Anyone else annoyed by Nellis AFB and Vault 22?

Post » Wed Mar 30, 2011 3:36 am

Did these frustrate anyone else?

Nellis AFB Irk #1: I was spying George's suggested path from the road towards the ruins. Nellis AFB has no line-of-sight, I'm maybe 30 yards from George so I'm thinking he wouldn't stand anywhere near the bombardment zone. The path is surrounded by cliffs so to hit me would require one helluva curved trajectory. Should be safe right??? Suddenly there's explosions all around me, I manage to survive but my companion doesn't since there's no "RUN YOU IDIOT" option in the companion wheel and they don't know how to behave in scripted events like these.

Nellis AFB Irk #2: I get introduced to some old woman who asks me to run errands for them. These people just tried to kill me so frankly I want to put a bullet in her skull, but there's not even a "pay me if you want help" option?

Nellis AFB Irk #3: Rachel asks me to clear out some ants that kicked her soldier's arses. I get inside, and there's all of 5 worker ants. Five people who grew up with explosives, armed with assault rifles, couldn't handle a few worker ants? Are you kidding me?

Nellis AFB Irk #4: Loyal wants me to float some pre-war plane up Lake Mead, and when I ask why he won't do it himself, he pretty much says "like I already told you, we never leave the base". OK. How the hell are they going to haul the plane back? I haven't done this quest yet and I at this point I have no desire to continue with any Bomber quests. So I head to Vault 22.

Vault 22 Irk #1: I really enjoyed this area until I was asked to shoot the vents. I wasn't particularly inclined to endanger myself knowing the purpose was to burn up the spores in the air, but games are supposed to have logical solutions. There's no flammable gas anywhere else on level 5, so if I shoot the vents from down the hall, it should be safe right? Flames engulf the entire level and I'm forced to reload. How??? If it was just an explosion originating from the vent area, the whole vault should've been destroyed. If it was flammable gas, then I should've been able to ignite it from other safer areas of the level. After half dozen reloads trying to find a safe hiding place, I svck it up and use my C4.

I know it's just a game, but the last couple hours have not been much fun. Is my logic flawed?
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Multi Multi
 
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Post » Wed Mar 30, 2011 12:00 am

Okay...

NAFB 1
Its a howitzer not a cannon, howitzers are INDIRECT fire weapons.

NAFB 2
I assume you skiped the first conversation or just shot the first boomer you saw...

NAFB 3
The ants explode on contact with flamers/energy weapons and explosives.

NAFB 4
Robots.

V22 1
No idea, didn't know you could blow it up.
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Sarah MacLeod
 
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Post » Wed Mar 30, 2011 12:07 pm

Did these frustrate anyone else?

Nellis AFB Irk #1: I was spying George's suggested path from the road towards the ruins. Nellis AFB has no line-of-sight, I'm maybe 30 yards from George so I'm thinking he wouldn't stand anywhere near the bombardment zone. The path is surrounded by cliffs so to hit me would require one helluva curved trajectory. Should be safe right??? Suddenly there's explosions all around me, I manage to survive but my companion doesn't since there's no "RUN YOU IDIOT" option in the companion wheel and they don't know how to behave in scripted events like these.

I just make my companion wait for me while I brave the artillery, problem solved.

Nellis AFB Irk #2: I get introduced to some old woman who asks me to run errands for them. These people just tried to kill me so frankly I want to put a bullet in her skull, but there's not even a "pay me if you want help" option?

Agreed, wasn't too motivated to help... did it anyway.

Nellis AFB Irk #3: Rachel asks me to clear out some ants that kicked her soldier's arses. I get inside, and there's all of 5 worker ants. Five people who grew up with explosives, armed with assault rifles, couldn't handle a few worker ants? Are you kidding me?

Yeah, wondered the same thing myself... was a pretty stupid quest.

Nellis AFB Irk #4: Loyal wants me to float some pre-war plane up Lake Mead, and when I ask why he won't do it himself, he pretty much says "like I already told you, we never leave the base". OK. How the hell are they going to haul the plane back? I haven't done this quest yet and I at this point I have no desire to continue with any Bomber quests. So I head to Vault 22.

They send robots to disassemble the plane and bring it back.

Vault 22 Irk #1: I really enjoyed this area until I was asked to shoot the vents. I wasn't particularly inclined to endanger myself knowing the purpose was to burn up the spores in the air, but games are supposed to have logical solutions. There's no flammable gas anywhere else on level 5, so if I shoot the vents from down the hall, it should be safe right? Flames engulf the entire level and I'm forced to reload. How??? If it was just an explosion originating from the vent area, the whole vault should've been destroyed. If it was flammable gas, then I should've been able to ignite it from other safer areas of the level. After half dozen reloads trying to find a safe hiding place, I svck it up and use my C4.

I stood in a doorway, threw a frag grenade around the corner, and shut the door... easy as pie.
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Sweet Blighty
 
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Post » Tue Mar 29, 2011 11:51 pm

1: There is. Called "Wait here" option.

2: She's pretty easy to rob. There is your payment.

3: Do it wrong and you can get mobed by a number of Soldier ants. Do it Loyal's way and you only need to deal with two with some careful sneaking. The acquired loot also feeds into number two.

4: My gripe here is there is no way to betray them. Raising the B-29 and ratting them out to Caesar, House or the NCR should have been an option.

5: Drink an Atomic Cocktail and svck it up. :P
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Carlos Vazquez
 
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Post » Tue Mar 29, 2011 10:06 pm

#1 - George's warning was enough, I left my companions waiting with him and did it solo

#2 - Have you been through the main quest yet? The reward is to get them on your side

#3 - You have a point, but personally I'd rather not have any fewer quests, and if you look at it that way most of the quests in any RPG game could be handled by someone else - but then there's not much point in playing an RPG and being the main protagonist if all you're doing is sitting around watching NPCs handle stuff. Although tbf the "babysitting/escort duty" quests in Morrowind I could have happily let someone else do. :D

#4 - He explained that to you when you asked him "How are you going to get it here, if you never leave the base" - and he said they would send the robots down to do it.

Vault 22 - heck, the occasional explosion (and avoiding it) is good fun, also gas at high density around the vents was going to be more dilute in other areas of the level and only flammable near the vents, again this was explained in the dialogue, so perhaps my tip ought to be "Concentrate On The Dialogue, this is an RPG and sometimes Dialogue Explains Things".
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Jennifer May
 
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Post » Wed Mar 30, 2011 12:05 am

Did these frustrate anyone else?


Vault 22 Irk #1: I really enjoyed this area until I was asked to shoot the vents. I wasn't particularly inclined to endanger myself knowing the purpose was to burn up the spores in the air, but games are supposed to have logical solutions. There's no flammable gas anywhere else on level 5, so if I shoot the vents from down the hall, it should be safe right? Flames engulf the entire level and I'm forced to reload. How??? If it was just an explosion originating from the vent area, the whole vault should've been destroyed. If it was flammable gas, then I should've been able to ignite it from other safer areas of the level. After half dozen reloads trying to find a safe hiding place, I svck it up and use my C4.

I know it's just a game, but the last couple hours have not been much fun. Is my logic flawed?


You do actually get a heads up from Keely that flames will ravage the entire floor and to find a safe place to wait it out. Using a timed explosion is called for here. Long fuse dynamite (or C4) is perfect for this while you hunker down in the heavily fortified computer room.
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Celestine Stardust
 
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Post » Wed Mar 30, 2011 7:23 am

I missed out on the explosions... :(
Keely was dead when I found her, and I just figured that's how it was supposed to turn out.
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Lil Miss
 
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Post » Wed Mar 30, 2011 1:13 pm

I missed out on the explosions... :(
Keely was dead when I found her, and I just figured that's how it was supposed to turn out.


Never found her, what room?
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Cesar Gomez
 
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Post » Wed Mar 30, 2011 2:29 am

Did these frustrate anyone else?

Nellis AFB Irk #1: I was spying George's suggested path from the road towards the ruins. Nellis AFB has no line-of-sight, I'm maybe 30 yards from George so I'm thinking he wouldn't stand anywhere near the bombardment zone. The path is surrounded by cliffs so to hit me would require one helluva curved trajectory. Should be safe right??? Suddenly there's explosions all around me, I manage to survive but my companion doesn't since there's no "RUN YOU IDIOT" option in the companion wheel and they don't know how to behave in scripted events like these.

Nellis AFB Irk #2: I get introduced to some old woman who asks me to run errands for them. These people just tried to kill me so frankly I want to put a bullet in her skull, but there's not even a "pay me if you want help" option?

Nellis AFB Irk #3: Rachel asks me to clear out some ants that kicked her soldier's arses. I get inside, and there's all of 5 worker ants. Five people who grew up with explosives, armed with assault rifles, couldn't handle a few worker ants? Are you kidding me?

Nellis AFB Irk #4: Loyal wants me to float some pre-war plane up Lake Mead, and when I ask why he won't do it himself, he pretty much says "like I already told you, we never leave the base". OK. How the hell are they going to haul the plane back? I haven't done this quest yet and I at this point I have no desire to continue with any Bomber quests. So I head to Vault 22.

Vault 22 Irk #1: I really enjoyed this area until I was asked to shoot the vents. I wasn't particularly inclined to endanger myself knowing the purpose was to burn up the spores in the air, but games are supposed to have logical solutions. There's no flammable gas anywhere else on level 5, so if I shoot the vents from down the hall, it should be safe right? Flames engulf the entire level and I'm forced to reload. How??? If it was just an explosion originating from the vent area, the whole vault should've been destroyed. If it was flammable gas, then I should've been able to ignite it from other safer areas of the level. After half dozen reloads trying to find a safe hiding place, I svck it up and use my C4.

I know it's just a game, but the last couple hours have not been much fun. Is my logic flawed?


1. Why did you take your companion through an explosive field knowing he won't keep perfect pace with you?

2. Those people don't know who you are and you might harm them... Sure, "Shoot first ask question later", doesn't always work but some people use it..

3. Theres more then a few in there, trust me...

4. They use robots to get the plane back.

1. Maybe the gate had an additional particle needed to ignite the air? Maybe it was a fail safe or something?
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Rude Gurl
 
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Post » Wed Mar 30, 2011 1:44 am

Nellis AFB Irk #3: Rachel asks me to clear out some ants that kicked her soldier's arses. I get inside, and there's all of 5 worker ants. Five people who grew up with explosives, armed with assault rifles, couldn't handle a few worker ants? Are you kidding me?


Yeah they can bring a sunken pre-war plane to the surface of a huge lake bring it back to there base using robots who will pull it apart and carry it piece by piece to the base then rebuild the plane themselves. BUT when it comes to worker ants well damm that has the boomers stumped haha
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Matthew Aaron Evans
 
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Post » Wed Mar 30, 2011 12:33 pm

Did these frustrate anyone else?

Nellis AFB Irk #1: I was spying George's suggested path from the road towards the ruins. Nellis AFB has no line-of-sight, I'm maybe 30 yards from George so I'm thinking he wouldn't stand anywhere near the bombardment zone. The path is surrounded by cliffs so to hit me would require one helluva curved trajectory. Should be safe right??? Suddenly there's explosions all around me, I manage to survive but my companion doesn't since there's no "RUN YOU IDIOT" option in the companion wheel and they don't know how to behave in scripted events like these.

I knew right from the beginning the companion AI would have trouble with something like this, and I had never done this quest before ever. I told my companion to stay put. In fact, I hate to sound like a jerk but it's not hard to figure out that if something incredibly dangerous is about to happen that it's best to tell your companions to wait somewhere safe.

Nellis AFB Irk #2: I get introduced to some old woman who asks me to run errands for them. These people just tried to kill me so frankly I want to put a bullet in her skull, but there's not even a "pay me if you want help" option?

This I can agree with. In fact it's not just any Fallout that does this, but ANY game, story, or movie where the protagonist just shrugs off an attempt on their life and is willing to work with the attempted murderer so quickly has ALWAYS irked me. Yet it keeps happening over and over again.

Nellis AFB Irk #3: Rachel asks me to clear out some ants that kicked her soldier's arses. I get inside, and there's all of 5 worker ants. Five people who grew up with explosives, armed with assault rifles, couldn't handle a few worker ants? Are you kidding me?

Now this is frankly just plain nitpicking. It's not that hard to make the logical leap that they probably got swarmed, couldn't use their explosives because the ants were too close, and once they died a lot of the ants just returned to the nest. Probably with fresh bits of meat from the Boomers in tow to take back to the queen. That's just one of many possibilities.

Nellis AFB Irk #4: Loyal wants me to float some pre-war plane up Lake Mead, and when I ask why he won't do it himself, he pretty much says "like I already told you, we never leave the base". OK. How the hell are they going to haul the plane back? I haven't done this quest yet and I at this point I have no desire to continue with any Bomber quests. So I head to Vault 22.

Loyal tells you exactly how he's going to get the plane back.
Spoiler
He sends robots out. You saw them floating around the base, right?

I think you're passing judgement a little too quick and harshly on Nellis, man. The only thing I can agree with is being so suddenly chummy with them after they sent many different multi-juggle nearly instant-kill shells in your direction. But then, it could be argued you always have the option of just whipping out your guns and repaying them in kind. But there's so much storyline and involved with the Boomers that it would've been a shame to miss out. :shrug:

Vault 22 Irk #1: I really enjoyed this area until I was asked to shoot the vents. I wasn't particularly inclined to endanger myself knowing the purpose was to burn up the spores in the air, but games are supposed to have logical solutions. There's no flammable gas anywhere else on level 5, so if I shoot the vents from down the hall, it should be safe right? Flames engulf the entire level and I'm forced to reload. How??? If it was just an explosion originating from the vent area, the whole vault should've been destroyed. If it was flammable gas, then I should've been able to ignite it from other safer areas of the level. After half dozen reloads trying to find a safe hiding place, I svck it up and use my C4.

Again, I hate to be a jerk, but for a guy who is going to bring logic into the argument, it never occured to you to toss a grenade or dynamite and shut one of the many doors in that hallway to shield yourself from the flames? There's a room with access to one of the main terminals right next to those vents, in fact. Easy to lob a grenade and then just shut the door and wait.

I know it's just a game, but the last couple hours have not been much fun. Is my logic flawed?

I'm afraid so. I think that whenever you get somewhere that irks you, you need to step back, take a breath, and take longer to think things through rather than spend your time ranting on the internet about it.
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Undisclosed Desires
 
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Post » Wed Mar 30, 2011 11:29 am

1. Nellis bombardment: I think everyone missed my point. I was planning on leaving my companion before running through the explosions, my first complaint here is the illogical trigger area. AFB couldn't have seen me, let alone shoot me where I was standing. Physics aside, my second complaint here is that the player shouldn't need to tell their companion to wait while they run for the fences on account of suspected AI deficiency. This is meta gaming, not role playing. I would've been satisfied with a convo trigger by your companion or George to say "maybe you should go first, you'll have less chance of being spotted alone" or something like that.

2: Nellis old woman quests: No further comments.
3: Nellis ants: No further comments.
4: Nellis plane: No further comments. Thanks everyone for pointing out the bots, I must've missed that convo.

5. Vault 22: There was plenty of warning about the big blast, my complaint here is also two-fold. A blast that size isn't possible unless the whole vault blows, or the entire area is flooded in gas. Again physics aside, my second complaint is there isn't enough time for average gamers to run around a corner and close a door without multiple reloads (Googled it, lots of people struggle here). My experience is the door would always be halfway down when the flames rush through, which makes me wonder if a closed door does anything to actually stop the flames???

@sojur, next time you see a rant, you need to take a step back, take a breath, and take longer to think about why someone is ranting before you criticize them. :P
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Stephanie Valentine
 
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Post » Wed Mar 30, 2011 12:06 am

I agree with you about vault 22. I hate it, but only trying to get into the room that is blocked. The igniting bit was fine for me..
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DAVId MArtInez
 
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Post » Wed Mar 30, 2011 4:57 am

1. Nellis bombardment: I think everyone missed my point. I was planning on leaving my companion before running through the explosions, my first complaint here is the illogical trigger area. AFB couldn't have seen me, let alone shoot me where I was standing. Physics aside, my second complaint here is that the player shouldn't need to tell their companion to wait while they run for the fences on account of suspected AI deficiency. This is meta gaming, not role playing. I would've been satisfied with a convo trigger by your companion or George to say "maybe you should go first, you'll have less chance of being spotted alone" or something like that.

2: Nellis old woman quests: No further comments.
3: Nellis ants: No further comments.
4: Nellis plane: No further comments. Thanks everyone for pointing out the bots, I must've missed that convo.


I wasn't all that upset about them trying to shell me...it wasn't personal after all....I saw it as a test, along with dealing with the ants. They wanted to see if they could trust me with thier fondest dream, of course I had to prove myself to them. And once I found out from Dave what they were up to....the idea of 20,000 lbs of bombs raining down on Caesar's fort made me willing to forgive them anyway. :thumbsup: None of them had the slightest clue what was coming, they thought the Boomers only had a battery of howitzers to bring to the table, heh heh.
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Britney Lopez
 
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Post » Wed Mar 30, 2011 10:57 am

Vault 22 -

What I did was to stand just around the corner in a doorway.
Shoot (or throw a grenade) and then move backwards. The fire doesn't go into that room.
As you stand facing the double vents, there is a hall to your left and then a room also to the left.
By standing in the doorway you can almost see the gas. At any rate you're close enough there to ignite.

Also, Keely did say that the gas had pretty much filled the lower level.
The Vaults were built to withstand a nuclear explosion, they can probably hold up to a minor gas leak ;)
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quinnnn
 
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Post » Wed Mar 30, 2011 11:19 am

1. Nellis bombardment: I think everyone missed my point. I was planning on leaving my companion before running through the explosions, my first complaint here is the illogical trigger area. AFB couldn't have seen me, let alone shoot me where I was standing.

Hidden motion censors in the ruins perhaps?
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James Shaw
 
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