what was his problem again? he just seems like a mustache twirler who comes out of nowhere, was the enclave not evil enough that they had to think of an even more eviler man
With enough Science you could dig up files on him. Dude was a sociopathic Major Carnage kind of soldier who got sent to scout out Super Mutant sites, got in contact with pure strain FEV what you're seeing is what FEV was designed for - giant, intelligent Super Mutant in Advanced Power Armor.
Mustache-twirler would imply that he was the villain with the plan, but he's nothing more than an enforcer for the Enclave. He followed orders, he didn't give them. You're not really the villain if all you do is what you're told. There's actually no clear villain in Fallout 2, since it's mostly just the Enclave as a whole that becomes the force you need to stop. You might think it was the President, but you don't meet him until the end, and he's directed by advisors like a democracy would be. The Enclave just works together to accomplish similar goals, and only because they're on the Oil Rig and almost completely disconnected from what happens in the wasteland, so they have no point of reference for what they do being "good" or "bad", only that it's "necessary" for the future of mankind.
>touching the computer console when you first enter the base as most curious players would do permanently locks you out of disabling the turrets >no reason to think the computer is even connected to the turrets to begin with
lol
I liked how persuasion worked in Deus Ex HR (without the social enhancer which is win button, ofc). npc reaction was randomized so you couldn't just pick the same options and make it work, you had to be aware of what pisses them off and what calms them by looking at their facial expressions and tone.
My favorite way to start a new FO2 game is clear Klamath except for Gecko Caves, go straight for New Reno, break into the gun store basement, grab the electronic lockpick & multitool, then go to the military bunker in the Gecko Cave and proceed the game normally from there.
Somewhere along this path you get a couple Pulse Grenades that you'll need for the robot in the bunker.
Bozar and Combat Armor after one hour of gameplay? that's busted >Somewhere along this path you get a couple Pulse Grenades that you'll need for the robot in the bunker.
If you initiate combat early you can bypass it
Some legit early powergaming strats that don't break the game: >Going to New Reno and getting the Louisville Slugger from Mrs. Wright's quest, very easy to complete >Female character named Buffy, talk to Rebecca with a leather jacket on to receive SMG, shitton of ammo, metal armor, 2 plasma grenades and $1000 >Drugging Metzger and his cronies with Jet, wait 5 minutes, then kill them easily for a ton of loot, sell it and get the Magnum revolver
>Bozar and Combat Armor after one hour of gameplay? that's busted
Heh, pretty much.
I used to just kill the first merchant in the Den and steal his shit since it won't set off the town, then spam Psycho to take out Metzger and crew but I like that jet idea.
Originally, Fallout was supossed to have several separate "people skills" - Persuade, Bluff, Intimidate, Barter, Inspire, Seduce, etc. (like 8 in total, but I don't remember them all). so a talking character would be good in just some of them. But testers didn't like it so it had to be dumbed down and everything but Barter was folded into one "Speech" super skill.
There is no random chance, you have enough speech = you win. It's more of a trash writing so characteristic of Cain's games. And even then, Fallout 1 has some nice characters, like Aradesh and Tandi are better than any New Vegas character and they're in the first settlement you come upon.
>you have enough speech = you win
Not true for Fallout (1), but if I have to be honest I don't remember that exact check to free Tandi so I may be wrong.
Man, Fallout 1's writing is all over the place. Upon arriving in Junktown, a random guard mentions Gizmo to you and you immediately know it's 'Gizmo and the Skulz' because Cain did not re-check the narrative for coherence. And it's not the only case of player character being omniscient. I believe Tandi prompt also comes from nowhere.
what was his problem again? he just seems like a mustache twirler who comes out of nowhere, was the enclave not evil enough that they had to think of an even more eviler man
>what was his problem again?
He's a self-hating closeted FEV roid rager obsessed with "muh muties." Many such cases.
With enough Science you could dig up files on him. Dude was a sociopathic Major Carnage kind of soldier who got sent to scout out Super Mutant sites, got in contact with pure strain FEV what you're seeing is what FEV was designed for - giant, intelligent Super Mutant in Advanced Power Armor.
unironically a true mutie
snorted real FEV and not the basement shit moron muties dunk people in and became a wall of pure meat and mind
Mustache-twirler would imply that he was the villain with the plan, but he's nothing more than an enforcer for the Enclave. He followed orders, he didn't give them. You're not really the villain if all you do is what you're told. There's actually no clear villain in Fallout 2, since it's mostly just the Enclave as a whole that becomes the force you need to stop. You might think it was the President, but you don't meet him until the end, and he's directed by advisors like a democracy would be. The Enclave just works together to accomplish similar goals, and only because they're on the Oil Rig and almost completely disconnected from what happens in the wasteland, so they have no point of reference for what they do being "good" or "bad", only that it's "necessary" for the future of mankind.
he's literally just a goon, basically Captain Enclave
>touching the computer console when you first enter the base as most curious players would do permanently locks you out of disabling the turrets
>no reason to think the computer is even connected to the turrets to begin with
lol
Fallout 2 is a terrible game and the " lore " it added is even more moronic than the Fallout 4 stuff Obsidicucks complain about
They would realize it's shit if the dev had a different name.
Synths are a pretty bad addition to fallout and bethesda is way too obsessed with the brotherhood
>implying I am not cutting down everyone and everything with Bozar or fire rockets into unarmed civilians
i was level 18 with no gear when i got here, it sucked
Speech and Science still do trivialize that encounter.
>Have 10 CHA
>Say some moronic excuse
>NPCs accept it
Sometimes it's not about what you say, but rather how you say it.
Fallout would be better off if it was just called Vault 13 like they originally planned and never became a franchise
People would ask where the previous 12 games are
Devs need to stop treating Persuasion skill like mind control.
I liked how persuasion worked in Deus Ex HR (without the social enhancer which is win button, ofc). npc reaction was randomized so you couldn't just pick the same options and make it work, you had to be aware of what pisses them off and what calms them by looking at their facial expressions and tone.
My favorite way to start a new FO2 game is clear Klamath except for Gecko Caves, go straight for New Reno, break into the gun store basement, grab the electronic lockpick & multitool, then go to the military bunker in the Gecko Cave and proceed the game normally from there.
Somewhere along this path you get a couple Pulse Grenades that you'll need for the robot in the bunker.
Bozar and Combat Armor after one hour of gameplay? that's busted
>Somewhere along this path you get a couple Pulse Grenades that you'll need for the robot in the bunker.
If you initiate combat early you can bypass it
Some legit early powergaming strats that don't break the game:
>Going to New Reno and getting the Louisville Slugger from Mrs. Wright's quest, very easy to complete
>Female character named Buffy, talk to Rebecca with a leather jacket on to receive SMG, shitton of ammo, metal armor, 2 plasma grenades and $1000
>Drugging Metzger and his cronies with Jet, wait 5 minutes, then kill them easily for a ton of loot, sell it and get the Magnum revolver
>Bozar and Combat Armor after one hour of gameplay? that's busted
Heh, pretty much.
I used to just kill the first merchant in the Den and steal his shit since it won't set off the town, then spam Psycho to take out Metzger and crew but I like that jet idea.
I started replaying Fallout 1 after many years and with speech of 62 I had this dialogue with Raider Leader to Free Tandi:
(slightly paraphrasing)
>I want the girl
>Why
>Because I'll kill you all otherwise
>Somehow I believe you
>Quest complete
That's it. Much worse than I remember.
Originally, Fallout was supossed to have several separate "people skills" - Persuade, Bluff, Intimidate, Barter, Inspire, Seduce, etc. (like 8 in total, but I don't remember them all). so a talking character would be good in just some of them. But testers didn't like it so it had to be dumbed down and everything but Barter was folded into one "Speech" super skill.
It's extremely dumbed down. The best part of Fallout writing are the descriptions in that little window in the bottom left.
This is why random chance to success/fail is always going to be trash in skill checks.
There is no random chance, you have enough speech = you win. It's more of a trash writing so characteristic of Cain's games. And even then, Fallout 1 has some nice characters, like Aradesh and Tandi are better than any New Vegas character and they're in the first settlement you come upon.
>you have enough speech = you win
Not true for Fallout (1), but if I have to be honest I don't remember that exact check to free Tandi so I may be wrong.
I had no idea there were charisma rolls in fallout, i thought if fixed number = result, then you read the result
Is the writing in Baldur's Gate good? I'm thinking of playing it. Like, are the charisma checks etc conducted in an interesting, well-written manner?
Man, Fallout 1's writing is all over the place. Upon arriving in Junktown, a random guard mentions Gizmo to you and you immediately know it's 'Gizmo and the Skulz' because Cain did not re-check the narrative for coherence. And it's not the only case of player character being omniscient. I believe Tandi prompt also comes from nowhere.