RAces from fallout tatics
- The chosen one
- SDF!
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RAces from fallout tatics
OKay i am a frigging moron but i have never played fallout tatics i wanna know wtf is a reaver you cna call me ever whut u want buti wanna know
and put inm your favorite race
and put inm your favorite race
The chosen one
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Life is a water fall we drink form the river then we turn around and then we put up a wall SoAd
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Life is a water fall we drink form the river then we turn around and then we put up a wall SoAd
- OnTheBounce
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Re: RAces from fallout tatics
Simply put a Reaver is a Raider w/a lot of high-tech items and a religion revolving around the worship of technology. The movement was localized west of modern-day Kansas City.
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- Max-Violence
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I second that.TheReaper wrote:Fav race: Deathclaw
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
- Saint_Proverbius
- Righteous Subjugator
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It just fucking amazes me that people can't figure out which forum things belong in.
Let's see, we're talking about FALLOUT TACTICS.. There's a FALLOUT TACTICS FORUM.. Let's post this in the GENERAL DISCUSSION FORUM!
Needless to say, this is getting moved to the FALLOUT TACTICS FORUM.
Let's see, we're talking about FALLOUT TACTICS.. There's a FALLOUT TACTICS FORUM.. Let's post this in the GENERAL DISCUSSION FORUM!
Needless to say, this is getting moved to the FALLOUT TACTICS FORUM.
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Since i happen to despise melee-combat as such i favor ghouls over any of the other races.
What they lack in physical potential they make up for in perception which makes them excell in ranged-combat.
Humans are second. I dont care much about the rest. I havent ever recruited a mutant.
What they lack in physical potential they make up for in perception which makes them excell in ranged-combat.
Humans are second. I dont care much about the rest. I havent ever recruited a mutant.
Sometimes an atomic weapon is just an atomic weapon, ja?
Ya i like humans, all around they are good, can use every single weapon, never excell in any stats like other races but they also don't have any extremely low stats. In otherwords, humans are all around good. I do like deathclaws, its just once you start fighting robots their potential goes down the shitter. Plus the lack of armor really screws them over and the low IN hurts alot too.
"If you can't beat 'em.....
Try with another weapon"
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Another Huge Gundam Fan
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Try with another weapon"
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Another Huge Gundam Fan
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- OnTheBounce
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Why? Just because they came from FoT? I thought that the Reavers were the best of the FoT "races", m'self. A band of Raiders who stumble on a pre-war cache and develop into a society w/an affinity for high-tech and a religion structured around it. Sounds good to me!VasikkA wrote:Reavers belong to the same category as beastlords, talking deathclaws and the vicious army of robots. Best to ignore them.
Much better than tribals who have developed telepathy after having been exposed to some mysterious radiation (read: pixie dust) for 20+ years and use it to dominate the minds of weak-minded creatures (read: Jedi mind trick).
I have to admit that using the Reavers as a device for Scientology bashing was a bit much on the part of the FoT designers since it had already been done in FO2. Oh wait...that's right! The Hubologists only coincidentally resembled Scientology.
I don't know what the issue some people have w/the robots is, though. Let's leave plot inconsistencies out of it for a moment and focus just on the robots. While I think that they could have been made to look more like '50s pulp Sci-Fi robots, the idea of having a sleeping menace of robots was the climax of Wasteland. If anything people should be clamoring that FoT was essentially a Wasteland rip-off and not going on and on about how "robots aren't Fallout-y". Or another thing would be to bitch about how the ending sequence smacked of SW Episode 1 just a wee too much. Or maybe someone could bitch about how the Tank Bot w/its flail looked like a medieval version of mine clearing flail tanks from WWII, but I would hardly say that robots don't belong in the FO universe.
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Doubt we'll see the Reavers anymore, most of them died off, and a fair amount due to my guns :twisted:
But enough about my exploits, the reavers did have a high potential to be a tough race to fight. But they were just too easy, it felt like they couldn't use their guns properly, and that was playing on Hard. But this is how it was: Dillion :snipersmile: Reaver 8O . Of course dillion only killed a small amount of the reavers, most feel to my characters FN FAL and my 2 gunners M2 brownings while holding the wall. (i just couldn't fine a good emoticons to fit those)
But enough about my exploits, the reavers did have a high potential to be a tough race to fight. But they were just too easy, it felt like they couldn't use their guns properly, and that was playing on Hard. But this is how it was: Dillion :snipersmile: Reaver 8O . Of course dillion only killed a small amount of the reavers, most feel to my characters FN FAL and my 2 gunners M2 brownings while holding the wall. (i just couldn't fine a good emoticons to fit those)
"If you can't beat 'em.....
Try with another weapon"
-Me
Another Huge Gundam Fan
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Try with another weapon"
-Me
Another Huge Gundam Fan
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- Walks with the Snails
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Yeah, the Reavers were too easy. Mainly because their armor blew chunks. The Mutants were much tougher. They should have put the Reavers first, giving them just high-end small guns like the sniper rifle, FN-FAL, and grenade launchers, then saving the energy weapons for the robots or maybe a final revenge match with energy weapon wielding Reavers right before the robots. As it was, you were too high level for the Reavers and too low level for the mutants.
I think the Reavers are toast, too. They were pretty much just a wacko cult. Things like that usually fade away once their isolation is broken. I think the Brotherhood probably assimilated them pretty quickly since the Brotherhood could offer technology and protection to the Reavers and the Reavers could offer their fighting and tech skills to the Brotherhood.
I think the Reavers are toast, too. They were pretty much just a wacko cult. Things like that usually fade away once their isolation is broken. I think the Brotherhood probably assimilated them pretty quickly since the Brotherhood could offer technology and protection to the Reavers and the Reavers could offer their fighting and tech skills to the Brotherhood.
- OnTheBounce
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According to Section8 the Reavers were a localized group, but there were other "Reaver-like" organizations, e.g. The Followers of the Iron Saviour. So while the actual Reavers were pretty much finished, there could be other, similar organizations that crop up.Walks with the Snails wrote:I think the Reavers are toast, too. They were pretty much just a wacko cult. Things like that usually fade away once their isolation is broken. I think the Brotherhood probably assimilated them pretty quickly since the Brotherhood could offer technology and protection to the Reavers and the Reavers could offer their fighting and tech skills to the Brotherhood.
I do have to agree that a lot of the Reavers' potential was wasted on the fact that they appeared to late. Had they appeared earlier they would have been a serious challenge. As it is, I used my two snipers firing from the eastern wall of Junction City to cover my two big gunners and grenadier as I cleared the east-bound road up to the mansion and held my medic in reserve.
I did, however, like the way they Reavers and their defenses were set up. I'm very much in the habit of advancing behind cover and the acid sprayers were positioned to deny you that cover. In addition there was a lot of variation in the tactics that individual Reavers were set to, w/some set to Flank, others to Advance, etc. Very good stuff. Lots of potential.
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- OnTheBounce
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Not true, Reaper! Dogs can disarm traps as well! I have a recruit who's a dog/trapper. It's quite amusing to see him disarm traps or open doors since the "Magic Hands" animation for Dogs is them scratching behind their ear.TheReaper wrote:True. Dogs can't do anything except attack. Deathclaws do more damage than dogs as well.
Deathclaws are still far more versatile, however, since Dogs cannot climb ladders in addition to the other things mentioned... (This is why the starting squad had to be modified in my SP campaign because you start in a depression and can't get the dog out of it, let alone to the exit grid...)
OTB
"On the bounce, you apes! Do you wanna live forever?!"
playing against the reavers was extremely fun due to the fact that they had massive firepower, used tactics, yet were human (ie- conventional weapons were just as effective against them as energy weapons)
on another note, supermutants tend to get stuck in certain doorways, but otherwise are also fun to play around with
on another note, supermutants tend to get stuck in certain doorways, but otherwise are also fun to play around with
Well i just really wish that there would have been more levels against the super mutants.
Like something that i would have loved to see was you'd have 2 bunkers in which the super mutants were your enemy. Then the second to last level for the second bunker wouldn't be a standard mission. It would be fighting in the bunker (maybe it would be like the one that you had while fighting the reavers) and the area around it. So you would go right into combat after you got back from your last mission. Like the objectives could be to protect the major ppl in the bunker, like General Dekker, the personal yoman, ect. That could also offer a good reason on why they changed out medical officers, cuz maybe the medical officer dies before you get there. So it could be like after the BOS took a beating from that, they need to do a small assasination mission to turn the tide in the battle against the Super Mutants. And then thats when your mission to kill Gamorin would come in.
Well sorry if its tough to read that, i just threw it all together.
Like something that i would have loved to see was you'd have 2 bunkers in which the super mutants were your enemy. Then the second to last level for the second bunker wouldn't be a standard mission. It would be fighting in the bunker (maybe it would be like the one that you had while fighting the reavers) and the area around it. So you would go right into combat after you got back from your last mission. Like the objectives could be to protect the major ppl in the bunker, like General Dekker, the personal yoman, ect. That could also offer a good reason on why they changed out medical officers, cuz maybe the medical officer dies before you get there. So it could be like after the BOS took a beating from that, they need to do a small assasination mission to turn the tide in the battle against the Super Mutants. And then thats when your mission to kill Gamorin would come in.
Well sorry if its tough to read that, i just threw it all together.
"If you can't beat 'em.....
Try with another weapon"
-Me
Another Huge Gundam Fan
<IMG SRC=http://www.imahosting.com/sigs/archvilesig.jpg></IMG>
Try with another weapon"
-Me
Another Huge Gundam Fan
<IMG SRC=http://www.imahosting.com/sigs/archvilesig.jpg></IMG>