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So in that sense, I don't even really think the headshots I pulled off were very twitch-oriented. I can't track a target's head well enough with the 360 controller unless the target's totally unaware of me. If you have a reasonable number of points (like, more than 30) in the weapon type you're using and the target is anywhere near you, it's rare to not pull off 95% success head shots over and over again.īut I'd never use the sniper rifles in normal combat in Fallout 3 on the 360. Use of VATS for headshots isn't fraudulent, but it's a no-brainer, high-success action in Fallout 3. The terrible bolt-action reload of the Hunting Rifle sort of discourages its use in standard combat (at least it did for me). But if you're not going to use the scope, you can use the Hunting Rifle and other non-scoped weapons in VATS with much greater success.
Fallout 3 reservist rifle manual#
The AP cost of using sniper rifles (specifically) with VATS encourages players to use manual aim with the scope. does that makes use of vats fraudulent from josh pov? ouchie.Ī player with a Sneak-oriented build, Commando, Finesse, and Sniper is typically going to rock a target whether he or she is using VATS or manually aiming. Is simply disturbing to see a developer o' crpgs use "legit" as you did above. player side o' the gaming in a crpg is 'posed to be focused on tactics and strategy (the 'line twixt the two invariably blurs) as 'posed to demanding manual dexterity beyond absolute minimum needed to move mouse and punch keyboard.īob builds a fantastic sniper character and uses irreproachable tactics to achieve a perfect kill scenario, but 'cause he gots terrible reflexes all the planning and character building goes to waste? Letting your twitch gamer prejudices get the better of you again? it has been argued that what sets a crpg apart from action games is that is 'posed to be the Character's physical skillz that determine success or failure in a crpg, as 'posed to skillz o' the Player. A straight combat build might run roughshod over everything.But, hey! Isn't that always the case? In DnD, folks who build for straight combat have a distinct advantage over us clods who add a bit of roleplaying to our rollplaying? I started a new game going combat, but I put it on hold when I heard about some funky game extending xpac or some such. Deathclaws and those damned huge radscorpions are a real pain in my backside. Super Mutants, some robots, and whatnot are easy. My experience is that mole rats, most humans, and the weakest robots are chumps on the top difficulty.
Fallout 3 reservist rifle mods#
Personally, all difficulty mods would probably do is increase the reload ratio, which I don't find any more of an immersion breaker than being able to plan out and win big battles without a reload. Sure, you'll run and gun through a lot of stuff, but you can still get yourself killed if you don't watch out. Overall, on the hardest setting (without mods) the game isn't really all that easy. In that case, not only did I use sneak and snipe, I laid out long trails of mines and all sorts of silly shenanigans. Hey, I did the Deathclaw caves on very hard without a single reload, but it was time consuming. They made it so that you could take them one at a time, which was nice. I personally found the deathclaws were tough.