SuperH wrote:Yeah, well if you want to get picky about what's 50's sci-fi pulp, a single person holding a minigun certainly isn't.
Battery guns, which have been around since the 1700s, have had their place in sci-fi. The fact the minigun is much, much larger than modern sci-fi movies like Predator in the late 1980s, Robocop 2, etc. is one way of showing the 1950s bulk look to such a thing.
And neither is the power armour. If you want armor in 50's sci-fi pulp you get in a tank, that's about it.
It's not?
Starship Troopers was published in 1959. It's a book about a bunch of space soldiers fighting large bugs in power armor.
Fallout is NOT solely based on 50's sci-fi, it's also about having a character that can kick a ton of ass...
Which explains why you can beat the game without "kicking any ass" at all?
otherwise there would never have been characters toting miniguns themselves.
otherwise there would never have been a speech skill.
Akimbo guns would definately balance the system, given the system is changed to small and large guns.
Actually, it would totally fuck the balance. I think I showed that in my post where I listed the amount of damage dual gauss pistols would do per shot versus the gauss rifle. Do the math yourself if you don't believe me.
That being one handed and two handed guns. Just doing that right there balances a lot of the problems inherent in having to switch your gun skill towards the end of the game - that's such a waste of skill points.
And it's not a waste to have to spend skill points in both rifles and pistols just to use both an SMG for close range and a hunting rifle?
In fallout 1 and 2, you can't focus on any one type of weapons for the whole game, because you'll either not have any to use or they'll become obsolete by the end of the game.
You most certainly can. I've beaten the game numerous times with a pure melee character and I've beaten the game with a pistoleer at the .223 pistol + One Hander trait. The Super Sledgehammer is one of the best weapons in the game. The .223 pistol and One Hander trait are a damned lethal combo.
Oh yeah, and that's even without the uber-stats of the gauss pistol, and without having to use ACKIMBOW KEWL KOMBATZ0R!
This is a fact, it's not debatable.
It's obviously debatable, since you seem to have no idea what the hell you're talking about.
That's a waste of skill points, focusing them into two categories, each of which can be focused on from the beginning of the game and useable for the entire game, makes a lot of sense.
The irony is that you don't get that this is the best argument
against JE Sawyer's idea. Let me repeat it again, you'll have to invest in two skills just to use an SMG for close range and a rifle for long range.
Now, obviously the two handed guns will be inhernetly more powerful, so the question arises, "how to make the one handed guns still useful towards the end of the game?" and there are two obvious answers... either make insanely powerful one handed guns that rival two handed guns in power, or allow the character to wield two of the weaker guns at once. GSM
Or... YOU COULD USE THE
ONE HANDER TRAIT THAT ALREADY EXISTS IN THE GAME.
Even then, if you want to consider Fallout 2's weapons, the gauss pistol is better than the gauss rifle depending on the amount of APs you have -
without the One Hander trait. The gauss pistol, with the bonus damage for the ammo, does a max damage of 48 and takes 3AP with Bonus Rate of Fire. With Bonus Rate of Fire, the M72 Gauss Rifle takes 4AP and does 64 points max damage with the ammo bonus.
So, if you have 7AP, which is average, the gauss pistol gives you 48DAMAGE * 2 and the Gauss Rifle only gives you 64DAMAGE * 1. Therefore, with the pistol, you get 96 max damage, instead of 64 max damage with the rifle.
If you have 9AP, which is a high AG character, we're talking 48DAMAGE * 3 versus 64DAMAGE * 2. The gauss pistol still wins.