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Posted: November 6th, 2008, 2:38
by FatherJack
HereComesPete wrote:I had just enough speech to convince him. But I wish I'd actually done that instead, sounds like an ok mission.

Remember to go back to vault 101 ladies! I just did and there's stuff to do.

Went to vault 112 as well, that was funny. Gary? Is that you Gary?
I speeched him, it's one of the things I've invested heavily in, but you can still take the mission by talking to him again.

Posted: November 6th, 2008, 2:53
by Baliame
Oddly, even with a 100 speech and 10 charisma I had dialogues by the end which had 50-60%.

Posted: November 6th, 2008, 3:20
by deject
Baliame wrote:Oddly, even with a 100 speech and 10 charisma I had dialogues by the end which had 50-60%.
Well, when you consider it's using opposing skill ratings it's not that odd. That just means his opposition is about 40-50%.

Posted: November 9th, 2008, 20:29
by Roman Totale
How many schematics have people got so far? I'm finding that I ignore most of the generic pick up items in the game, only to need them later in order to build something. With that in mind I'll post the materials needed for the schematics I've got (obviously you won't be able to build anything without the plans, but it saves you selling/junking stuff that you need later on).

Railway Rifle
Spoiler:
Steam gauge assembly
Crutch
Fission battery
Pressure cooker
take Railway Spikes as ammo
Nuka Grenade
Spoiler:
1 bottle nuka quantum cola
1 tin can
Turpentine
Abraxo
Does a massive amount of damage

Deathclaw Gauntlet

Spoiler:
1 Deathclaw hand
Medical Brace
Wonderglue
Leather belt

Posted: November 9th, 2008, 23:12
by deject
I found schematics for:

Bottlecap Mine
Deathclaw Gauntlet
Nuka Grenade
Rock-It Launcher
Shishkebab

The Shishkebab is the best Melee weapon in the game as far as I can tell. It does more damage than a super sledge and uses less AP in VATS, plus it burns enemies over time.

Posted: November 10th, 2008, 1:03
by Akiakaiu
You can make a version 2 and 3 of them too by finding more schematics.
The dart gun also rules.

Posted: November 10th, 2008, 9:35
by FatherJack
I just (finally) got the house in Megaton so I can store a few more of the things I find instead of having to sell or drop them. Basically you need
Spoiler:
explosives at 30
to get the house, and I hadn't really bothered with that. I've just gotten to Rivet City, although I mostly legged it away from fights to get there.

Talking of skills, I've gone for a balance of speech, repair, small guns and science. Of those it's only speech and shooting that seem to help massively.
With repair, I've only got the one recipe and haven't found all the bits for it yet, and can only repair up to a certain percentage.
Science is perhaps more disappointing - the points I've spent only seem to grant me the chance to have a go at terminals - they don't actually make them any easier. It's like [save game] [guess a few times] [load game] just pure luck.

I don't heal much with stuff, am finding a lot of things I can't unlock and am almost close enough to punch a lot enemies before getting 90% on the head - so that's a few things I might do differently on another playthrough.

Posted: November 10th, 2008, 9:58
by spoodie
FatherJack wrote:Science is perhaps more disappointing - the points I've spent only seem to grant me the chance to have a go at terminals - they don't actually make them any easier. It's like [save game] [guess a few times] [load game] just pure luck.
Science does seem a bit redundant, it's just a alternative to lock picking. But a higher science level gives you less words to choose from.

How far through the main quest line is Vault 112? I'm mostly avoiding the main quest and doing everything else I find. Apart from that Megaton woman's survival guide, she's just too creepy.

Posted: November 10th, 2008, 10:43
by Mr. Johnson
FatherJack wrote:stuff
actually,
Spoiler:
i got the house at a very low level, simply by using mentats.

Posted: November 10th, 2008, 11:30
by Shada
Mr. Johnson wrote:
actually,
Spoiler:
i got the house at a very low level, simply by using mentats.
Haha yeah, that's one of the things I automatically knew thanks to Bethesda getting overexcited and spoiling it in gameplay videos.

Posted: November 10th, 2008, 13:26
by deject
spoodie wrote: Science does seem a bit redundant, it's just a alternative to lock picking. But a higher science level gives you less words to choose from.

How far through the main quest line is Vault 112? I'm mostly avoiding the main quest and doing everything else I find. Apart from that Megaton woman's survival guide, she's just too creepy.
Vault 112 is quite a long ways along the main quest. If you have found it just turn around until you get to that point because what happens after won't make much sense.

Posted: November 10th, 2008, 14:09
by Sheriff Fatman
FatherJack wrote: Science is perhaps more disappointing - the points I've spent only seem to grant me the chance to have a go at terminals - they don't actually make them any easier. It's like [save game] [guess a few times] [load game] just pure luck.
I'm not sure if you know (although, RTFM :) ) but when hacking, look for sets of brackets on the same line. Highlight and click those and they remove one of the incorrect answers or refill your guesses allowance.

Posted: November 10th, 2008, 14:19
by Killavodka
Sheriff Fatman wrote:
I'm not sure if you know (although, RTFM :) ) but when hacking, look for sets of brackets on the same line. Highlight and click those and they remove one of the incorrect answers or refill your guesses allowance.
And, if you press the power button before the last guess it resets without having to use quickload.

Posted: November 10th, 2008, 14:42
by FatherJack
Sheriff Fatman wrote:I'm not sure if you know (although, RTFM :) ) but when hacking, look for sets of brackets on the same line. Highlight and click those and they remove one of the incorrect answers or refill your guesses allowance.
What, that paper thing with the CD key on the back? I found a way to make it come on your screen http://cdn.steampowered.com/Manuals/223 ... 1225760525 I think I read it but before I played the game, so it didn't really sink in - like when you watch the opening titles of something and it doesn't really mean anything until you've seen it all the way through.

Posted: November 10th, 2008, 15:13
by spoodie
deject wrote:Vault 112 is quite a long ways along the main quest. If you have found it just turn around until you get to that point because what happens after won't make much sense.
I've put in about 35-40 hours so I'm a long way into the game, but I've mostly been ignoring the main quest. Although now I'm running out of other things to do. I did that vault and it was good and made sense, I was just wondered how much more I can look forward to.

Posted: November 10th, 2008, 16:44
by deject
Well the bit before that
Spoiler:
the Jefferson Memorial
is about at the half-way point I think. I got to 112 before I found the dish for GNR so I really had no clue what they were talking about.

Posted: November 10th, 2008, 16:53
by Akiakaiu
FatherJack wrote:can only repair up to a certain percentage.
If your repair is 50 you can repair things upto 50%. You don't need recipes to repair, just 2+ of the same gun/armor. Having your armor and guns at 100% help alot more then items at 50%. And I've yet to find someone that can repair my gear over ~50%. I went science, lockpick, repair, sm. guns and with them at 100 there is not much I have to worry about.

I was really disappointed in the length of the main quest, with as big as the area is they could have added a few more things to it.

Posted: November 10th, 2008, 17:13
by spoodie
deject wrote:stuff
Thanks. I think I'm getting close to how much time this game can keep me interested for, so that's works out nicely.

Posted: November 10th, 2008, 17:29
by FatherJack
Yeah, I took repair to get above 50%, but I'm only at 55% as I've been sharing them around so the use is limited until I go up a few levels.

I'm not that far in so I can still respecialise pretty easily, but I'm still considering starting over as I feel like I'm late getting a house and so have sold items I really should have kept, like bobby pins and railway spikes, but mostly because I'm a perfectionist/completist - wanting to get all the weapons and carry round them all the time.

I think the SPECIAL point/s I spent in Luck were worth it though - I've been exceptionally jammy at times, particularly in crits to the head.

Posted: November 10th, 2008, 18:49
by HereComesPete
Why sell bobby pins? Surely they amass no extra weight regardless of quantity?

As for repair quality, one of the wandering traders is about 78% if you invest in their inventory.

Those sat dishes guarded by talon mercs -
Spoiler:
I found 2 or 3, got bored and called in a nuke strike and it fell around the tower I was on. About 20-30 nukes in a huge circle around it, no idea what you'd use it for because I can't re-position the target, but I'd give tenpenny a taste if I could! Looked amazing as the sky darkened from the number of mushroom clouds around me.