Thanks for the patch, but still a couple problems

Post » Sat May 28, 2011 12:31 pm

A couple bugs I noticed after the patch 1.05

The DP disappeared when I was switching armor, I had to reboot and it fixed itself

When using V.A.T.S. my character didn't fire a single shot, it only happened once.

During the mission to defend Goodsprings my V.A.T.S. wouldn't activate.

The Weathered 10MM has no Laser beam (still) when modded with the laser sight.

Well,
Good news - The game has not frozed or locked up on me on my new game I restarted and there seems to be less screen lag when running.

For what its worth, you made at least one gamer and Fallout New Vegas fan very happy and glad to be able to enjoy playing Fallout: New Vegas.

Thanks Bethesda,

ps.
please don't nerf the Fire Axe in future patches, it is awesome against RadScorps and Cazadores
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R.I.p MOmmy
 
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Post » Sat May 28, 2011 9:29 am

Update:

I noticed some major glitche bugs

-A few times characters fall thru rocks and attack but can't be attacked (perfect example was on the outside of Primm when passing the houses a group of power gangers sneak up and after the talk scene they melt into the side rock mini cliffs in the hill)

-Items and dead characters STILL "melt" through the grounds, especially when picking up caps and things (perfect examle is when leaving Nipton heading towards Novac on the highway you see a side turned trailer and it has a crate of Sunset but when you first go to pick up the Star cap, the things around that crate either melt thru the ground or hover above) and this happens in other places, like the Nipton City hall has a dead settler but is partially melted in ground and can't check for items and when looking for that nuclear chemical for Repconn you go find a dead man in a Rad "suit" and you can't get the glowing nuclear chemical because the body is partially melted into the street.

Other than that, So far so good.

I hope the rest of the game gets fixed and more fluid.

Laters
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NO suckers In Here
 
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Post » Sat May 28, 2011 4:51 pm

I think this is a major improvement, i've only played for 30 min. so far (i was finishing Mr. House's path, my second one) and it worked flawlessly. :D
Especially considering that Hoover Dam usually is a very problematic area in terms of freezes and lag, but it was running smoothly this time, and that's a major accomplishment because the final battle was taking place, and surely has increased strain on the system. Seriously, this seems like a whole new game. Congrats, it's about time! ;)


But it's still soon to generalize, i'll have to play more to see if the major problems this game has have been fixed. It's really a shame that the game was released in this state, especially because i love it so much, however the issues are (hopefully were) hard to ignore. (I've had more than 40 freezes before installing this patch FYI, and it's not anywhere near acceptable!)
Guys, i hope to see a new Fallout game soon, but with a new engine and please, don't rush it!

I just don't like the fact that the Anti Materiel Rifle has been dumbed down... :/
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Laura Richards
 
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Post » Sat May 28, 2011 9:04 am

I just don't like the fact that the Anti Materiel Rifle has been dumbed down... :/

What did they do to the AMR?
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Nick Pryce
 
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Post » Sat May 28, 2011 6:57 pm

What did they do to the AMR?


They decreased the spread and upped the Crit so that it's now comparable to other scoped weapons when considering its insane reqs.

How do you quantify "dumbed down", I don't know. But I like the change.
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Quick draw II
 
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Post » Sat May 28, 2011 9:00 pm

They decreased the spread and upped the Crit so that it's now comparable to other scoped weapons when considering its insane reqs.

How do you quantify "dumbed down", I don't know. But I like the change.


Well, i was specifically talking about the effectiveness with "Steady". Before this patch if you used that chem you could snipe an enemy from several feet away from VATS with 95% chance of hitting them, that has been dumbed down unfortunately... lol
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Rachel Briere
 
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