That show is awesome.Electryc wrote:
Coast to Coast on the A.M. dial...where weirdo's call up and talk about alien abduction, black helicopters, and big foot.
Fallout 3!!!
- Vendrin
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Re: Fallout 3!!!
-Vendrin
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- Random Hajile
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Re: Fallout 3!!!
Found a new mod that looks like it could be interesting, especially once its author finishes balancing it:
Badass Super Mutants - Focuses on making Super Mutants actual threats. No more dinky peashooters. Their hands are supposed to be too large to use conventional rifles anyway. In the current version of this mod, normal super mutants all have miniguns, brutes have rocket launchers, masters have gatling lasers, and melee mutants all have super-sledges and grenades. All of them have 500 HP instead of 50-360. Behemoths were boosted up to 10,000 HP.
This guy has the right idea - Super Mutants are supposed to be incredibly dangerous. If you ran into muties at level 4 in FO1-2 or Tactics, you were dead. I believe with his next update, he'll make a version with miniguns being scarcer - normal muties will have super sledges and grenades, brutes will have miniguns & rocket launchers, masters will have gatling lasers.
Badass Super Mutants - Focuses on making Super Mutants actual threats. No more dinky peashooters. Their hands are supposed to be too large to use conventional rifles anyway. In the current version of this mod, normal super mutants all have miniguns, brutes have rocket launchers, masters have gatling lasers, and melee mutants all have super-sledges and grenades. All of them have 500 HP instead of 50-360. Behemoths were boosted up to 10,000 HP.
This guy has the right idea - Super Mutants are supposed to be incredibly dangerous. If you ran into muties at level 4 in FO1-2 or Tactics, you were dead. I believe with his next update, he'll make a version with miniguns being scarcer - normal muties will have super sledges and grenades, brutes will have miniguns & rocket launchers, masters will have gatling lasers.
Currently playing: Abelia
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Re: Fallout 3!!!
Sounds like their loadouts in the originals, though they need flamers too. Especially in the Military Base, that was a heavy weapons festival.
- Swift
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Re: Fallout 3!!!
Having never played the first 2, was their any particular level range where the Super Mutants would simply not appear unless you wandered into an area far beyond you?
The first super mutants i met in F3 were at level 3 in a bombed out house near the shopping mart, which kicked my ass. Had they had 2-10x the HP and flamers/gatlings, it would have gone from "Those guys are tough" to "Fuck this shit".
Considering the frequency that you meet super mutants in F3, i just wonder whether a straight conversion of them into F1/F2 SMs would horribly ruin balance.
The first super mutants i met in F3 were at level 3 in a bombed out house near the shopping mart, which kicked my ass. Had they had 2-10x the HP and flamers/gatlings, it would have gone from "Those guys are tough" to "Fuck this shit".
Considering the frequency that you meet super mutants in F3, i just wonder whether a straight conversion of them into F1/F2 SMs would horribly ruin balance.
- Arkan Bladesinger
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Re: Fallout 3!!!
That´s just one of the many design brainfarts.Considering the frequency that you meet super mutants in F3, i just wonder whether a straight conversion of them into F1/F2 SMs would horribly ruin balance
They used to be bloody tough, but also kinda rare excluding some areas.
So, when you /did/ meet them it was like OMG....
Now it´s like "Oh, another one" *KA-Schink* Yeah, there´s more.
NWN2: Devon Sangraile
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Re: Fallout 3!!!
It wasn't so much level as location. You didn't run into Super Mutants everywhere, though as you got higher level, they more frequently appeared as random encounters. Still, I think you had to be in the southern parts of the map in both games. Also go play the first two you loser.Swift wrote:Having never played the first 2, was their any particular level range where the Super Mutants would simply not appear unless you wandered into an area far beyond you?

If the mod makes Super Mutants as badass as they were, it's going to have to change where they show up. DC and (redacted) should be infested, less common as random wasteland encounters until you get high level. That'll be part of the balance tweaking, I assume.
Of course, these are also different Super Mutants than the ones from the first two games. Them being weaker but more common may have been intentional, but the tweak still sounds fun.
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Re: Fallout 3!!!
That's pretty much exactly it - You wouldn't encounter them for quite a while in the prequels unless you went off in pretty much the complete opposite direction from where you're intended to head first. And even then, Fallout 1 is technically beatable in under 10 minutes if you know exactly what to do. But you don't have to fire a single shot to beat it that way.Swift wrote:Having never played the first 2, was their any particular level range where the Super Mutants would simply not appear unless you wandered into an area far beyond you?
I can understand your concern that the Badass Super Mutant mod might take things a bit too far given how common they are, but it's also the only way that most mutants will be even vaguely threatening after level 10 or so. Like I mentioned, though - the mod author is still in the process of balancing everything out.
And look on the bright side - the mod might make it worth bothering with the "Big Guns" skill ASAP. As things are, there's little point in taking it until you start qualifying for the "Size Matters" perk. It also gives you something useful to do with the metric asston of landmines you can grab.
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- Vendrin
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Re: Fallout 3!!!
Thinking about the ending again, can someone tell me why the Enclave splintered all of a sudden, and Colonel Winter couldn't stomach CompuPresident 2700 anymore?
-Vendrin
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Re: Fallout 3!!!
Because the writing was shit.Vendrin wrote:Thinking about the ending again, can someone tell me why the Enclave splintered all of a sudden, and Colonel Winter couldn't stomach CompuPresident 2700 anymore?
Jagoff.
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Re: Fallout 3!!!
Autumn was on board until the genocide plan came out. That was the line he wouldn't cross.Vendrin wrote:Thinking about the ending again, can someone tell me why the Enclave splintered all of a sudden, and Colonel Winter couldn't stomach CompuPresident 2700 anymore?
- Vendrin
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Re: Fallout 3!!!
Is there anywhere it says that? As I figure Autumn would be fairly pro genocide as I thought all enclave detested genetic impurity?
-Vendrin
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Re: Fallout 3!!!
Eden tells you it, if you press him on the issue. And no, they're not all like that. In Fallout 2, one of the ways to take out the Enclave was finding a high-up scientist who also wasn't willing to commit genocide. The Enclave's all about being assholes and restoring America, but some of them have had moral limits.Vendrin wrote:Is there anywhere it says that? As I figure Autumn would be fairly pro genocide as I thought all enclave detested genetic impurity?
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Re: Fallout 3!!!
Also if you go through Autumn's quarters in Raven Rock, you find he never fully trusted Eden to begin with. So there you is. :FVendrin wrote:Ah thanks for the info.
Re: Fallout 3!!!
Ah good on you. Never found his quarters, seemed to be rushed out of there when Autum counter orders the Prez to kill you. (at least he did in my game). I paid tha sucka back at the Jefferson Memorial though!
DM whana-be