Rampaging through Fallout New Vegas with Captain Yesterday


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Oh...crap... hope you have a backup to explosive weapons, or the elevator ride is gonna SUCK!


I'm also incredibly good with guns, really incredibly good in fact.

RPG Superstar 2015 Top 8

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I did the elevator ride once with unarmed skill, buffout, and prayer.

Silver Crusade

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DeathQuaker wrote:
I did the elevator ride once with unarmed skill, buffout, and prayer.

Reminds me of the fight with the Legendary Deathclaw. Opened with the .50 Cal and then hopped up on every single buff and drug I had and switched to Gehenna. It was the fight with She all over again and it was brutally glorious.

I may or may not have given prayer to someone or something during chaos, as well as plenty of screams and curses.


She was a cakewalk for me because I could hit her 19 times before she got to me, but the damn legendary deathclaw is around a corner, which is frustrating for a sniper.


I hate those swarming a~#!+@+ pieces of s&*@ underground in the divide.

Hate them!


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Tunnelers...yeah...that's why I warned you about the elevator ride. They just keep coming in a confined space.

Stock up on Med-X, Psycho, Slasher, Stimpaks, and anything else you can get to survive and kill them as fast as you can. It's a gauntlet.


Is there a second elevator ride? I don't know if I can handle a second one. :-D


I don't think so. I'm almost certain not.

Also, you can fast travel past it afterward; there should be a key location once you're done.


Oh good! I'm running on fumes in regard to Stimpaks, quite the slog.


Well, it doesn't get easier. You can leave the divide, you know, get some more supplies. It's the only DLC you can leave and come back.

RPG Superstar 2015 Top 8

You can also return to Zion and Big Mountain. OWB gives you the best character base in the game, which you can always return to with your portable teleporter.

The only DLC place you CAN'T return to is Dead Money's.

The difference between Lonesome Road and the others is you can leave DURING the events of the storyline. You have to complete OWB and HH before you return to them.

Capn, you should run into an autodoc soon, which will help you with the health problem.


Yeah I've found the occasional commissary, every time I forget to get Stimpaks, I'm so focused on unloading all the s$+% I've been loading ED-E down with.

So much stuff!

Loot and pillage, just like the Beastie Boys song.


DeathQuaker wrote:

You can also return to Zion and Big Mountain. OWB gives you the best character base in the game, which you can always return to with your portable teleporter.

The only DLC place you CAN'T return to is Dead Money's.

The difference between Lonesome Road and the others is you can leave DURING the events of the storyline. You have to complete OWB and HH before you return to them.

Capn, you should run into an autodoc soon, which will help you with the health problem.

but you can't leave Big MT until after you complete the story and decide what to do with your brain

RPG Superstar 2015 Top 8

Right, I said that. I misunderstood your post to mean you can never return to the other locations, ever. But in my post above I also noted in LR you can leave partway through (I just didn't realize you were saying the same thing).

Personally I've never left LR in the middle. Seems better to get it done in one slog, then get back for good to better places, stories, and characters, and Veronica.


So long divide ED-E, I'm glad I could blow you up so occasionally while you were around.

Alas, now, I must leave all my cartons of cigarettes behind, at least there's Deathclaws and Ghouls that will feel my anguish more.

Sweet Annabelle, you'll never leave me.


It's a lot slower going without ED-E around, I think I going to have to explore further, some of the areas I've been, I might've missed the armor, g$&#!!n s$#* I'm wearing now isn't holding up at all.

Just killed Rawr (sorry badger!) last night, now almost to that robot stealing piece of s#*#'s lair.

He'll have to answer to Annabelle for stealing my property, she's never in a forgiving mood.


Just so you know, if you don't free ed when you find him, and take on Ulysses alone, you get a perk where you get bonus damage when you have no companions.


Good to know for next time, too late now (tho I do recall you saying that before).

Fallout New Vegas, is definitely a game to replay. :-)


With four main faction endings (Caesar wins, House wins, NCR wins, or independent NV) and dozens of subfaction endings, it's got massive replay value. I would play it again now if I didn't have so much to do with my time prepping for January.


Does anyone else not use chems in Fallout games, I got addicted in 3 once, it sucked so I haven't taken them ever since.

brings out a soapbox, dusts it off

I also find that video games having addictions one of the stupidest ideas they've had, if I wanted to see the toll addiction has I'll go visit my cousin's grave, I don't need that b~~~+*!! mucking up my enjoyment.

puts soapbox back in the closet

But, rather than picking the one nit I have with them, I just don't take any chems beyond Stimpaks and their like. Just curious if anyone else does the same.


Fixer is only twenty caps. It says temporary but it's actually permanent.

Turbo and steady are too good to ignore.


I've ignored them so far, no problems. :-)

Scarab Sages

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Fallout Rampage Cap'n Yesterday wrote:

Does anyone else not use chems in Fallout games, I got addicted in 3 once, it sucked so I haven't taken them ever since.

brings out a soapbox, dusts it off

I also find that video games having addictions one of the stupidest ideas they've had, if I wanted to see the toll addiction has I'll go visit my cousin's grave, I don't need that b!!+~#~* mucking up my enjoyment.

puts soapbox back in the closet

But, rather than picking the one nit I have with them, I just don't take any chems beyond Stimpaks and their like. Just curious if anyone else does the same.

I almost inevitably get addicted to alcohol in New Vegas on account of picking up too much stuff and needing the +2 strength from whiskey to not trudge towards the exit at the speed of a recalcitrant toddler. And ... then the addiction always seems to emerge when I've already left town and so I drink whatever alcohol I can find, and then maybe I start carrying around extra bottles of whiskey because I just know this is going to happen, and maybe that eats up the extra weight I needed the original alcohol to carry anyway. I could quit any time, if it wasn't for the shiny shiny things I need to pick up.


Steady is really helpful for sniping. It turns every attack in vats to 95%, no matter what weapon or how far you are.

Turbo is pretty much the only way to beat the legendary monsters.

As has been mentioned, an extra 10-20lbs carrying from alcohol can make your day when you need to fast travel.

I mostly ignore the rest, except Jet if I'm sniping with VATS and need to get a few extra shots off.

As a boomer, most of those, except turbo, are not a big deal.


Fallout 4 makes most of the other chems more worthwhile. Turbo, Steady, and Hydra are gone, though Jet has Turbo effect in addition to its usual benefits, the Mentat Perception boost makes it pretty akin to Steady (especially Orange Mentats), and Stimpaks are basically Hydra now.

Silver Crusade

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Purple Mentats are the s+#@! F@!+ing greedy ass capitalist merchants having a stranglehold on the economy *grumble* *grumble*


You can make them. Doesn't even require Chemist.

Silver Crusade

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Also I did some testing and apparently you do gain bonuses from having Stats over 10 (or 11). I have clothing and some legendary armor pieces that boost Strength and my carry weight kept increasing whith each peace. Rocking a 14 right now :3


Diminishing returns after 10 though.


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I can't tell which Fallout thread I'm in anymore! :-D

Not that I mind, mind you, carry on and all, Lol! Just really funny when you go from one to the other is all. :-D

Silver Crusade

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Bwah! Sorry Cap'n! Rynjin confused me -_-

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Rynjin wrote:
You can make them. Doesn't even require Chemist.

I know, I was just referring to how effed the buying/selling in 4 is.


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Rysky wrote:
Bwah! Sorry Cap'n! Rynjin confused me -_-

Oh no, I don't mind in the slightest. :-)

Fallout 4 (and by extension an Xbox One) are on my circuitous schemes list of eventually purchasing, so no worries here. :-)

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Fallout Rampage Cap'n Yesterday wrote:

Does anyone else not use chems in Fallout games, I got addicted in 3 once, it sucked so I haven't taken them ever since.

brings out a soapbox, dusts it off

I also find that video games having addictions one of the stupidest ideas they've had, if I wanted to see the toll addiction has I'll go visit my cousin's grave, I don't need that b%~#!~&! mucking up my enjoyment.

puts soapbox back in the closet

But, rather than picking the one nit I have with them, I just don't take any chems beyond Stimpaks and their like. Just curious if anyone else does the same.

I tend to use booze, and occasionally buffout (carrying capacity boost, and melee builds when fighting especially tough monsters) and Med-X (when fighting especially tough monsters). In NV, I used Hydra on hardcore mode to mend limb damage, as it's one of the few things that does it. I usually play higher Int and Cha builds so I don't need Mentats, but I have used them on lower such builds if they would get me the Science skill needed for a certain check if I was desperate enough.

Everything else I collect when I find but sell for the caps--they're a good source of income. (Enabler but not a user, I guess.) (And I agree it deals a little too lightly with the consequences of addiction though NV and F4 have some good storylines for those). The only exception is I think I may have used Psycho or something when fighting She. I was already high on what should have been a lethal dose of datura (that s&~* in real life is, while having hallucinogenic properties, a nasty paralytic, IIRC) so I figured what the hell. Only time I ever tried turbo was to see if I could use it to move fast enough to stop the monorail from being bombed (which didn't work, so I reloaded).


Oh yeah I sell everything, at least for me they're weightless ten caps, honestly forgot you can boost strength to up carrying capacity, so good to know.

I would totally use them all but for the addiction mechanism, I know what addiction looks like, don't really need it in my video games, but it adds to the immersion, so not that huge a deal.

Damn it! Got the soapbox out again!


It's not really thst immersive when you can pay a doctor the price of two bottles of soda to make the addiction go away with no side effects.


Eh, I know, but video game designers like to add tons of useless, annoying stuff.

Ever ride a cow in Red Dead Redemption? No, cause you can't! But where did rodeos come from! Not everything was invented by Back to the Future g&*$%#n it!

Silver Crusade

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DeathQuaker wrote:
Fallout Rampage Cap'n Yesterday wrote:

Does anyone else not use chems in Fallout games, I got addicted in 3 once, it sucked so I haven't taken them ever since.

brings out a soapbox, dusts it off

I also find that video games having addictions one of the stupidest ideas they've had, if I wanted to see the toll addiction has I'll go visit my cousin's grave, I don't need that b%~#!~&! mucking up my enjoyment.

puts soapbox back in the closet

But, rather than picking the one nit I have with them, I just don't take any chems beyond Stimpaks and their like. Just curious if anyone else does the same.

I tend to use booze, and occasionally buffout (carrying capacity boost, and melee builds when fighting especially tough monsters) and Med-X (when fighting especially tough monsters). In NV, I used Hydra on hardcore mode to mend limb damage, as it's one of the few things that does it. I usually play higher Int and Cha builds so I don't need Mentats, but I have used them on lower such builds if they would get me the Science skill needed for a certain check if I was desperate enough.

Everything else I collect when I find but sell for the caps--they're a good source of income. (Enabler but not a user, I guess.) (And I agree it deals a little too lightly with the consequences of addiction though NV and F4 have some good storylines for those). The only exception is I think I may have used Psycho or something when fighting She. I was already high on what should have been a lethal dose of datura (that s*$+ in real life is, while having hallucinogenic properties, a nasty paralytic, IIRC) so I figured what the hell. Only time I ever tried turbo was to see if I could use it to move fast enough to stop the monorail from being bombed (which didn't work, so I reloaded).

Cait's quest in 4 is about her addiction to Psycho (seriously, you'll be strolling through Diamond City la de da and she'll nonchalantly shoot herself up) and how at this point she needs it to basically even function at all. I thought it was pretty good storyline.

Silver Crusade

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There's also Mama Murphy who you can help quit (or not, when she asks for Psycho DO NOT GIVE IT TO HER) even though that stops her psyker abilities.


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I never liked the vague fortuneteller trope, and the condescension thereof. I'll make sure to give her a double dose just to see what happens.

Silver Crusade

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-_-

Can you explain the second part of your first sentence? MM didn't really come across as condescending to me.


She has that same vibe going on. "Oh you'll understand in time."

"That's not very useful."

"You just don't understand the sight kid. I'm super important. You'll need my help."

I've managed just fine without her in every other game, I think I'll be fine.

Silver Crusade

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The hints she gives can be used later at specific points for things so they do have a use, and Mama Murphy doesn't even understand or interpret her visions either.

Different interests I guess.


I'm with Ryn. Vague fortunes that you only understand in hindsight are completely useless, and annoying as hell.

Silver Crusade

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thegreenteagamer wrote:
I'm with Ryn. Vague fortunes that you only understand in hindsight are completely useless, and annoying as hell.

Whereas I absolutely love things like that :3

RPG Superstar 2015 Top 8

Prolly should discuss that in the Fallout 4 thread though. :)


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thegreenteagamer wrote:
Turbo is pretty much the only way to beat the legendary monsters.

Incorrect.

You can simply outfight them. Legendary Cazador, meet my un-upgraded Hunting Rifle and willingness to use terrain.

Most chems are just weightless cap-generating inventory to me. Sometimes Buffout or booze, but only to fast-travel my pile of loot to a reliable vendor.

RPG Superstar 2015 Top 8

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Yeah, I've fought a few legendaries, and I've never used Turbo (I think I dealt with the legendary cazador similarly, though I was using a sniper rifle). Not that it's "wrong" to do so, there's just no one way to do anyhing. Fallout accommodates a wide variety of play styles.

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DeathQuaker wrote:
Yeah, I've fought a few legendaries, and I've never used Turbo (I think I dealt with the legendary cazador similarly, though I was using a sniper rifle). Not that it's "wrong" to do so, there's just no one way to do anyhing. Fallout accommodates a wide variety of play styles.

NV much more so than any other game I've played.

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