Fallout: New Vegas/YMMV: Difference between revisions

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** Enemy satchel charges in the ''Lonesome Road'' DLC. In addition to being hard to see thanks to their brown packaging blending into the road, they have a ridiculously short fuse and do massive damage, more than the bottlecap mine.
** Enemy satchel charges in the ''Lonesome Road'' DLC. In addition to being hard to see thanks to their brown packaging blending into the road, they have a ridiculously short fuse and do massive damage, more than the bottlecap mine.
* [[That One Boss]]: You thought the Bloatflies were nothing but weak cannon fodder? The Legendary Bloatfly would like to tell you just how wrong you are. To wit: the thing can fly above melee range at high speed, kill you almost instantly with its plasma projectiles, and has ''2000 hit points''. The [[Final Boss]] has 920 and the Legendary Deathclaw has 1000 hit points.
* [[That One Boss]]: You thought the Bloatflies were nothing but weak cannon fodder? The Legendary Bloatfly would like to tell you just how wrong you are. To wit: the thing can fly above melee range at high speed, kill you almost instantly with its plasma projectiles, and has ''2000 hit points''. The [[Final Boss]] has 920 and the Legendary Deathclaw has 1000 hit points.
* [[That One Level]]:
* [[That One Level]]: The quest ''Crazy Crazy Crazy'' is this unless you have the [[Infinity+1 Sword|YCS/186 or Alien Blaster]]. It requires you to fight your way through dozens of [[Demonic Spiders|Nightkin and Super Mutant Masters]] armed with Miniguns, Flamethrowers, Light Machine Guns, giant swords, and clubs. [[Mundane Solution|Or you just sneak in through the (Hard locked) back door and repair Rhonda.]]
** ''Dead Money'': It's telling how punishingly difficult the entire DLC is when mods exist that register it as complete when the game begins.
** Any decent sniper rifle can deal with the pests in ''Crazy Crazy Crazy.'' For that matter, any decent mid-to-high level weapon will do.
** There's a segment in ''Dead Money'' where you have to activate a bell tower. After you do, you get a [[Zerg Rush]] of about forty Ghost People. By this point you should be very low on health and ammo, so fighting your way back through them is very frustrating indeed.
*** There's a segment where you have to activate a bell tower. After you do, you get a [[Zerg Rush]] of about forty Ghost People. By this point, you should be very low on health and ammo, so fighting your way back through them is gonna be anything but a cakewalk. On your way up to the tower, you keep seeing "RUNRUNRUN" written near doorways in the "wrong" direction. After setting off the fireworks, on your way down, oh yes... ''now'' you know why "RUNRUNRUN" is written on some of the doorways.
*** Even more fun if you didn't realize there was the [[Boring but Practical|Police Pistol]] and burned through ALL your ammo on the way up. Cue trying to fight off the Ghost People with a melee weapon.
*** Even more fun if you didn't realize there was the [[Boring but Practical|Police Pistol]] and burned through ALL your ammo on the way up. Cue trying to fight off the Ghost People with a melee weapon.
*** ''Dead Money'' IN GENERAL qualifies as this.
** ''Lonesome Road'' wasn't out long before many players began tearing their hair out due to The Courier's Mile. To elaborate, the area is small, about the size of Quarry Junction. You just nuked it, so it's teeming with radiation (at least +10 rads). One side is filled with Marked Men, who regenerate health at an absurd rate thanks to the radiation. The other side is filled with Deathclaws, and the radiation has made them stronger, too. Add on to that the fact that DLC Deathclaws and the Marked Men level with the player, making them ''even stronger'' on top of that (unless you managed to get there at a low level). Get spotted by even one Deathclaw, they [[Zerg Rush]] you. They can take two shots to the face from the YCS unless you get a sneak critical, and you'll only get one of those. It's a ridiculously difficult battle.
** ''Lonesome Road'' wasn't out long before many players began tearing their hair out due to The Courier's Mile. To elaborate, the area is small, about the size of Quarry Junction. You just nuked it, so it's teeming with radiation (at least +10 rads). One side is filled with Marked Men, who regenerate health at an absurd rate thanks to the radiation. The other side is filled with Deathclaws, and the radiation has made them stronger, too. Add on to that the fact that DLC Deathclaws and the Marked Men level with the player, making them ''even stronger'' on top of that (unless you managed to get there at a low level). Get spotted by even one Deathclaw, they [[Zerg Rush]] you. They can take two shots to the face from the YCS unless you get a sneak critical, and you'll only get one of those. It's a ridiculously difficult battle.
* [[Tear Jerker]]: The tale of "The Survivalist" in ''Honest Hearts''. You find various log entries of some wilderness nut who survived the [[World War III|Great War]] scattered throughout the valley.
** Chief Hanlon if you turn him in.
** Also the child in Matthews Animal Husbandry Farm whose parents turned into feral ghouls, forcing him to shoot them. Eventually in his lonely paranoia he burned down the house and himself with it to protect himself from the farm animals he believed wanted to eat him.
** Another example would be the people who lived in Vault 3; it was one of the very few vaults in which the people were genuinely living good and happy lives with very few problems. As soon as they opened the vault doors due to a problem with their water system, they were all butchered by the evil Fiends who took over and started using the Vault as their base.
* [[Uncanny Valley]]: Festus!
* [[Uncanny Valley]]: Festus!
* [[Unfortunate Implications]]: Used intentionally at the ROBCO building with the "Who can you tell" brochure. To paraphrase: "Sure you can tell your wife. But since women have to tell stories she will blab no matter how much you tell her not to." This is to [[Deliberate Values Dissonance|show]] that the pre-war Fallout Verse never really left the 50s behind.
* [[Unfortunate Implications]]: Used intentionally at the ROBCO building with the "Who can you tell" brochure. To paraphrase: "Sure you can tell your wife. But since women have to tell stories she will blab no matter how much you tell her not to." This is to [[Deliberate Values Dissonance|show]] that the pre-war Fallout Verse never really left the 50s behind.