Some new gameplay footage...

Post » Sat Feb 19, 2011 9:19 am

Why the hell can't sniper rifles hurt things at long distance? Isn't that their purpose?


First off it wasn't a clean shot second that a badass super mutant pirate
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Riky Carrasco
 
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Post » Sat Feb 19, 2011 6:50 am

But will there be a .50 BMG http://californiahuntingtoday.com/hogblog/wp-content/uploads/2007/02/tripleaction50bmg1.jpg?! Would make a nice end game weapon for the foolhardy. Could deal low damage compared to the rifle (since it would burn off most of the powder charge outside of the barrel) and have a knock-down effect...on the player.
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Laura Tempel
 
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Post » Sat Feb 19, 2011 12:32 am

*cough*

How much ammo fit into the gun? (Laser Rifle = 24 MF cells) (Blackhawk = 6 .44 Magnum)
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NeverStopThe
 
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Post » Sat Feb 19, 2011 4:30 am

The AMR is not based on a Barrett rifle, but on a French-made .50 BMG anti-materiel rifle.


The http://en.wikipedia.org/wiki/PGM_Hecate_II?
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Dustin Brown
 
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Post » Sat Feb 19, 2011 7:47 am

By the way, any idea what the number near the skill icon means? I thought it was the number of points in the skill the weapon used, but it seems to change between various weapons of the same category so it's not that.



Could refer to the tier of the weapon (showing the skill needed to reach the tier - to operate it properly).

It would make sense when you look at the amounts of damage below the number.

Dunno though. :shrug:
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Jonny
 
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Post » Sat Feb 19, 2011 7:46 am

By the way, any idea what the number near the skill icon means? I thought it was the number of points in the skill the weapon used, but it seems to change between various weapons of the same category so it's not that.


This
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Georgia Fullalove
 
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Post » Sat Feb 19, 2011 10:12 am

ever notice how whenever new footage comes out, it always only uses guns that we have already seen.
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Lou
 
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Post » Sat Feb 19, 2011 12:28 pm

nobody seems to have said this yet, but thanks for sharing Lovecraft :goodjob:

Also this game is looking sixy.
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Nauty
 
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Post » Sat Feb 19, 2011 3:38 am

ever notice how whenever new footage comes out, it always only uses guns that we have already seen.


Maybe Obsidian doesn't want to spoil all the cool weapons in the game :3
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Jason Wolf
 
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Post » Fri Feb 18, 2011 9:46 pm

The icon means how much ammunition it will hold ( I think)

EDIT: Nevermind, maybe It's how any skill points you need to use it? If so It would make sence for them to give you guns you are good with early on
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Love iz not
 
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Post » Sat Feb 19, 2011 12:35 am

ever notice how whenever new footage comes out, it always only uses guns that we have already seen.


I think that might be because it's always the same demonstration build, so the equipment the Courier has whenever someone plays never really changes much.

For the IGN Developer Diary video, we at least got to see some new energy weapons.
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Eduardo Rosas
 
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Post » Sat Feb 19, 2011 9:30 am

Anyone else notice the http://img710.imageshack.us/img710/5461/nock.jpg in the condition bar? I wonder what that signifies...
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Danny Warner
 
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Post » Sat Feb 19, 2011 1:33 pm

Anyone else notice the http://img710.imageshack.us/img710/5461/nock.jpg in the condition bar? I wonder what that signifies...


The condition you can repair it to without an npc or repair kit?
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Andrew Perry
 
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Post » Sat Feb 19, 2011 10:10 am

The condition you can repair it to without an npc or repair kit?

That is what I was thinking. Another alternative could be the player has a very high repair skill, and as a result can repair beyond 100% condition. This is less likely, however.
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Bad News Rogers
 
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Post » Sat Feb 19, 2011 5:02 am

Wasn't it already confirmed that you can repair weapons to 100% cnd even with a low repair skill?
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Marcin Tomkow
 
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Post » Sat Feb 19, 2011 12:15 pm

Wasn't it already confirmed that you can repair weapons to 100% cnd even with a low repair skill?

Perhaps, but that might still hinge on whether or not you have a repair kit, as opposed to like-items.
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jessica Villacis
 
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Post » Sat Feb 19, 2011 4:12 am

Another (something) awful answer:

The notch indicates the point where weapons/armor switch from "Repair" (improving their capabilities) to "Maintain" (providing a buffer before they start to perform worse).

I.e. once you hit "the notch", increasing the CND of the weapon is not making it do more damage or making the armor absorb more damage. It's just providing a CND buffer so you don't have to continually repair items for them to be at maximum capability.


Sounds good to me!
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JR Cash
 
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Post » Sat Feb 19, 2011 11:37 am

Not bad at all.
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Lexy Corpsey
 
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Post » Sat Feb 19, 2011 6:53 am


Sounds good to me!


agreed :3
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Inol Wakhid
 
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Post » Sat Feb 19, 2011 4:05 am

I like how aggressive the Muties are. They don't seem like pushovers like them east coast ones.
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Big mike
 
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Post » Sat Feb 19, 2011 8:55 am

The icon means how much ammunition it will hold ( I think)

EDIT: Nevermind, maybe It's how any skill points you need to use it? If so It would make sence for them to give you guns you are good with early on

Yes, it's the (soft) skill requirement for the weapon. Early weapons have no numeric skill requirement even though they are (obviously) tied to a specific skill. More powerful weapons have higher skill requirements. If you don't meet the requirements, the weapon will either be less accurate or your attacks will be slower. The top-tier weapons in the game have a 100 skill requirement (e.g. the AMR, Gatling Laser).

So if you neglect Energy Weapons for half the game and pick up a Gauss Rifle, you will have some pretty swervy aim. As with STR requirements, you can still use the weapon if you don't meet the requirement, but you're really ineffective with it.
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Ana Torrecilla Cabeza
 
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Post » Sat Feb 19, 2011 2:08 am

Yes, it's the (soft) skill requirement for the weapon. Early weapons have no numeric skill requirement even though they are (obviously) tied to a specific skill. More powerful weapons have higher skill requirements. If you don't meet the requirements, the weapon will either be less accurate or your attacks will be slower. The top-tier weapons in the game have a 100 skill requirement (e.g. the AMR, Gatling Laser).

So if you neglect Energy Weapons for half the game and pick up a Gauss Rifle, you will have some pretty swervy aim. As with STR requirements, you can still use the weapon if you don't meet the requirement, but you're really ineffective with it.

thank you o wise one for the info :bowdown:
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teeny
 
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Post » Sat Feb 19, 2011 6:08 am

What icon are we talking about? I haven't been able to see the new video.
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Max Van Morrison
 
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Post » Sat Feb 19, 2011 1:38 am

After watching this video for the twentieth time I can say with a lot of confidence that this game has far surpassed FO3 in the all respects that we've seen, I'm thinking dialogue is also going to be vastly improved. (From what I've seen so far.) :tops:

Most definitely.It got me even more excited to realize the shooting improvement.I ha trouble with shooting in FO3 with there being some faults.
I rewatched the video and can't see anything unusual. What I did notice is how much more aggressive the Super Mutants are. If they are melee, they CHARGE you, like RIGHT DAMN NOW. And if they are ranged, they'll take a shot, walk toward you while they cycle the action, take a shot and keep on comin'. Very cool stuff. Overall they feel much more menacing. I also like when the eye-patched mutant gets into melee range and starts wailing on the PC, with each hit the camera gets knocked around and makes it difficult for the player to re-orient. Definitely adds some (appropriate) intimidation.

Just like the Nightkin when it tried surprising the player.It didn't even take the time to say anything,it just rushed and tried smashing you(which utterly failed).The Nightkin are one of the enemies that I want to see the most.

Wasn't it already confirmed that you can repair weapons to 100% cnd even with a low repair skill?

Seriously? That's a very good thing for me as I've had tons of hunting rifles to use as repair items but never had a high enough repair skill to actually improve them.
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Luis Longoria
 
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Post » Sat Feb 19, 2011 11:01 am

Yes, it's the (soft) skill requirement for the weapon. Early weapons have no numeric skill requirement even though they are (obviously) tied to a specific skill. More powerful weapons have higher skill requirements. If you don't meet the requirements, the weapon will either be less accurate or your attacks will be slower. The top-tier weapons in the game have a 100 skill requirement (e.g. the AMR, Gatling Laser).

So if you neglect Energy Weapons for half the game and pick up a Gauss Rifle, you will have some pretty swervy aim. As with STR requirements, you can still use the weapon if you don't meet the requirement, but you're really ineffective with it.

If I have 7 strength and the strength requirement for the Light Machine Gun is 8, How much can I expect my effectiveness to go down with that weapon? Will I still be pretty decent? :tops:
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Amanda Furtado
 
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