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#gun runner's arsenal
caracello · 2 years
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i had to stop for now but im sooo close to 100 hours on my current fnv save. and im a girl! never give up 💖
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animalcuckllective · 10 months
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I don't get dead money hate. The dlc does get old towards the end of the story, but it's still probably my second favorite fnv dlc.
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thefalloutwiki · 8 months
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Fallout: New Vegas: 13th Anniversary
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13 years ago today, on October 19, 2010, Fallout: New Vegas was officially released in North America. Since its release, it has been widely acclaimed by the community.
Happy 13th Anniversary Fallout: New Vegas! And thank you to all of the developers behind its production!
According to Feargus Urqhart via Eurogamer on September 13, 2017, the game's pitch document was “probably three pages” long.
It had the title of “Fallout: Sin City,” which “very quickly got changed to Fallout: Vegas and then became Fallout: New Vegas.”
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Following its release, the game received six add-ons, four of which introduced new areas and stories to explore (Dead Money, Honest Hearts, Old World Blues and Lonesome Road).
Gun Runners' Arsenal introduced new weapons, and Courier's Stash added the game's pre-order bonuses.
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The game has had a lasting impact on the Fallout community and the greater gaming community! Again, thank you to all the developers who worked on the game.
Josh Sawyer, Chris Avellone, Jesse Farrell, Eric Fenstermaker, Akil Hooper, Seth McCaughey, Shon Stewart, and so many more.
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leonkennedygvrl · 11 days
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tw: opinions.
sometimes i truly cannot stand videogame fandoms. the constant comparison towards the women is insane. i always find people arguing with me about ellie williams, ada wong and numerous others being ‘strong’ enough to beat lara croft in a fight.
first of all — all these women work completely different jobs. i don’t even know why ellie is being brought into the conversation, considering she hasn’t experienced anything like lara, and more so like ada, but not exactly. this brings in my first argument, really; she doesn’t share the same experiences considering she’s much younger than both lara and ada so let’s quickly draw her out of this!
second of all — regarding lara and ada. the reason i get into so many debates is because the people i’m talking to are usually hardcore aeon stans. which is fine, i’m not going to generalise, and really i couldn’t care less about who ships who. it’s just annoying, considering ada is heavily inspired by lara in many, many ways. lara is not just an archaeologist (you don’t see her digging up fossils and researching them. 🤦🏼‍♀️) she’s done many spy-like jobs like in tomb raider 7. i like ada, re4og ada is actually one of my favourite videogame characters, but definitely not the first. i don’t mean to say lara is better because my opinion wouldn’t apply to many people and another thing that irks me, these two brilliant women are from completely different videogames.
lastly, my actual thought on this debate? lara would win. i’m sorry, but let’s bring some facts into this. ada lacks upper body strength because she uses mainly grapple hooks and fireweapons, but this doesn’t mean to say she’s weak and can’t throw a good punch. it would just put her at a disadvantage, plus the heels she wears (which she rocks) but let’s be real for a moment here. ada is incredibly agile, she’s a fast runner and can think well in complicated situations similiar to leon which is an attribute i think they share, so her lower-body strength is really good. only problem is, she’d be versing a woman who literally has the best aerobic ability, both in the reboots and the classics. if you haven’t seen how high lara can jump, i suggest checking it out. she’s flexible, incredibly intelligent and sneaky, i can’t really give a comparison between the reboots and classics because she’s equally good in both.
another thing that puts ada at disadvantage, her arsenal. lara uses all sorts of fireweapons (rifles, launchers, sub machines, hand guns and etc.) , combat knives, archery gear, explosives, and of course, grapple hooks, climbing equipment— her hands and legs. in the resident evil four remake, ada wears that iconic sweater dress which tears quite easily in seperate ways, which also puts her at disadvantage as lara usually wears tactical gear that can protect her. her critical hit damage ranges from over 300% whereas ada’s (and leon’s and almost every other resident evil character) ranges from 25%. why? experience. she was born in 1968, which makes her older than ada in 2024.
so if some silly person were to ask me that immature question again, and actually wanted an honest answer; then yes, i do believe lara would beat ada, i do believe she would beat ellie and lots of others. even jill. but this is my opinion that’s based on facts that i’ve seen from playing the entire tomb raider triology.
but overall it’s a stupid thing to even discuss because it seems like i’m putting those women down. i’m not. they’re all strong in their own ways. if ada weren’t an anti-hero i believe she’d get along with lara, and it’s needless to say that ellie and lara would get along too, kind of in a claire and sherry way, and jill? honestly, i think they’d be best friends.
(by the way, i love leon so much, but he wouldn’t stand a chance against lara either. especially classic lara, who is practically op.)
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dailycharacteroption · 7 months
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Gun Smuggler (Rogue Archetype)
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(art by FluorineSpark on DeviantArt)
Firearm technology has only just begun to appear in the world of Golarion, most notably in Alkenstar, but also in other lands far away where gunpowder has long been a technology that has been experimented with.
Naturally, given the near-exclusivity of the tech that these nations have, they have a keen interest in regulating their sale and spread, lest they lose that exclusivity as the technology is reverse-engineered, replicated, and possibly even improved upon.
And where you find trade regulations, you’ll find smugglers willing to circumvent them to make a pretty penny on the black market.
Enter the gun smuggler! These roguish sorts are indeed smugglers, but specialize in firearms in particular, not only buying and selling them, but also having a knack for using them as well, and having developed an array of contacts to keep them supplied and in the loop.
While Golarion has a perfect location to integrate these smugglers into the setting, you can use them in any setting where guns are either new tech or heavily regulated.
In any case, we’ll soon see how effective they can be both in a firefight and in the act of acquiring what they want.
These smugglers start out with a trusty firearm, and have the knowledge to repair and supply it. However, unlike a normal gunslinger, they tend to favor small or concealed firearms such as coat pistols, dagger pistols, and sword cane pistols.
Additionally, they are even more adept at hiding weaponry on their bodies, as well as concealing the true nature of disguised weaponry as well.
Their concealed firearms are their favorite weapon, which does mean that their ability to target a foe’s weak points is somewhat reduced when not using that favored implement.
Additionally, the many contacts of these merchants ensures that they can almost always rely on them to get a dead drop of ammunition. At first, these are just ammo, gunpowder, or cartridges, but later on they can ask for magical ammo as well, tailoring the exact enchantments to the situation. However, they cannot get so much ammunition from doing so as to make a profit, only gaining more each day as they expend bullets from previous supply.
So great is their skill with their signature firearm that these would-be gunslingers can maintain accuracy as surprising distance, and deal even more grievous wounds.
While not capable of the daring acts of the regular gunslinger, this archetype is a fun and well-integrated way to blend the rogue and gunplay together. Getting a small supply of free ammo once per day, which you can tailor to what foes you think you’ll be facing is also very useful indeed, even if it is a somewhat limited list of possible enchantments. As a smuggler, you should be maxing out your bluff, sleight of hand, and other deceptive skills, as well as taking rogue talents to improve this further so that you can get away scot-free when moving your goods, as a mix of gunplay and deception are your bread and butter here.
The sort of characters you can get out of smugglers is a pretty varied lot, though it is influenced by the legitimacy of the government forbidding the sale of their wares and what it is. Someone smuggling people over the border to escape an oppressive regime might be a kindly person who refuses to turn a blind eye, for example. A gun runner, however, well, that strikes me as having few scruples, since they are selling powerful weapons, though I suppose it depends on who they are selling them to.
Baalan Firetongue has been in the smuggling business longer than most, and he knows a bad deal when he sees one. The deep one hybrid clan that he agreed to sell an arsenal of weapons to have been acting suspicious ever since they received the first shipment, and he needs a group of well-armed mercenaries for backup when the deal inevitably goes south.
In order to cross the Blight undetected, the party has to sign on with a “merchant” vessel that “conveniently” has a smuggler’s hold. However, the Blight has more than just twisted sea life in it’s waters, for thick tangles of the corrupted sargassum also play host to abyssal vermin like vescavors, which the smuggler captain expects the party to help defend them against.
While no one can prove it, the merchant lord Obelgan is a notorious smuggler, selling cannons and firearms to willing buyers, providing any faction with weaponry in the many conflicts of the Shattered States, oftentimes to both sides. Only a fool would assume he’s defenseless, however. He’s shockingly quick with the pistol concealed in his cane.
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secularbakedgoods · 1 year
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Runners
(science fiction, 1100 words)
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It’s the end of the fiscal year. Hunting season has begun.
Ultimately, it all kicked off with the invention of the “workplace transparency plan.” As ad revenue stagnated, social platforms instead offered corporate clients access to their employees’ private messages. For a small subscription fee, employers could learn who their workers were communicating with and retaliate as they saw fit.
Within months, an entire industry of talent recruiters found themselves stonewalled by a terrified workforce. With electronic communication lost to them, the recruiters — far behind on their quotas — resorted to more drastic methods.
Strive Solutions is a midsize software company on the third floor of a converted building in the old warehouse district. Its two vintage elevators are too old to support ID card readers, so a pair of security doors flanking the reception area are all that stand between potential intruders and Strive’s inner sanctum.
A few minutes past 3:00 in the afternoon, both elevators open and the mob piles out.
Runners always raid in force, the better to overwhelm any on-site security. Where once the typical recruiter was a bland, nonthreatening thirtysomething in business-casual pastels, now they trend toward linebackers’ builds and stab vests. Those who aren’t the general size and shape of a refrigerator are the most dangerous of all — quick, clever, and vicious.
Not one of them is over the age of 30. Running is a youngster’s game.
The security doors are RFID-locked, but made of glass. Somebody puts a boot through one of them, and the runners barely slow as they stampede through.
The bulk of Strive’s employees work in an open-plan area referred to as “the Pit” whenever management isn’t around. The runners swarm through it with ease, unhindered by hallways or doors, vaulting over desks and chairs when they need to.
Certain pieces of equipment are standard. Every runner carries a tablet, ruggedized to withstand all sorts of abuse and equipped with a fingerprint scanner. A simple swipe of a new recruit’s thumb and the contract is sealed, filed instantly with their new employer. Signatures were once the preferred endorsement, before someone realized a fingerprint was valid even if the owner of said finger was unconscious.
Most of the runners also carry weapons, usually truncheons or collapsible batons. Those who don’t are about to learn that Strive’s CEO has a blacksmithing hobby and an office full of medieval weapons.
The rest of a runner’s arsenal varies with personal preference.
Barry Duboc, like most of his colleagues, goes for the easy money: junior employees who are easily seduced by playground offices and extravagant launch parties, and are easily intimidated into signing anything put in front of them. Clients don’t pay much for cannon fodder like this, but Barry makes up the difference in volume.
Inside a military surplus document holder, its metal edges filed razor sharp, Barry carries photos of his client’s break lounge — stuffed wall-to-wall with vintage arcade games — and a laminated copy of their dense recreational calendar. Before long he’s herded a sizable number of impressionable young programmers away from the safety of their fellows.
A few yards away, a 6’7” runner with tattooed sclera and brass knuckles on both hands sinks his teeth into the earlobe of a production intern.
Seasoned runners like Tom Saunders know where the real money is: senior developers, not so easily swayed by treats, parties, or threats.
Tom never goes on a run without a copy of his client’s benefits package, a breakdown of their flexible working policy, and a stun gun. This time, though, Tom’s got a secret weapon: his client operates out of a refurbished boutique hotel and offers private offices to its senior employees. The promise of working behind a door that can close attracts two senior web developers, one production manager, and an automation engineer.
Shelly Fleming is a virtuoso; she glides through the bedlam of the Pit like a shark through a school of fish. Painstaking research, careful maneuvering, and perfect timing have brought her here, today, for one target alone.
Over the weekend, Strive’s lead software architect posted anonymously online about her struggles at work since transitioning. Unfortunately, the post went viral and a characteristic turn of phrase gave her away. She was summoned to Strive’s HR department ten minutes ago for a lecture on “undermining the company’s public image.”
Shelly bursts into the room with a six-figure contract and her client’s novel-length Diversity & Inclusion policy. If the architect took the time to actually read the policy, she’d quickly realize it was crafted with great care to serve as a flawless legal and political shield while entitling the company’s employees to no actual protection or recourse from discrimination. But time isn’t a luxury she has anymore.
She winds up at the center of a tug of war between Shelly and the HR manager, whose brightly painted nails carve deep lines into the architect’s arm as Shelly drags her from the room.
Of course, Strive has invested in countermeasures. An expensive renovation over the holidays transformed the entire office into a Faraday cage, ensuring no wireless signals can go in or out. The runners’ contracts are all hosted on a remote web service; they must get their prizes out of the building.
Barry ushers his pack of recruits back through reception, but the elevators take precious seconds to arrive and more to depart. Strive’s two security guards beat several of the defecting juniors unconscious before they can escape, and a particularly zealous manager drags another from the elevator as the doors close.
Tom knows better, and heads for the stairs; unfortunately, the route to the stairwell leads past Strive’s executive suite. He loses one of his recruits to a flying tackle from the COO, who adorns his desk with high school football trophies.
Shelly cased the office in advance. She leads the architect to an old fire escape at the far end of the floor, near the server room. The windows are locked, but a quick blow from Shelly’s collapsible baton and they’re both home free, clambering down the side of the building.
As quickly as it started, it’s all over.
Of the dozens of workstations arrayed throughout the Pit, almost half now sit empty. Broken glass and loose papers lie scattered across the floor, alongside a few office chairs knocked over in the chaos. Strive’s remaining workers peer uncertainly from beneath their desks.
A light breeze wafts through the shattered window.
Strive’s CEO storms and rages for an hour, cursing the disloyalty of his former employees. Then, shutting himself in his office, he places a call to his own recruiter.
(my ko-fi)
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jesawyer · 2 years
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Hi Josh! Just wanted to say hi, first, and say that I am a big fan.
I was playing the Fallout New Vegas DLCs for a video, and I got the urge to check out the release dates on them and was shocked to see that 3 of the 4 were released within 2 or 3 months of one another. What was it like to work on those on that tight a schedule, or were there multiple teams working on different DLCs in tandem?
I looked around to see if you'd answered this question, so sorry if I missed you answering this before, I was just wondering.
There were two teams working concurrently in different phases, though various technical reasons made the schedule a little irregular. The Dead Money team spun up at the end of core FNV, then the remainder of the core team rolled off onto other projects, including Honest Hearts, then as Honest Hearts was winding down, OWB spun up. Lonesome Road was kind of the outlier since it was last (other than Gun Runners Arsenal, which was - very different overall so not really comparable).
So DM overlapped core NV, HH overlapped DM and OWB, and OWB overlapped LR.
And yeah I don't really like that pace of content development and release even if it's ideal for "attachment" (i.e. percentage of core players who buy the DLC).
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thelensofyashunews · 28 days
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Chief Keef Ascends with Highly Anticipated 'Almighty So 2' Album
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With over a decade in the game and a litany of followers in his wake, Chief Keef pushes rap music forward with every release. Today, the 28-year-old artist releases his highly-anticipated album Almighty So 2, via his own label, 43B, formed last year in a joint venture with BMG and RBC Records. The new album is the sequel to one of Sosa's most acclaimed and influential projects, 2013's Almighty So. Spanning 16 tracks, Almighty So 2 explores beyond the mind-expanding territory staked out in the original, creating a grand-scale epic that ranks among the best works of the proud Chicago native's incredible career.
Crafted over a period of two years, Almighty So 2 is largely produced by Sosa himself. The young auteur mostly eschews melody on the new album–instead, he resolves to showcase his prodigious abilities as an emcee, sharpening his pen and emptying out his arsenal of flows. Sosa throws his entire body into his vocal performances, whether he's building in intensity until he reaches a thunderous crescendo, or delivering his smirking punchlines with an audible disrespect.
Starting with the towering intro "Almighty," which expertly features a sample of Carl Orff's iconic "Carmina Burana," the early part of the album uses liturgical and classical music samples to establish Almighty So as a larger-than-life, nearly mythical figure, who was ready for stardom since before he was even born ("I was born in '95, I been ready since '91/Let's give a thanks to the God, yeah the mighty one/B*tch, I'm almighty, I'll shoot ya with my mighty gun," he shouts).
After he demonstrates his imperial might, Sosa proves that there's no sound he can't warp until it fits his expansive sonic palette. Keef duets with the Godfather of Soul himself, James Brown, on "1,2,3" and warps a hidden 70s gem on the Nancy Wilson-sampling "Runner." The haunting "Prince Charming" features Sosa's take on the Detroit sound, with squelching bass and propulsive hi-hats, while the flute-inflected cloud-trap of "Drifting Away" pays tribute to the underground sound he helped inspire before Sosa reminds the audience who really invented drill.
Though the production is a one-man show, Sosa welcomes a series of kindred spirits to share the mic. He and new favorite collaborator Sexyy Red unite over churning french horns on "Grape Trees," while Quavo brings his dulcet melodies and triplet flows to "Never Fly Here," and fellow drill pioneer and South Sider G Herbo joins the fray for the oh-so-Chicago "Neph Nem." Tierra Whack makes an unexpected appearance on "Banded Up," delivering a double-time verse as blistering as any released this year. Featuring additional appearances from Sosa's 43B signee Lil Gnar and longtime associate Ballout, Almighty So 2 is available to stream on all platforms via 43B / RBC Records.
Almighty So 2 continues an incredibly busy 2024 for Chief Keef. In March, Sosa teamed with Mike-WiLL Made-It for DIRTY NACHOS, an acclaimed mixtape. Hosted by Trap-A-Holics and featuring guest spots from Sexyy Red and 2 Chainz, DIRTY NACHOS finds the two street titans harkening back to the classic mixtape era on singles like the furious "DIRTY NACHOS" and "DAMN SHORTY." Recently, Sosa collaborated with Sexyy Red on two singles from her Hood Hottest Princess (Deluxe)–"Ghetto Princess," and "Bow Bow Bow (F My Baby Mama)," and teamed up with Lil Yachty for "Say Ya Grace," a highlight from All Is Yellow, the first album by Lyrical Lemonade. The song's Cole Bennett-directed video reached the top 5 of YouTube's Trending chart, and racked up over 3 million views in its first week of release (8.5 million total). Chief Keef makes his long awaited return to Chicago on June 16th, performing his first show in his hometown since 2012, at Lyrical Lemonade’s Summer Smash.
With Almighty So 2 out now, Sosa continues to build his legacy as one of the most innovative and influential rappers in the history of the game. 
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djpain619 · 4 months
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WIP WEDNESDAY
Return to Fantasy Blood Bowl
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So I've made more progress on my Blood Bowl Dwarf Team. (Mainly I slapped a bunch of Leadbelcher on everything)
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I did the helmets and BrassGromril Knuckles on the Slayers.
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Here we have the Team Captain (Dwarf Blocker Lineman) and the Runners. I also painted up everyone's steam engine power packs.
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I did the Pilot, engines, and BLEND'INATOR©️ on the DEATHCOPTER
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Here we have the Grogstout Arsenal CEO; Boris Bagger. I plan on using him as a Thane for Warhammer The Old World. Gonna count his Harpoon gun as a Crossbow. His Axe could either be a Great Weapon or a hand weapon. I plan on having him lead an allied Detachment of Dwarven Gyrocopters for my Empire Army.
He still needs a little touching up tho. Especially in these pictures I can see some spots i missed. Gonna have to fish that before they're ready.
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kahtide · 9 months
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Our last heist was EXTREMELY successful! We take on the rest of New Vegas with some of the best guns in the Gun Runners Arsenal, this Saturday and Sunday at 12PM PST!
twitch.tv/kahtide
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blacktailedfawn · 1 year
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rpgs ALWAYS mess up their economies. to this day i think the only game with an economy that i really love interacting with is morrowind’s!
the intersection of having lots of pieces of armour in an armour set, keeping prices between weapon and armour tiers pretty close to each other, and having a lot of meaningful upgrades and consumables to buy really makes it WORK.
i feel it utterly fails in oblivion and onwards because of levelled lists for vendors. whats the point of making money if the stuff being sold in the shops is only ever gonna be the same tier as what the bandits outside town are using? put high level armour in the shops, make it so people have something to save their money toward! like, so WHAT if someone buys a strong sword a bit too early, they invested their time and skill points to make that happen and they deserve to be rewarded for it
now some games DO put high level gear in shops from the outset, but they price things on an exponential curve, so that a low level player has no chance of ever saving up for a high level item, which makes it pointless to even put that item in the shops in the first place
new vegas gets an honourable mention by virtue of the gun runners’ arsenal putting a bunch of cool shit in shops
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I'm generally agnostic on the whole gun rights/gun control issue, I'm sympathetic to the argument that an armed population is harder to tyrannize over, and I think letting private gun ownership become a right-wing thing may have been a serious strategic mistake on the part of the US left, but man, I really have to roll my eyes a little when a US gun rights type pulls out the "we need our Walmart rifles to defeat foreign invaders, insert apocryphal Yamamoto quote about how it'd be stupid to invade the USA because they all have guns" argument (this is in direct response to seeing this, but applies more generally).
My friend, the USA has the most powerful military in the world by far, we spend more on our military than the next nine runners-up put together, we're like 4% of the world's population but do 39% of the world's military spending, and more importantly we have a giant nuclear arsenal; any country that made a credible attempt at invading the USA would instantly get nuked back into the nineteenth century. I promise we do not need your Walmart hunting rifle to keep the Russians and Chinese away. And any leader suicidally aggressive enough to effectively commit national suicide by US nuclear arsenal is probably not going to be deterred by those "guns behind every blade of grass," and in a scenario where, say, Putin actually is that suicidally aggressive, you'll probably have more problems with the post-nuclear-holocaust starvation and disease than with the Russian invaders.
It seems very fictionbrained and expecting to re-fight the last big war, like they think it's going to go down like Red Dawn or WWII or something. Worse, it makes me suspect that they have a strong commitment to outdated memeplexes that are basically built to optimize a society for late eighteenth to middle twentieth century warfare, which is really bad because those memeplexes were basically pacts with Moloch. I suspect one of our society's fundamental problems is that we're running on institutions and cultural values made by and for a society that was much less rich and less secure than ours and as a result we keep making hard decisions that no longer have to be made, biting bullets that no longer need to be bitten, and flipping the switch on trolley problems that no longer need to exist (for another example, see here and here). "We should design our gun laws around a military necessity that basically doesn't exist for us anymore" sure looks like the sort of thing likely to be a symptom of being the kind of person who keeps making hard decisions that no longer have to be made, biting bullets that no longer need to be bitten, and flipping the switch on trolley problems that no longer need to exist.
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thefalloutwiki · 11 months
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Fallout: New Vegas: Mr. House affected by Abominable perk
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Were you previously aware that the antechamber Mr. House is classified as an abomination?
Killing him will count towards the Abominable challenge and perk, which grants a damage bonus against other abominations.
Gun Runners' Arsenal additionally adds a 1-Star challenge named “A Slave Obeys” that requires the Courier to kill Mr. House with a 9 Iron or Nephi's Golf Driver. You can read more about Mr. House here:
https://fallout.wiki/wiki/Mr._House
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calder · 1 year
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"Esther" redirects here. For the name Esther as it appears in the Fallout 4 add-on Far Harbor, see Hermit (Far Harbor).
v proud of this
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mommybard · 2 years
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Old World Blues is objectively the best DLC for New Vegas.
Can't believe you're forgetting Gun Runner's Arsenal. IT LETS ME MODIFY MY ANTI MATERIAL RIFLE! I CAN BE SILENT DOOM! But yeah as far as the story ones go it is absolutely the best
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fresnel149 · 1 month
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I honestly don’t know what you mean about shotguns being botched in NV, I specifically kept Dinner Bell loaded with 4/0 because it was downright monstrous against a lot of enemies even late game and in The Divide
4/0 and Magnum 4/0 were DLC items from Gun Runner's Arsenal intended to help mitigate the ass-sucking nerf that they accidentally stuck shotguns with, along with flechettes, dragon's breath, pulse slugs, and bean bag rounds. It wasn't in the base game. The perk "And Stay Back!" was added in Dead Money for much the same reason, having a chance to ragdoll enemies with a shotgun shell made it somewhat useful for crowd control, as you could ignore a ragdolled enemy for a few moments and focus on other threats.
Basically the way the damage calculations work in New Vegas is that your base damage is reduced by your Damage Resistance, and then your Damage Threshold is removed from it as a flat number.
For example, dealing 80 damage to a courier with a DR of 25 (a shot of MedX) and a DT of 10 (NCR trooper armors, no helmet), your damage is reduced by 25% by the DR, leaving 60 damage, and your DT is removed from that leaving 50 damage. If that same 80 damage had been done by 4/0, each of the four pellets deals only 20 damage, reduced to 15 by DR, and 5 damage by DT, for a total of 20 damage from all four pellets.
The final damage done then is either this number, or 20% of the original damage value, whichever is greater. For shotguns, this calculation is applied per pellet, so with standard shotgun shells you start the calculation off immediately by dividing the base weapon damage by 7. For 4/0, you divide by 4, flechettes by 5, and slugs are a flat value because there's only one slug per shot. Generally speaking, mid- to high-level enemies have a high enough DT and/or DR rating that you're always hitting them for the minimum 20% damage, unless you're using slugs, flechettes (ignore 6 DT), or pulse slugs. Beanbags too I guess but literally who uses those ever?
Usually around the time you find your first riot shotgun, shotguns are useless unless you go out of you way to specialize in shotguns, take Shotgun Surgeon for the bonus 10DT negation, and convert all your shot into slugs, or 4/0 with the Hand Loader perk. But at the end of the day your average Courier picking up a shotgun ends up with less per-damage shot than something like the Hunting Rifle, and even when fully kitted out and using slugs, no shotgun can out-damage a base Brush Gun with SWC rounds, especially with the Cowboy perk that for some reason don't affect scatterguns despite them being very cowboy-esque weapons. That said, Shotgun Surgeon gets you close to the Brush Gun, so long as you stick to slugs, and it's still semi-viable, but blowing one of your limited perk slots on Shotgun Surgeon is absolutely mandatory to get your damage output out of the toilet.
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