly but your shots are 20% less accurate.
Now, I understand the -20% acc, but is this trait only active in VATS? and firing 20% faster, does that mean increased weapon attack speed, or simply lower Action Point Cost?

Same question for:
Trigger Discipline
While using Guns and Energy Weapons, you fire 20% more slowly but are 20% more accurate.
 
I think Agility clearly plays a larger role that in Fallout 3, as important as in Fallout 1, 2 and Tactics.

Agility in Fallout: New Vegas governed the movement speed, shooting speed, reloading speed of the weapon and action points, I find much more important then having 5 or 10 in intelligence gives only five bonus skill points per level.

Seven point to share, I would put 8 in agility, 7 in perception and 7 in intelligence, not really over.

And don't forget Luck, it provides a pseudo-jinxed effect to enemies that make them completely miss or accidentally hurt themselves.


Otherwise, good new perks, little disappointed this after level 16 even is from Fallout 3 and Broken Steel, is the same perks, same image, same description etc... just 3 are news, not much. Hopefully there's something for level 30.
 
Delacroix said:
A question regarding some of the Traits/Perks, that, in my opinion are very badly described.

Fast Shot
While using Guns and Energy Weapons, you fire 20% more quickly but your shots are 20% less accurate.
Now, I understand the -20% acc, but is this trait only active in VATS? and firing 20% faster, does that mean increased weapon attack speed, or simply lower Action Point Cost?

Same question for:
Trigger Discipline
While using Guns and Energy Weapons, you fire 20% more slowly but are 20% more accurate.

I'm willing to bet that this affects fire rate outside of VATS too. don't really see any reasons why it wouldn't, and if it didn't the skills would be pretty unbalanced (for the worse).
 
I kind of suck at RPG-maths. So is getting a high INT, in keeping with the talkie-character I'm after, not really worth it? I guess no one knows yet whether it affects dialogue, or whether it's better just to invest in speech.
 
Mr. Teatime said:
I kind of suck at RPG-maths. So is getting a high INT, in keeping with the talkie-character I'm after, not really worth it? I guess no one knows yet whether it affects dialogue, or whether it's better just to invest in speech.

I have always played a speech character, for speech, it's normally mainly Charisma and not Intelligence, was the case in Fallout 1 and Fallout 2 and I hope it will stay like that, the Charisma still much more to see that intelligence although the two is complementary.

But otherwise, the dialogues are much more engaged in your Speech skill has jurisdiction your Charisma (I was 5-6 Charisma in Fallout 1 for my speech character and I never had any problems but in Fallout 2, I was 8 Charisma in the beginning and 10 in the end so I don't know about Fallout 2 and in Fallout 3, Charisma are useless.)
 
Though I seem to remember in FO2, a farmer in Klamath with whom you could have a special conversation if you had 9+ INT. I assumed that carried through the rest of the game.

What did you need in terms of INT to get the most dialogue out of the Master and Frank Horrigan?
 
Frank Horrigan is not a talker, you could not talk to much with him unfortunately even with 10 Intelligence, 10 Charisma and 300% Speech, a big disappointment.

For the Master, I know it had to have a lot of Speech (at least 100%), 7 Intelligence and 5 Charisma minimum to convince him without Vree holodisck and without interrupting the dialog by saying " It's too late, choose joined or not " (ending finally in a fight or in the bad ending).

It's true that the intelligence on this one to look more important, but it's a single situation, for others the overall Charisma is more important.

Now to see what it gives in Fallout: New Vegas but I will say that the two skills that complement, with a greater share for Charisma.
 
I think a "talking character" will have more options across the board now really. CHR and Speech seems to the most important. But I think we'll see checks for INT as well.

But I mean, Avellone mentioned somewhere a while back that Barter had some of his favorite dialogue options in the game. Stuff like Science will probably be checked a fair amount. Wouldn't surprise me to see a fair amount for stuff like Medicine and Survival also.

In short, I expect more skill checks all across the board.
 
Mr. Teatime said:
I kind of suck at RPG-maths. So is getting a high INT, in keeping with the talkie-character I'm after, not really worth it? I guess no one knows yet whether it affects dialogue, or whether it's better just to invest in speech.

If INT affects only Skill Points I guess that there will be a fair amount of INT related special dialogue lines to balance it. It would be interesting if there are stat/skill dialogue lines with Speech checks.

Edit.
Agility

When a fella's in a gunfight and shoots the other guy six times before they can get off a shot, it's cause that fella is agile. Agility affects your Guns skill, Sneak skill, walking speed, and Action Point regeneration.

Sooooo...the number of APs is fixed now?
 
I asked Josh Sawyer 'If I want a talkie character in FO:NV, should I raise INT to 9+? Or is dialogue more based on the speech skill or CHA? Cheers'

His reply: 'more based on speech but there are int unlocks'

So... yeah. The numbers don't make INT a particularly appealing stat, but it might still be important to diplomat characters :/
 
Blackfang said:
It's 10+Int/2 skill points, so int 4 gives only 3 less skill points then maximum.

Per level? I must not be following either, because 90 extra skill points sounds pretty swell.
 
Yeah, but to have them you have to max INT while leaving the others at 5 or crippling a stat to have some extra SPECIAL points. It depends on the balance: it will be better to have more skills or more higher-than-average stats?
 
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