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Like Tactics? Found a cool mod for another game that reminds you of Fallout? Playing those crappy spin-off console games called "Fallout"? Discuss here.
ArchVile wrote:Like something that i would have loved to see was you'd have 2 bunkers in which the super mutants were your enemy...
Not a bad idea at all. Unfortunately there would be a lot of scripting involved, especially if you wanted to take as much of the player's successes or failures into account. If I were to script something like this, I'd have the BoS decide to take Gamorin out regardless of whether or not they took a beating. ("So...the muties think it's funny to try and sack our bunker, eh? Well we got somethin' for their asses!")
OTB
"On the bounce, you apes! Do you wanna live forever?!"
Umm, no. I actually favor Ghouls as i stated on the first page of this topic. I like them mainly for their high perception.
T
hey are, however, inferior to humans in allmost every way.
This to the fact they have little general-damage resistance, lack resistance against environmental hazards except for radiation and gain perks less frequently. On top of all this they have a burden of not being able to wear regular armor.
Sometimes an atomic weapon is just an atomic weapon, ja?
vVolf wrote:Does anyone use the Ghouls? Anyone? I saw some people sayin that Ghouls are ''crap". Is that true?
I'm w/Lynxer on this one, but I have to say that the majority of Ghouls in the core campaign are crap. I do, however, like Ghouls and have a number of Ghoul recruits in my own material. (A FoT squad just isn't complete unless it has an eagle-eyed Ghoul sniper or sniper/sapper in it, IMHO.) Too bad the boys and girls at MF decided to make the 'cruits in the core campaign a serious pain in the ass to play since in addition to their normal handicaps they are saddled w/the Glowing One trait.
Personally, I also felt that the Fear the Reaper trait was over-used. While I can why they did it (to get the perk rate down to 3), a trait like that seems like it should have some sort of story behind it.
OTB
"On the bounce, you apes! Do you wanna live forever?!"
I like ghouls in MP, but they just don't do much in SP core. In MP, a ghoul with max PE and a gauss rifle can blow a guy into little bitty bits from halfway across the map. And Glowing One/Fear the Reaper both really, really suck.
description: Extreme radiation exposure has left you glowing in the dark! Darkness is no obstacle to you or your enemies. You gain resistance to radiation but you radiate those around you.
In other words, unsuitable for teamplay. You not only notify your opponent of ur arrival, u lower the average health status of your fellow recruits as well.
It's the Chauchat among traits.
Sometimes an atomic weapon is just an atomic weapon, ja?
I really like ghouls. They have two more stat points than humans and nice maximum stats for a sniper. They can also wear environmental and power armor, so by the time you get them, there's little difference. You can find one set of environmental armor in a random encounter and the quartermaster starts stocking it when you hit the mutants. Plus, when in Environmental Armor II, they have 100+ rad and poison resistance, so you can walk around irradiated areas with impunity. I like to have at least one in my squad just for that.
Ya i noticed one time i made a human multiplayer character with my stats, then i later made a ghoul with the same stats, and he had 2 extra points, i was comletely suprised, and i knew if i had him for single player, it would be a breeze.
OnTheBounce wrote:Personally, I also felt that the Fear the Reaper trait was over-used. While I can why they did it (to get the perk rate down to 3), a trait like that seems like it should have some sort of story behind it.
I still don't see what the downside is to that one. "You are now on Death's short list" What does that do? I've played SP as a Ghoul with Fear the Reaper and no difference to when I played without.
With Fear the Reaper, you randomly lose a sometimes sizable chunk of hit points. The words "Fear the Reaper!" flash above the character when it happens, I guess the invisible Grim Reaper takes a swipe at you. If you're already wounded, it can kill you. It usually happens when you level up but can happen any time. It's still pretty unbalanced IMO since the benefits are more than worth it and give you all the ghoul benefits without the perk hindrance for the cost of a couple of medkits.
I like playing as Drugclaws that don't actually attack, they just OD enemy squaddies.
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Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Ghouls are my favorite race... high intelligence and perception = Super Sniper... the extra character points and natural resistances are gravy, as they say... and the lack of armor isn't a problem when I'm shooting you from far away...
Though the ghouls in tactics look kinda funky...
As for fear the reaper... one of my favorite traits... seriously, how else can you balance getting perks faster?
seriously, how else can you balance getting perks faster?
Ummm, cheating? huHahaHahaHa..
Errr... some mis-wording on my part... some people were bitching about how Fear the Reaper can kill you when you gain a level and I was saying that in the regards to how the trait could be balanced game-wise...
Plus I don't cheat... perhaps exploit what the game gives me... but never cheat... (Regardless that the game gave me many reasons to do so...)