History FalloutNewVegas / TropesAToB

17th Sep '16 5:41:43 PM DastardlyDemolition
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* BeeAfraid: Cazadores, they hurt a lot, are fast, poison you and attack in swarms of 2-5!

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* BeeAfraid: Cazadores, they hurt a lot, are fast, poison you and attack in swarms of 2-5!2-5! Their origins are explained in ''Old World Blues'' where it's revealed that they were tarantula hawk spider wasps mutated into extremely aggressive giants by Dr. Borous's experimentation. The strongest of them is Specimen 73, who's tougher than the Legendary Cazador and a lot meaner too. The best you can do against them is stay out of tight areas (impossible in ''Old World Blues'') and shoot at their wings to slow them down because they don't gain extra damage from headshots.



* BestialityIsDepraved: It's heavily implied, but never said outright, that Cook-Cook (one of the [[NamesToRunAwayFromReallyFast fiends]] leaders) screws his brahmin, Queenee.

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* BestialityIsDepraved: It's heavily implied, but never said outright, that Cook-Cook (one of the [[NamesToRunAwayFromReallyFast fiends]] leaders) screws his brahmin, Queenee. His cut dialogue, creepy cutesy-talk to Queenie, doesn't help.
17th Sep '16 5:24:49 PM DastardlyDemolition
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* AwesomenessInducedAmnesia: A Courier with poor skill in Medicine but a sufficient Luck stat can pull this off with brain surgery [[spoiler:on Caesar]].
-->'''Vulpes Inculta:''' That was incredible. How did you do that?\\
'''Courier:''' ...I have no idea whatsoever.

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* %%* AwesomenessInducedAmnesia: A Courier with poor skill in Medicine but a sufficient Luck stat can pull this off with brain surgery [[spoiler:on Caesar]].
-->'''Vulpes %%-->'''Vulpes Inculta:''' That was incredible. How did you do that?\\
'''Courier:''' ...I have no idea whatsoever.
17th Sep '16 4:45:58 PM DastardlyDemolition
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** Explosives in general could be considered this. They hit harder than virtually every other weapon type in the game but are also generally rare (base game Mini Nukes), expensive (''Gun Runners Arsenal'' Mini Nukes), and/or require sacrificing ammunition for other weapons (Fat Mines, which use [[RuleOfThree Mini Nukes]]). The hand held variety has weight for each individual explosive, which adds up and can take up a large chunk of your inventory. Most of them are only useful at mid range when most enemies will either be fighting you at long or close range. They only really become viable once you have access to a reliable source of missiles/25-40mm grenades but by then you've got a dozen other weapons that can get the job done safer, easier, and cheaper. ''Gun Runners Arsenal'' alleviates this some what as it allows for mini nukes and their variants to be bought from traders and from the Gun Runners themselves at a hefty cost but can only be used by the ''[=GRA=]'' Fat Man (which, at least, is modifiable) or the named variant "Esther".

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** Explosives in general could be considered this. They hit harder than virtually every other weapon type in the game but are also generally rare (base (e.g. base game Mini Nukes), expensive (''Gun (e.g. ''Gun Runners Arsenal'' Mini Nukes), and/or require sacrificing ammunition for other weapons (Fat (e.g. Fat Mines, which use [[RuleOfThree Mini Nukes]]). The hand held variety has weight for each individual explosive, which adds up and can take up a large chunk of your inventory. Most of them are only useful at mid range when most enemies will either be fighting you at long or close range. They only really become viable once you have access to a reliable source of missiles/25-40mm grenades but by then you've got a dozen other weapons that can get the job done safer, easier, and cheaper. ''Gun Runners Arsenal'' alleviates this some what as it allows for mini nukes and their variants to be bought from traders and from the Gun Runners themselves at a hefty cost but can only be used by the ''[=GRA=]'' Fat Man (which, at least, is modifiable) or the named variant "Esther".
17th Sep '16 2:15:50 PM DastardlyDemolition
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** The Fat Man. As in ''Fallout 3'', using it without getting caught in your own blasts is quite difficult, and they will hurt a lot.

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** The Fat Man. As in ''Fallout 3'', using it without getting caught in your own blasts is quite difficult, and they will hurt a lot. Esther, the named variant in ''[=GRA=]'' is, depending on one's views, the "better" option as it can use ''[=GRA=]'' mini nukes for more options, has more direct damage, adds +10 to your damage threshold and +25 to radiation resistance, more item hit points, and ''never jams''. The drawbacks are just as severe however; it's 10 pounds heavier, costs way more (''18000'' caps compared to 6000), requires other fat mans (and missile launchers with Jury Rigging) to repair her, and uses rare and expensive ammo to fire. And being an Explosive weapon, it falls into their trappings (see bellow).



*** The Giant Robo-Scorpion from ''Old World Blues'' is an in-story example, suffering from the same issues as Liberty Prime from ''Fallout 3''. Sure, it's a nearly unstoppable walking tank, but the power requirements for it are so massive that it has to be powered by a direct connection to a building-sized power generator, meaning it can't leave the facility where it was built.

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*** The Giant Robo-Scorpion from ''Old World Blues'' is an in-story example, suffering from the same issues as Liberty Prime from ''Fallout 3''. Sure, it's a nearly unstoppable walking tank, but the power requirements for it are so massive that it has to be powered by a direct connection to a building-sized power generator, meaning it can't leave the facility where it was built. Granted Dr. Mobius is kind of loopy [[spoiler: and only meant to use it as a scare tactic.]]



** The Meltdown perk. Shoot an enemy with an energy weapon, and they explode, possibly causing chain reactions. The downside? Friendly fire possible, including SELF Friendly fire. You can shoot an enemy point blank with a laser pistol, and you take damage like a grenade went off in your face.
** The K-9000 Cyberdog gun is made of awesome. It is a more than decent machine gun with added enemy detection beyond your normal capabilities and a night vision telescope to boot. It also has a dog's brain which makes it growl (to show detected enemies), bark happily (when equipped) or yelp tearjerkingly (when disappointed at being unequipped). But like all machine guns, it eats ammo, and a rare one at that (especially if you upgrade it to FIDO), so after some fun you just can't use it anymore - or spend a lifetime crafting .357 magnum from collected other ammunition.

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** The Meltdown perk. Shoot an enemy with an energy weapon, and they explode, possibly causing chain reactions. The downside? Friendly fire possible, including SELF Friendly fire. You can shoot an enemy point blank with a laser pistol, and you take damage like a grenade went off in your face.
face. With the Gauss Rifle/YCS-180, it can cause a meltdown up to 300 hp points. Even the Compliance Regulator, a high tech taser, can cause a meltdown. But the worst is the Thermic Lance, an melee weapon that counts as a energy weapon, which can cause a very powerful close range explosion with it's ridiculous crit chance (it has ''5 chances'' to score a critical hit '''a second''').
** The K-9000 Cyberdog gun is made of awesome. It is a more than decent machine gun with added enemy detection beyond your normal capabilities and a night vision telescope to boot. It also has a dog's brain which makes it growl (to show detected enemies), bark happily (when equipped) or yelp tearjerkingly sadly (when disappointed at being unequipped). But like all machine guns, it eats ammo, and a rare one at that (especially if you upgrade it to FIDO), FIDO)[[labelnote: what ammo?]].357 magnum/.38 special for the K-900 and .44 magnum/.44 special for FIDO[[/labelnote]], so after some fun you just can't use it anymore - or spend a lifetime crafting .357 magnum from collected other ammunition. Those rounds are better suited for the Cowboy Repeater and La Longue Carabine or Lucky revolver.



** The LAER from ''Old World Blues'' is one of the most powerful energy weapons in the game, and the unique variant created by Elijah is ever stronger. The problem is they are GlassCannon weapons with pathetic HP, to the point that every two or three reloads you'll need to use a Weapon Repair Kit to keep them in peak condition because they degrade very quickly, ''especially'' if using modified ammo that accelerates wear on the gun.

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** The LAER from ''Old World Blues'' is one of the most powerful energy weapons in the game, and the unique variant created by Elijah is ever even stronger. The problem is they are GlassCannon weapons with pathetic HP, to the point that every two or three reloads you'll need to use a Weapon Repair Kit to keep them in peak condition because they degrade very quickly, ''especially'' if using modified ammo that accelerates wear on the gun. Even using Optimized ammo doesn't help their weak hit points and it's Jury Rigging components require hard to find/expensive energy rifles like the Plasma Rifle or Laser [=RCW=]



** Explosives in general could be considered this. They hit harder than virtually every other weapon type in the game but are also generally rare, expensive, and/or require sacrificing ammunition for other weapons. The hand held variety has weight for each individual explosive, which adds up and can take up a large chunk of your inventory. Most of them are only useful at mid range when most enemies will either be fighting you at long or close range. They only really become viable once you have access to a reliable source of missiles/25-40mm grenades but by then you've got a dozen other weapons that can get the job done safer, easier, and cheaper.

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** Explosives in general could be considered this. They hit harder than virtually every other weapon type in the game but are also generally rare, expensive, rare (base game Mini Nukes), expensive (''Gun Runners Arsenal'' Mini Nukes), and/or require sacrificing ammunition for other weapons.weapons (Fat Mines, which use [[RuleOfThree Mini Nukes]]). The hand held variety has weight for each individual explosive, which adds up and can take up a large chunk of your inventory. Most of them are only useful at mid range when most enemies will either be fighting you at long or close range. They only really become viable once you have access to a reliable source of missiles/25-40mm grenades but by then you've got a dozen other weapons that can get the job done safer, easier, and cheaper. ''Gun Runners Arsenal'' alleviates this some what as it allows for mini nukes and their variants to be bought from traders and from the Gun Runners themselves at a hefty cost but can only be used by the ''[=GRA=]'' Fat Man (which, at least, is modifiable) or the named variant "Esther".
*** An extreme example would be the Fat Mine from ''Gun Runners Arsenal''; the most powerful holdout weapon in game requires 50 Sneak to bring in places (easy) but requires a ''base game'' mini nuke to craft, despite coming in a [=DLC=] that lets you ''buy mini nukes'' (not easy). Like all mines, you can blow up people's pants with them, but then again this is a ''miniature nuclear bomb''. Its blast radius is a little too big to sneak out of...
15th Jul '16 9:19:42 PM Heyoceama
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** Explosives in general could be considered this. They hit harder than virtually every other weapon type in the game but are also generally rare, expensive, and/or require sacrificing ammunition for other weapons. The hand held variety has weight for each individual explosive, which adds up and can take up a large chunk of your inventory. Most of them are only useful at mid range when most enemies will either be fighting you at long or close range. They only really become viable once you have access to a reliable source of missiles/25-40mm grenades but by then you've got a dozen other weapons that can get the job done safer, easier, and cheaper.
8th Jul '16 11:10:22 AM BeerBaron
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** The weapons added by the ''Courier's Stash'' DLC, available from the very start of the game, fit the bill. In particular, the Broad Machete, Weathered 10mm Pistol, and Sturdy Caravan Shotgun are more than enough to get the player through the early stages of the game, at least to New Vegas, before they start becoming outclassed. Another bonus is that they each come in perfect condition, while very few other weapons available that early do.

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** The weapons added by the ''Courier's Stash'' DLC, available from the very start of the game, fit the bill. In particular, the Broad Machete, Weathered 10mm Pistol, and Sturdy Caravan Shotgun are more than enough to get the player through the early stages of the game, at least to New Vegas, before they start becoming outclassed. Another bonus is Other bonuses are that they each come in perfect condition, while very few other weapons available that early do.do, and they each lack the skill requirements of their standard counterparts. (For example, no Guns or Explosives skill requirements of 25 for the Weathered 10mm Pistol and Mercenary's Grenade Launcher, respectively.)
27th Jun '16 12:59:37 PM BeerBaron
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** The weapons added by the ''Courier's Stash'' DLC, available from the very start of the game, fit the bill. In particular, the Broad Machete, Weathered 10mm Pistol, and Sturdy Caravan Shotgun are more than enough to get the player through the early stages of the game, at least to New Vegas, before they start becoming outclassed.

to:

** The weapons added by the ''Courier's Stash'' DLC, available from the very start of the game, fit the bill. In particular, the Broad Machete, Weathered 10mm Pistol, and Sturdy Caravan Shotgun are more than enough to get the player through the early stages of the game, at least to New Vegas, before they start becoming outclassed. Another bonus is that they each come in perfect condition, while very few other weapons available that early do.
18th Jun '16 4:37:09 AM jormis29
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-->3. Any employee seen to be cohabilitating, colluding, or cogitating with any of the following groups will be terminated immediately: foreigners, Masons, carpenters, [[TableTop/MagicTheGathering Tragic]] players, illegal aliens, extraterrestrials or the [[UsefulNotes/{{Belgium}} Flemish]].

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-->3. Any employee seen to be cohabilitating, colluding, or cogitating with any of the following groups will be terminated immediately: foreigners, Masons, carpenters, [[TableTop/MagicTheGathering [[TabletopGame/MagicTheGathering Tragic]] players, illegal aliens, extraterrestrials or the [[UsefulNotes/{{Belgium}} Flemish]].
24th May '16 2:09:48 PM LordKaarvani
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* BlindIdiotTranslation: It could be an InUniverse example, but the Survivalist's Rifle found in the ''Honest Hearts'' DLC has the French word "Arrêt !" engraved on its stock. It is obviously meant to be translated from the English "Halt !", but the correct French word to use would simply have been "Halte !". "Arrêt !" isn't valid as a verb, and "Arrêtez !" would just sound weird, even though it ''does'' mean "Stop !".

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* BlindIdiotTranslation: It could be an InUniverse example, but the Survivalist's Rifle found in the ''Honest Hearts'' DLC has the French word "Arrêt !" engraved on its stock. It is obviously meant to be translated from the English "Halt !", but the correct French word to use would simply have been "Halte !". "Arrêt !" isn't valid as a verb, and "Arrêtez !" would just sound weird, even though it ''does'' mean "Stop !". "Arrêt", however, is used instead of "Stop" on road signs in Québec and the word has been carved hastily on the stock, so the Survivalist might just have been posted in Québec and used the first thing he saw to convey the message of "Stop or you will be shot."
12th Apr '16 12:42:51 PM Vorpale
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Added DiffLines:

* BlindIdiotTranslation: It could be an InUniverse example, but the Survivalist's Rifle found in the ''Honest Hearts'' DLC has the French word "Arrêt !" engraved on its stock. It is obviously meant to be translated from the English "Halt !", but the correct French word to use would simply have been "Halte !". "Arrêt !" isn't valid as a verb, and "Arrêtez !" would just sound weird, even though it ''does'' mean "Stop !".
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