Fallout 2/YMMV: Difference between revisions

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* [[Even Better Sequel]]: Pretty much everyone agrees that it's pretty awesome. The first ''Fallout'' was good. ''Fallout 2'' took everything it had, cut out the superfluous parts, improved the lacking parts, and polished it all to a gorgeous finish. The result is a larger world to explore, more involved quests, morally complex stories and characters, and much deeper gameplay with a large variety of new equipment and enemy types. The first ''Fallout'' seems like a beta or a demo for ''Fallout 2'' when you look at the two together.
* [[Evil Is Cool]]: Frank Horrigan has his share of fans due to this.
* [[Game Breaker]]:
* [[Game Breaker]]:* The [[Brilliant but Lazy|Gifted Trait]] makes character creation a no-brainer. Once a player creates the antidote for [[Drugs Are Bad|Jet addiction]], then Jet also makes the player absurdly powerful [[Subverted Trope|with no drawbacks.]]. The Slayer and Sniper perks also turn into this by making the player character roll criticals for every attack.
** Sniper's [[Game Breaker]] status comes not from simply adding more Criticals. It comes from the fact that when a burst is fired, every round in the burst has it's own critical roll. With 10 Luck, each projectile is guaranteed to be a critical. Miniguns have up to 30 round bursts. [[There Is No Kill Like Overkill]] indeed.
** Boxing in New Reno. If you win, you get a perk giving you 12 normal damage threshold, and 4% to all resistances except fire. It is cumulative with armor. Normal damage is anything that isn't plasma, laser, fire, electricity and explosive. Which means that you will take no damage from most enemies, and half damage from most more powerful enemies, without taking armor into account. Most enemies who use laser, plasma, fire and explosives are either using [[Sorting Algorithm of Weapon Effectiveness|low-tier weapons]], using [[Awesome but Impractical]] weapons, or plain non-military personnel (who don't wear effective armor and don't have much [[Hit Points]]).
** [[Deadly Doctor|Living anatomy]] and bonus ranged damage. The former gives you +5 damage against biological targets, the later +2/+4 damage against everything when using firearms or [[Energy Weapon|energy weapons]]. These ignore ''any'' form of damage resistance (tested with an EMP Grenade against humans (every non-robotic enemy gains a 500% resistance to EMP). The damage increase is done to each bullet. The best gattling gun (which use extremely rare ammo) fires 25 bullets by burst. Assuming half of them (rounded down) hit (and from close range, they will), you inflict 12*(5+4) = 108 points of damage, enough to kill most target, not counting the normal bullet damage that goes through the armor.
** [[Disc One Nuke|The infamous]] [[Fan Nickname|"Navarro Run"]]. From the second town in the game, it was possible (though ''very'' difficult) to trek all the way to San Francisco and get a quest to infiltrate the Enclave Base to steal some Vertibird plans. If you manage to survive all the random encounters (via [[Save Scumming]] and a high Agility stat) and get to the base, then you can easily complete the mission without any combat. In addition to getting the Vertibird plans, you're also awarded with a locker full of high end weapons (including a ''[[BFG|plasma rifle]]'') and a suit of Enclave Power Armor, by far the strongest armor in the entire game, which makes you invincible to pretty much every enemy until you get to the endgame. Since this could be done literally in the first hour of the game, this is completely ridiculous.
** The mighty Bozar. Despite looking like a sniper rifle, it is a minigun-type weapon that can be acquired very early, has a tremendous stopping power and uses the common .223 ammo. Acquiring it might take some save scumming depending on your stealing skill, and it eats up ammo like there is no tomorrow, but it can obliterate most enemies in one or two blasts. If they are packed close to each other, a single burst is perfectly capable of wiping out entire squad.
** It's actually quite difficult to break the game when playing on the max difficulty settings (One setting for combat-only, the other affects skill checks and skill levels), as most end-game enemies will stop missing, aim for the head, and roll criticals more often with their high-tech weapons. Keeping squishy followers alive becomes a real chore, at the very least.
** Higher levels of Unarmed skill unlock access to powerful special attacks, starting from the value of just 55%. They come with increased base damage, ''greatly'' increased critical chance and ''armour piercing values''. With lousy 130% in Unarmed, the Chosen One can face in hand-to-hand combat everything on his path and beat the living shit out of it. Including things like deathclaws, wanamingos, Enclave's soldiers or supermutants. No need to use any sort of Unarmed weapon either (in fact, those ''decrease'' the damage, as they override the mighty power of bare knuckles with weapon's stats). Oh, and the best part? Unarmed can be increased by anything between +25 to +50% ''for free'', without spending a single point on it. It is impossible to leave Arroyo with less than 55% in Unarmed due to free training.
** It's actually quite difficult to break the game when playing on the max difficulty settings (Oneone setting for combat-only, the other affects skill checks and skill levels), as most end-game enemies will stop missing, aim for the head, and roll criticals more often with their high-tech weapons. Keeping squishy followers alive becomes a real chore, at the very least.
* [[Goddamned Bats]]: ''Wolves''. You're wandering around the countryside trying to get to New Reno, when you get stopped by three random encounters in a row with wolves. They can't do any damage at all to a decently leveled player, but there's a ton of them, you can't skip their moves, and your companions will likely burn through the ammo of whatever very powerful weapon you've given them to kill things they can just kick! They also have a nasty habit of circling around you and mauling you to death at lower levels. There's also the rats, who stop you from traveling around and force you to enter combat mode until you just step on them.
** The random peasant children in the Den are some of the worst [[Goddamned Bats]]. They don't do ''anything'' but run around and try to pickpocket you, and unless you're prepared to get the Child Killer perk, you have no choice but to let them unless your steal skill is obscenely high. You can go with a more moderate option and [[Don't Make Me Take My Belt Off|hit them once]]. They won't ever bother you again.