Fallout 2/YMMV: Difference between revisions

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** 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 (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.
* [[Goddamned Bats]]:
* [[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.
* [[Good Bad Bugs]]:
** Probably not exactly a bug, but is still hilarious nonetheless: Wearing a suit of Enclave Power Armor actually makes you ''better at sex'' due to the strength enhancement. The fact that you're wearing a full suit of armor with no skin even visible doesn't seem to be a problem.
** The broken computer quest in NCR. After Jack has blown himself up, you could repeatedly fix the computer, gaining 3000xp every time. Sadly, fixed in patches.
** If you save Smiley in the Toxic Caves, he can later teach the Chosen One about geckos, increasing his Outdoorsman skill by 3%. You can ask him to teach you about geckos for the infinite amount of times and increase the Outdoorsman skill up to 300% if you want.
* [[Moral Event Horizon]]: Being evil is still kinda OK (although at -500 karma, you get [[Badass]] [[Bounty Hunter|Bounty Hunters]] after you). Being a slaver won't make you many friends, but it's a living. Killing children, though, is an irredeemable act that will get you not only bounty hunters but also stop many people from even talking to you.
* [[Player Punch]]: {{spoiler|The Talking Deathclaws being brutally picked off by Horrigan [[For the Evulz]], and your entire tribe being kidnapped by the Enclave in order to test their modified FEV. The former can be prevented with the Restoration Project, but doing so requires a ''serious'' [[Speed Run]].}}