Vault 15 (spoilers main quest)

#21FuzzbrowsPosted 8/2/2011 2:04:12 PM
I never tried to ask for more than straight value. Before I lost my saves *insert angry Chinese obscenities here* I have 14k caps saved up.

As long as you have at least 5 strength, you should go for the biggest shotgun you can get your hands on. Having trouble with that pack of ghouls? run away till they're all in a cluster to one side of you, and burst-fire the combat shotgun at the guy in the FAR BACK of the group. Shredded.
#22Sekoku(Topic Creator)Posted 8/17/2011 6:34:26 PM
Okay, so been slightly busy. But I got my skills to 91 with the books. Leaves the other skills to raise. About 100 days left to find the water chip, so should be quick to get with 91% in small guns. Went to the west side of the marketplace in the Hub, open the door. Start a fight unexpectedly. Go through, Tycho and Dogmeat follow. What does Ian do? The crazy ass shoots me in the back with the SMG, killing me.

Didn't think it was that bad to let him have. Now I know.
#23JoveHackPosted 8/17/2011 11:22:24 PM
Sekoku posted...
Okay, so been slightly busy. But I got my skills to 91 with the books. Leaves the other skills to raise. About 100 days left to find the water chip, so should be quick to get with 91% in small guns. Went to the west side of the marketplace in the Hub, open the door. Start a fight unexpectedly. Go through, Tycho and Dogmeat follow. What does Ian do? The crazy ass shoots me in the back with the SMG, killing me.

Didn't think it was that bad to let him have. Now I know.


He's not called "Ian the backshooter" for nothing. The moment combat starts your first thought should always be "Where is that backshooting Ian?"

Then spend whatever action points are necessary to make sure you're not between him and any enemies. Be careful Ian doesn't maneuver to put you in the line of fire regardless.

If you're expecting combat it's sometimes best to just leave Ian behind temporarily.

I'll always be fond of Ian just for getting me through those Scorpion Caves, and the companionship afterward. I'll put up with the occasional bad aim because of that, and because when he gets it right it's so useful.

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Jove the Sleep Depraved.
#24Yuki_RitoPosted 8/18/2011 6:56:15 AM
Ian is useful for the radscorpion caves, the Vault 15 rats. and hauling loot away from the raider camp after you exterminate the Khanz.

After that you've made it to the hub, and the boneyard, theres not much else to BUY so his hauling things around loses usefulness, and he can die. or be replaced by a bookshelf.

on topic of Vault 15, what social experiment was being preformed in Vault 15?
#25Sekoku(Topic Creator)Posted 8/19/2011 3:26:09 PM
JoveHack posted...
I'll always be fond of Ian just for getting me through those Scorpion Caves, and the companionship afterward. I'll put up with the occasional bad aim because of that, and because when he gets it right it's so useful.


Yeah, I've been letting Tycho, Dogmeat, and him take the brunt of the forces while I pipe-up with an occasional pistol shot to the face to kill someone if needed. They generally have done the work for me. Up until this army that's at the Hub that auto-goes Hostile as soon as you open the door, then we all die. :(

Need to go back to the radiers camp after doing the Hub sidequests. Question, can you kill both people for the casino owner and then report him after? I looked at the wiki and it says you can report him after the first one, but no mention of the second.
#26JoveHackPosted 8/19/2011 5:37:21 PM
Sekoku posted...
Yeah, I've been letting Tycho, Dogmeat, and him take the brunt of the forces while I pipe-up with an occasional pistol shot to the face to kill someone if needed. They generally have done the work for me. Up until this army that's at the Hub that auto-goes Hostile as soon as you open the door, then we all die. :(

If that's where I think it is, then it's optional. You need to chew them up a bit at a time.

The best way to handle it is to start by throwing a grenade in through the window. Then dash over to just around the corner from the door. Greet the enemies with burst weapons when they turn the corner.

Ian and Tycho tend to charge into the room and die. So I left them on another section of the map. Then I'd throw in a grenade, blast the first one around the corner. Then I fled off the map, healed/reloaded/whatever. Then returned to pick one more off and fled again. Lather, rinse, repeat.

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Jove the Sleep Depraved.
#27Sekoku(Topic Creator)Posted 8/19/2011 8:06:07 PM
What about mines? Is there any mines in Fallout 1 to lay down? I'd lay them outside the door and lead the group to where Tycho and Ian are. Dogmeat would probably die, though. :/

Going from a map and back doesn't reset Ian and Tycho to where I am/in the line of fire?
#28red255Posted 8/19/2011 8:11:00 PM
that or you draw their aggro by being first guy they see, and with the biggest weapon

that place in the hub should technically be done after the brotherhood tells you to look for their prisoner. so you should be wearing brotherhood combat armor. and probably carrying a plasma rifle.

and a dose of psycho helps there and in the farm...and with the deathclaw. and with cain.

yeah the whole area there is best done in combat armor and with psycho.

Jake sells some, but his prices are much higher than the gun runners.
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If the next one is called, because of his MO, the underwear bomber, you'll know I'm on to something. Calvin Trillin June 16, 2006.
#29JoveHackPosted 8/19/2011 11:12:23 PM
Sekoku posted...
What about mines? Is there any mines in Fallout 1 to lay down? I'd lay them outside the door and lead the group to where Tycho and Ian are. Dogmeat would probably die, though. :/

Going from a map and back doesn't reset Ian and Tycho to where I am/in the line of fire?


I leave Ian and Tycho behind in this situation. It just seems to work out better, especially when using explosives.

I should mention that it took me a lot of reloads to work out how to deal with that situation. Red255's advice is worth listening to.

As for landmines, there's dynamite. I've only used dynamite successfully in combat once, vs a tough enemy in Fallout 2. Ran up to the enemy, set and dropped the dynamite. Ran away. I managed to set it off with a thrown grenade, through fantastic luck, and a lot of damage.

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Jove the Sleep Depraved.
#30red255Posted 8/20/2011 3:55:01 AM
You can use dynamite in combat in fallout 2 taking down metzer.
the guards tend to fill up in the chokepoint near the door.
having planted armed explosives on the guards...or I suppose in the door way should work.

but for feasability, if you want explosives use throwing or big guns.

an explosive rocket would take care of whatever it hits usually.

a throwing skill of 50 allowed me to hit robots with EMP grenades. with high 80-95% accuracy...although those grenades don't splash humans. a minor amount of throwing skill and plasma grenades if you want to denotate the enemies.
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If the next one is called, because of his MO, the underwear bomber, you'll know I'm on to something. Calvin Trillin June 16, 2006.