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Fallout New Vegas Criticism
I love New Vegas, its my favorite game of all time. And it is for a lot of other people too. This unfortunately means that its almost impossible to say anything negative about the game on Reddit without getting massively shat on. The only point you seem to be allowed to criticize is the bugs, which gets rebutted by "but they only had 18 months to make it" or "Bethesda was in charge of QA", as if any of these things excuse it for you as a customer. So now that the game is 10 years old and most of us have played it tons of times, I thought it would be a good time to make a thread where we can actually criticize this lovely game. I'll start, now bear in mind this is of course all degrees of subjective so don't throw "uR nOT obJEvTiVE" at me just yet:
The bugs has to be meantioned first. The game ran horribly at release and still did for a long time after. Its first many years later with patches and mods that we reached something that can be called mostly stable. I'm playing it right now only with stability mods on and it still crashes about once every 1-2 hours, and its still very buggy and janky.
Caravan, this game's made up card game, is horrible. Firstly its very buggy somehow. I am surprised they couldn't even bug fix a solitaire-like card game, but here we are. Secondly even when it works its not very fun. It takes minimum 3 cards to make a caravan and only one king or jack to ruin it. It means it heavily favors just fucking up your opponent and hope you win the war of card attrition. The game used to be stupidly easy but was then patched so now the AI will spam kings and jacks constantly. After I got the 30 games achievement I dropped it. Lastly the game doesn't do anything with Caravan. There is no quest to become the Mojave champion or such. I get this isn't needed but it would have helped make it interesting. The only other games in the game are casino games which all depends on your luck stat. I would love being able to play high stakes Caravan.
Cut content. Roleplaying is best when you actually have good reason to join both sides. In Fallout New Vegas the NCR gets the majority of the content. If you side with the Legion you can finish all the faction quests in a few hours, meanwhile the NCR has so many quests I always have to check the wiki to remember them all. Its such a shame. It doesn't help that for 3 of the endings you can work with the NCR but only 1 for the Legion. I don't get this when in 2 of those endings you end up double crossing the NCR anyways, why not allow the player to double cross the Legion? The difference being that the NCR will stand down and the Legion will then try to fight you and your army.
Caesar's Legion is weird. I love most of the faction. I love the ideological conflict between a faction trying to redo democracy but running into the same problems with corruption vs a brutal but safe dictatorship. I like talking to everyone and its cool to see how different peoples' options are of the factions. Some just hate the Legion outright because of their massacre. Some see the value of having a safe society, Cass mentions how she considered running her caravan in the Legion instead of the NCR because its safer. Its cool. However I can't get over the fact that this faction is a big ancient Rome LARP. They run around in football gear. Why not just make them look normal, or similar to Romans but not literally Romans. Its such a well crafted faction that gets ruined by this pretty silly design.
Independent is basically the House route but with you instead. You don't get to choose what your plans are other than your interactions with the small factions, which also doesn't feel special. You don't ever get to use your securitrons. It would have been extremely cool to be able to send your army with you to wipe out or subjugate factions instead of just doing the same quest you do if you side with House. Again, you are also forced into a choice between an uneasy alliance with the NCR where you double cross them, or killing both major factions. You can't make it clear to them beforehand that you don't want to be annexed.
The economy is poorly balanced. In Fallout 3 you barely made any money and vendors were just as poor, so it took a long time to accumulate wealth. Most players would just use gear they found instead of paying for it at a store. In Fallout New Vegas you can easily have 5000 caps by the time you reach The Strip. I had twice that when I reached it 2 days ago. Stores have tons of money and are more than willing to buy all your junk. The economy just breaks when vendors are willing to buy all the crap you pick up at such high prices as NV has. I think you can get them to buy for 90% of their value, that's fucking insane. I try to not level up barter too quickly as it just makes the game too easy but I also hate crippling myself like this. The game's vendors need to be selective about what they buy and how much they pay for it. You need 2000 caps to inter the strip, that's pretty much nothing. The game even gives you tons of ways around the credit check so clearly they meant for it to be a hurdle.
The map. I'm not saying its bad, but going from Fallout 3 to NV makes you miss the feeling of being able to go in any direction and always find something. New Vegas is very railroaded. It has a ton of mountains and invisible walls to make the player go specific places (Edit: a lot of people are citing this one setence and using it to rebut me, guys read the whole damn thing). I can still let myself get lost in Fallout 3, in NV I always know exactly which way I'm supposed to go. The game has no counterpart to F3's Andale or Oasis. There are no small outskirts places for you to discover in some random spot. All the towns are along the main roads, with a handful of cool places that are off the beaten path. I love following the road through Primm->Nipton->Novac->Boulder City->Vegas, its an excellent experience for following the main story and finding a ton of side content, and I love they gave returning players the option to head straight north and try their luck. But when I just want to do some side content I always feel like I have to follow a track. I AM NOT SAYING THE MAP IS BAD. Just that it follows a certain design that some don't like. I like it when I just want to do the main story, its a really nice experience that way. But if you want to just go in any direction like in a Bethesda RPG you will get disappointed. There are tons of invisible walls and mountains in the way. Imagine if you started in Freeside instead and just had to get the cash to get into the strip (more than 2k). Then you can choose to follow the I-88, go towards Jacobstown, Bitter Springs, do stuff in Freeside or the other communities around Vegas. Would be a great alternative start for returning players.
Edit: some extra
Combat is ass to say it bluntly. For some reason people always excuse the poor combat in RPG's because its not the games' focus or because its almost tradition at this point. I don't see why I as a player and paying customer should make excuses for a product I paid for. Its embarrasing how poor the AI is in the game, how poorly combat works and how unbalanced the game is. I can go through a ton of the game with my Couriers Stash 10mm and Vault armor and just blast entire legion or NCR camps, and then suddenly difficulty can turn on a dime and an enemy can kill me in 3-4 hits. Difficulty in RPGs is such an important thing as it directly influences your decisions. In Fallout 1 and 2 I did my best to not bite off more than I could chew. In NV can do pretty much anything other than go to Sloan at the start, which is a part that most have noticed too.
The selection of guns is fine, but not armors. Without ultimate edition you don't get any good early game armor in the game. The only option is leather armor. Mid game you fight to get either power armor or combat armor mk2, and late game is all about Riot Gear from Lonesome Road. They could have made armor interesting by giving it stronger buffs and debuffs. PA and metal armor has a -1 to agility but often +1 to strength. Why not give such traits to all armors and maybe even make it stronger? Too much of the armor is also faction armor which you don't want to be wearing unless you are infiltrating somewhere.
Speech is too much like Fallout 3 and not enough like 1 and 2. In 3 and NV dialogue either ends in a skill check (too often speech) or you having to do a task if you can't pass the check. What's being said is largely unimportant unless it leads to a different outcome. In Fallout 1 and 2 dialogue was much more about reading each option and thinking about how the character you were talking too would react. You often couldn't just [speech] 50 do what I want. NV has a few moments where you actually does have to argue and its some of its strongest parts.
Crafting could have been more. This is more of a "what could have been" argument, but personally I don't see why you shouldn't be able to craft a lot more guns or armors. I don't want Fallout 4's style of somehow being able to craft tons of pre war objects you clearly don't have the tools to make, but just having a good selection of makeshift guns and armors would have made crafting and also survival much better.
These are my thoughts. Please feel free to share yours!
List of Known Bugs In The Cayo Perico Heist DLC + GTA Online:
To avoid multiple, repetitive post on all the bugs in GTA online, especially since the latest DLC release, this post will contain all the common bugs and will be updated as more are discovered and workarounds are found. Please leave any other bugs you've encountered in the comments below and they may be added to the above list, but please note that this is not meant to be a discussion thread, it's meant to list common bugs so players who encounter them know they are not the only ones experiencing them. Any comments/replies beyond simply listing a bug will be removed, and the user may be temporarily banned from the sub. Before leaving a comment, please review the above list, and the comments below to see if what you're about to post has already been listed or commented on. If you see a comment with the same bug you've experienced, please upvote it so we can see how many others are also experiencing that issue. Posts about any of these bugs will be removed. ​
Bugs related to the Cayo Perico Heist DLC:
Not being able to join friends / error message displaying prompt declaring a certain player hasn’t finished the GTA Online tutorial.
Not being able to deliver various pieces of heist equipment to the Kosatka during missions.
During the Plasma Cutters mission, taking a picture of the heist prep board in the safe house won’t register and you can’t send it too Pavel to progress the mission.
During the RO-86 Alkonost Plane delivery mission and the Velum delivery mission, the delivery checkpoint will be stationed at the casino, either the garage, front door, or music locker enterances will be highlighted.
During the Longfin boat delivery mission the delivery checkpoint will not register the Longfin once it has reached it destination.
When poisoning the water tower on Cayo Perico, players have reported either themselves or other players dying randomly.
When hacking into El Rubio’s compound, players have reported being stuck on a static as the game loads the cameras in the compound.
When quitting GTA Online after doing a Cayo Perico Heist mission prep, the game won’t save your last prep, requiring you to do it again.
The Cayo Perico primary target value will sometimes not display correctly and there as issue the incorrect amount of money for stealing the primary target on hard mode.
In the Cayo Perico heist finale, selecting the drainage point as your entrance into the compound won’t register correctly on your map, with the highlighted icon being the main entrance rather than the back.
All of the Pariah’s spoilers won’t display visually for any player.
When using the track pad to open the interaction menu on the PS5, the game soft locks you out of using your interaction menu again.
When escaping the compound, sometimes the boats at both the main dock and north dock won’t spawn.
Killing the juggernuat may cause the alarms to go off in the compound, even if done stealthy.
Both the Tom Conners missions and the English Dave missions sometimes bug up and don't allow you to deliver an objective to the yellow circle.
When entering the compound, plyers are reporting disconnects, either the host of the heist leaves the game or another team member will leave randomly.
When leaving the compound, the game will not give you a way to escape, leaving you softlocked in the compound.
In the heist finale screen, platers report not being able to buy a heist support crew.
When completing the Cayo Peico heist, players report that they discount from the game as soon as the heist is finished, leaving them without their payment.
Some players report that the payouts are incorrect when being divided out to players, as an example, a 30/70 payout will change to a 15/85 payout when the heist ends.
Some players report losing their payout as soon a they reset the game.
Prep missions for the Cayo Perico heist will not start randomly.
During the Alkonost setup mission the laptop needed to progress the prep mission will not spawn.
During the Alkonost setup mission the plane will start smoking instantly when leaving the hanger, causing the plane to prematurely blow up before the mission ends.
When scoping out Cayo Perico for the second time, (steal the plane from the drug dealers,) the yellow dot mission marker will not display, not allowing the player to fly to Cayo Perico.
During the scope-out mission for Cayo Perico, players report the supply truck not spawning in.
When collecting the Chakra Stones for English Dave, collecting all he stones will not prompt the next mission objective.
When trying to obtain the safe codes from the head of security the casino penthouse, players report the main target not spawning, effectivly softlocking the player in the penthouse.
"Invisible guards" patrol the compound after you rob it, resulting in your player character getting caught.
Guards will sometimes not show up on the radar when on the Cayo Perico heist finale.
Players report different weapon loadouts, entry points, and exit points on the final heist rather than what they choose on the finale screen.
Players report that when entering the drainage pipe and surfacing into the compound, the game breaks stealth and puts you into combat.
The Madrazo files will sometimes get replaced with an entirely different target all together on a first run of the Cayo Perico heist.
Delivering anything to the Music Locker will sometimes not work.
Bugs related to the Casino Heist DLC and GTA Online Broadly:
Cannot deliver heist prep equipment: The vehicle will enter the yellow circle and nothing will happen.
Cannot deliver product from businesses: The drop/delivery won't register, or you enter the delivery circle and it won't register.
Cannot deliver Business Battle goods: Will not register when entering the yellow circle.
Falling through the map.
Getting stuck in the man trap or spawning under the map during the Casino Heist, or being disconnected.
Oppressor MKI, or any car floating in the air.
Flying over the water and respawning on the beach.
Changing lobbies but being put back into the same one.
Not receiving Elite bonuses after completing the Casino Heist.
Starting a Casino Heist and having no objective point on the map, causing players to have to leave the lobby.
Having to setup the Arcade again after previously doing the setup mission.
Vehicles/aircraft not spawning after being requested either from the mechanic, Ms. Baker, or through the interaction menu.
Nightclub technicians will stop producing certain products.
Certain vehicles losing their resistance to rockets/explosives. MOC, Avenger, etc...
Infinite loading screens
White screening during the Casino Heist end screens.
Heist cuts not being properly distributed after completing Heists.
Casino Heist being stuck once you leave the arcade: Can't move, etc...
Rewards in Arena Wars, or other jobs, not being properly calculated for the person in first place.
Trade prices not unlocking after completing the Casino Heist.
When searching for a casino heist through quick job in your cellphone, there's a chance it bugs out and upon joining the room, you're unable to see the finale board where you'd normally see the percentages and ready status.
On silent and sneaky, there's a chance the guards that are supposed to be moving around and patrolling stand completely still. This is both helpful and annoying in different parts of the heist and if you haven't got duggan shipments completed, you're pretty much fucked or forced to get creative.
On Big Con, sometimes the exit disguises don't spawn even though the run was done completely undetected (I've experienced this with gruppe sechs entry).
When collecting daily vault, sometimes it might happen that you get stuck in the animation without being able to stop.
The stockade sometimes spawns in the wrong arcade.
Getting stuck in an endless dancing loop during the Casino Heist setup for the level 2 keycards.
Incorrect getaway vehicles will spawn for the Casino Heist.
In Sumo(Remix) the wrong team will be awarded the win.
Mechanic will sometimes not spawn and the player will not be able to modify their vehicles.
MC business raids not sending message to players.
Dying during the explosives prep mission for the Casino heist can lead to a long, or infinite respawn.
During the Prison Break Heist Rashkovsky will not move, be invisible, or die after parachuting from the plane at the end of the Heist.
Why NY and not just NYC would be a unique, interesting, and fun FO5 setting
To start, this should be a single player game. If Bethesda/Obsidian/MS can make it so I can play with 1 or 2 friends, I want that but understand it's not that simple. So why it should be picked: First, NY has an amazing history when it comes to Pre-Revolution, Revolution, the Civil War, and beyond. Major events like the battle at Saratoga (which is considered the turning point of the Revolution), the 1980 Miracle on Ice, and Woodstock (along with a whole lot more) all took place in upstate NY. So the rich history of the area is ripe for pro American stylizing and propaganda that gives FO it's unique take on American Atom-punk. That along with more modern history of things like the Native Americans (The Oneidas) actually taking back their land and forming their own sovereign nation (basically they have their own gov. Pay no state taxes, and self govern with police, fire, and allow gambling which NY does not). So their modern government would not only be some great lore, but I honestly believe could be a basis for the main quest line. Things like their unique tribal leadership, philosophy, and gambling (hello 10 luck) could bring a very grey area to fallout that was kind of missed in FO3 + 4. Plus their mythology would make for a great weird scene that fallout has at least 1 of every game. Also, for those who don't know, upstate NY is very country with major cities pocketed about. (Utica, Albany, Syracuse, etc). So if you liked NV style of wandering the wastes, or 3s style of city wandering, we've got both. Also, we've got two mountains areas, one in the Adirondacks and the Catskills are the other. That said, one of the most important parts of fallout are the locations. Where can we go? For that I have a list: Major locations: Lake Placid Winter Olympics training facility - the winter olympics world be held in 2078 and if they still exist by then and to play into the game, LP could be the location of those games. Again, the miracle on ice where American Amateurs bested the Communist Russian Pros, was held there. The "Better dead than Red" sentiment would be full force. Not to mention one of a few great locations for a possible vault (80, in this case to house winter olympians). Plus, the weapons could be cool too. Hockey sticks, hockey skate blades on gloves, a goalie mask for armor, you name it. Cooperstown Baseball HOF - Now when you think Americana, Baseball is one of your first thoughts, don't lie. Cooperstown is baseball central and very pretty. Another great place for pro-american styles and fun gear like baseball base mines, softball helmets (because fuck you "A League of Their Own" style pro-baseball league in FO sounds awesome), and of course bats and baseball grenades. Also a baseball Vault (Vault 4, 5, 7, or 9). Not my idea, but in this vault, there's 32 teams of mens and 32 teams of womens baseball (or coed teams, idk), all of whom are pro players. Vault tec test is simple, winner gets food and drinks, loser gets steroid infused food and drink (but they don't know it has steroids obviously). The idea is, test how good at baseball people can be if given monster amounts of steroids for generations. I'll make a separate post about this in detail if desired. Canastota Boxing HOF - Another unique area for America. Canastota is pretty boring and empty, but for those of you old enough to remember Rocky when it came out, it basically revived Boxing as a major sport and also had a moment where America bested the Red Menace (Rocky IV). Maybe a spot for a vault or to learn unique unarmed moves. Pugilism Illustrated anyone? Albany - NYs capital and an easy big city area along the Hudson. A great location for corporate greed, governmental corruption, and side quests. Can't say it'll be the focal point of the game since its very near the eastern border of it, but a good location for exploring and lore. Buffalo/Niagara Falls - Ya ever gone over the falls in a barrel? Do ya want to? I think using Niagara Falls (which has an American and Canadian side, Canadas is the U-shaped famous one) as Fallouts first "Non-American" location would be fun. First, the falls are beautiful and are a major source of hydroelectric power. Second, in FO, America annexed canada, so it's technically still America! Third, right across the "border" are casinos! More gambling! Third and a half, it's another big city and buffalo is where the buffalo wing was invented (God bless buffalo wings). Besides the cool lore opportunity about the annexation and the city location, the falls could be a major location for the story if the main conflict was about powering the area, similar to NV. Syracuse - NYs (literal) center city. The Salt City as it was formally known is a big city with some great old and new style. Again, not much about the city to say, but a great opportunity for corporate BS. The main attraction would be the Syracuse Dome (formerly the Carrier Dome). Due to its location and style, it's perfect as a central trading hub for the major cities and people. Think of Great Green Jewel style, people living, bars, shops, etc. BUT the really interesting part is what's right next to the Dome. SUNY ESF (Environmental Science and Forestry). This college is special because (A. I went there) it has very unique programs and with some future tech thrown in, could be a great location for a Fallout 3 Harold or NV vault 22-esq quest. The college already does experiments with major chemicals, evolution (FEV anyone?) and breeding plants for unique purposes. Again, I have a really cool idea for this area, but that can be a different post. Fun fact, ESF is actually working to bring back the North America Chestnut that went (nearly) extinct! Also, some asshole releases the fruit flies the genetics lab work with every year and it sucks. NYC (Empire, 9/11 memorial, Statue of Liberty) - Yeah yeah, you can't have NY without the City, but frankly there's so much here to explore and deal with, I'd leave it to the pros to really do it justice. Turning Stone Casino - Gambling, a hotel/restaurants like in NV, and a good spot for the main quest line. Fort Stanwix - A real revolutionary war fort. HQ or major area for raiders. Safe, well protected and with plenty of history. Fort Drum and Griffis Air Force Base: Two major bases that could be packed with guns, nukes, and power armor. Heavily guarded by turrets, robots, and security gates. Main Quest: Without too much detail, I figure your character will be hired to figure out the future of NY. You'll be brought to the Turning Stone which is currently the HQ of the Oneida tribe. Your job would be to either work with the other tribes in the former Iroquois Confederation (Seneca, Cayuga, Onondaga, Oneida, Mohawk, and Tuscarora [added later]). (Quick note: in my AU, some time after the bombs fell, the IC came to power because of their knowledge of living off the land and attempted to rebuild society. After some time rebuilding and establishing a post-war society, the tribes do the thing all humans do and bicker. Around 2200 the IC broke apart but the tribes retained power in their areas. They fight, trade, yadda yadda but no one is in control of everything. Throughout your quest, it turns out that what is holding everyone back is a lack of power for things like lights and running water. Your job will be to determine where to get that power (Nuclear power plant in Oswego or the falls in Niagara?) And where to give it (one tribe? A few? Or all?). But that's not all, the tribes can't decide who should be in charge. One tribe wants to remain independent, don't help the outsiders and rebuild society in their image within NY, another wants to help others but would need to sacrifice their own people's safety and seclusion. Maybe another wants to be imperialist and expand their borders throughout America through way of force and fear while another agrees with taking land but wants it done through offers of protection for taxes. And each tribe has its own opinion on bringing the IC back together, staying separate, or taking over the tribes for themselves. It's up to you character to decide who to help. Do you work hard to try and bring all tribes together under one banner or choose a side and execute their will as a paid mercenary/ambassador? Other choices would be chaos by siding with raiders, or maybe a BOS path to take out all the tribes, idk, haven't thought it all out. Again, not a writer. Mechanics: So personally, I like the idea that if you choose to go with a single faction, there would a battle/war mechanic where you and an army (or alone if you really wanna try) take over and lay claim to areas similar to Nuka World where you fly the gangs flag. Nothing complicated, normal fallout fights, don't die and kill the leadehis troops to win. Karma is back. You will garner good or bad rep with each tribe depending on what you do. I'd like an armor system like in NV but I can live without it. There is an ending. Once you beat the game you can continue doing side quests for armoexperience/ammo but only for the tribes left in power. Occasional rebellions will rise up as random events that need to be put down. Settlements are limited. Like skyrim, but a plot and build. No need to build one everywhere and you don't even need to do it if you don't want to. Radio host? Gimme a Mr. New Vegas type guy. I don't want an eccentric 3-dog, I want a smoothed voiced person wishing me lady like luck. Also, smarter AI. Otherwise, typical FO mechanics. Weapons degrade, can upgrade weapons and armor, etc. Main problems with NY: No real borders to the south. Invisible walls would like be necessary which is stupid. Same to the East, but the Hudson could theoretically be used as a border if you put crazy strong mirelurks or something to kill the player if they tried to cross (or more invisible walls) Don't want to disrespect the tribes. This is an issue with using each tribe as a possible faction. You're bound to piss off or disrespect one. So it'll be a task to make sure it's as limited as possible. What to do with the city? It's a huge area that can be used for so much, but as a part of NY it's actually pretty seperated. It's a commercial hub now, but there's nothing there that would really be a reason to go down there. So do you make it one or do we just make it a glowing sea type area that's completely decimated from the bombs? That's my personal choice honestly, but it's a tough one to please as many as possible. Conclusion: NY is rad. I'll be taking questions as long as they do not involve Canadian trivia. Thank you.
I Wished for the Existence of Gods in our Eberron Game
Alright, where do I even begin? I suppose I should start by saying that this by far has been one of my favorite dnd sessions of all time. Me and my group of best friends had a blast...I mean, the game lasted around 7 hours so... Ok so, this game takes place in Sharn, a city in Khorvaire. According to our beautiful and wonderful DM, the presence of deities in Eberron is ninimal to none, meaning there aren't really any priests or worshippers of gods really. Taking this into consideration, let's jump into to what happened this session Our characters (group of 5) were level 11-12 and had been offered a job that could win us some magical artifacts and a plentiful amount of gold. We were to infiltrate the wedding of a mafia family and stop a secret trade of a powerful artifact between the family and the Reserved Army (basically the law enforcers and military forces of the city). We presumed the artifact to be the blade of a sword for which we only had the hilt of. We're not sure what will happen once we join the blade and the hilt, but as of now, we are aware the the hilt itself has the capability of restoring lost memories. Here's the party composition: A grung glamour bard, a human psi warrior, a draconic sorceremoon druid gnome, an abjureartillerist dragonborn, and me, the swashbucklehexblade tiefling. We planned to use our different skill sets to divide the party in pairs. The bard and sorcerer would serve as distractions, making sure that no one notices what the rest of the group is doing, especially a pesky archmage that was at the wedding with a level 20 fighter (screw those bad bad people). The psi warrior and abjurer would be investigating the area, being perceptive and seeing if they found any clues as to how to get into the room where the trade would be taking place (cause of course there were plenty of Reserved Army soldiers roaming the building). I went off on my own, given that I'm the skill monkey of the party that can do most things fairly decently. I served to be the social butterfly and try to sniff out info from people. Let's stop here for a second to explain something about my character. His whole aesthetic is playing cards; he loves his elegantly designed decks of cards. In addition to this, he's a warlock who made a pact with the Mask, the god of thieves (had made the pact in an alternate universe where gods were prominent, so still had the powers from the Mask, it just took a while for me to get them back when we were transported to Eberron....but that's a whole other story). During a point in the story where I rescued a lost artifact relating to the Mask, he granted me with some of the little power he had left in Eberron. For this, my character was obviously grateful. Ok, back to the wedding infiltration. The distractions caused by the bard and sorcerer worked wonders. First, the bard presented a painting he had made earlier (rolled a nat 20 for a total of 32 when painting it) to a group of nobles sitting in a lounge area at the wedding. As you would assume, a bidding war began.....and the bard ended up getting a check for 120k gold. The other distraction they made was a fist fight, which allowed the dragonborn abjurer to swiftly make his way into a Scrooge McDuck vault which held unimaginable amounts of money. While that was going on, I was at a small casino room playing a game of blackjack. I was playing with rich folk, and we all decided to bet favors. Luckily, by way of cheating and actually having the Lucky feat, I won. One of the players was a member of the Reserved Army who didn't really like his job and was planning on quitting. As such, the favor I asked from him was to get me through one of the guarded double doors (abjurer had gone through one, there were two). Bringing along the psi warrior, I went past the guarded door. Not long after, combat broke out, as the level 20 fighter entered the room we were in, presumably to make the trade. The bard did his usual hypnotic pattern, the abjurer was way too far to notice anything, the sorcerer fireballed, the psi warrior hit things real good, and I also hit things real good...but then ran away...in style. After the psi warrior demolished the fighter, a group of guards came up some stairs near the area we were in and shouted "They're trying to get into the vault!". As such, I assumed there was a second vault down those stairs, possibly holding the artifact we were trying to obtain. Using my boots of speed and dash action, I ran down those stairs, found a vault, unlocked the door with my knowledge of locking mechanisms, and went inside, closing the door behind me before any guards could follow me inside. There, I saw 4 podiums with an item resting on each. In the center podium was the blade we were looking for, on another were some expensive looking paints, on the next was a monocle, and in the final one rested a small leather case. The podium with the blade was the only one that seemed trapped, so I grabbed the other items first. Checking inside the leather case...well, there was a deck of cards. I'm sure you all see where this is going. Now, my character has average intelligence (11), but cards are his whole thing, he had to check them out real quick...and so one card was drawn. As you may already know, this is a deck of many things I was dealing with, but one that was altered by the DM a bit (6 good and 6 bad cards, no cards that remove or give xp, and some other tweaks). The first card I drew, I got to raise an ability scire by 2, to a max of 24. I was level 12 and still didn't have a 20 in a stat, so I bumped my Charisma to 20. I decided to keep looking at the deck and see what the other cards look like because my character is interested...so I draw another. I drew a card that forced me to draw 2 more cards, and so I do. Suddenly, I look behind me and there's a tiefling bowing to me, as I draw the Knight. The other card I drew? Well, I got 2 wishes. The DM kindly gave me until the end of the session to come up with the wishes. In the meantime, I disabled the trap and took the blade, then dimension doored out of there with my new knight friend. I informed the rest of the party using some communication devices we had, and so it was time to leave. Dimension doors were cast, as well as a high level lightning bolt to the archmage as a "fuck you" before leaving. The session was about to culminate, and so the DN asked me to please say my wishes. First Wish: So, my character of course cares for his friends and the group is in a whole shitshow of problems, so I said.."I wish that me and those I care for, including friends, allies, acquaintances, family, and lover would be protected from any harm or ill intent directed towards them." Second Wish: For the second wish, my character remembered all the hope that deities brought to people in the previous universe and also wated to say thank you to the Mask for his boons. As such, I said..."I wish for all divine beings of grand power, such as deities (including the Mask) with good intentions to come to this world, just as they existed in the universe I previously lived in." That there, is where we ended off the session. We all leveled up 2 levels, completed the mission we came for, and "revived" the gods..... also like, I got super lucky with the cards cause that could've gone terribly. I was super nervous and shaky when making the wishes, literally almost cried. Nonetheless, divinity has been restored, so I'm interested to see what our DM will do with that next time we play as we shall soon end the campaign. Sorry if this is too long or doesn't make sense, I just really wanted to share this amazing experience I had with everyone. Some parts may sound wacky, but if I explained everything, I'd be writing for hours. Either way, this was my experience. I woud like to take a second and thank u/Saokpe, our amazing DM who puts so much work and effort into creating these wonderful games for us to enjoy. I can only hope to be as good as you when it's my turn to DM. Have a great day everyone, and thank you for letting me share my experience!
I love this game so much. I have been paying for this game for 5-7 years and my opinion has never changed. Everything is just so good. I am not going to put a section about side quests because I cover a few side quests in a few sections. I will briefly cover the main parts of the base game. ( maybe I will make a post covering the amazing DLC) SPOILERS AHEAD. I apologize in advance for tangents, grammatical and spelling issues. TLDR at the bottom START/TUTORIAL The way NV starts is a pretty good. It teaches you about the aspects of the game in the small town of Goodsprings. In "Ghost Town Gunfight", the game teaches you about skill checks. To convince Chet to help you pass a barter check, to convince Easy Pete, you pass an explosive check, Trudy requires a speech check, and Doc Mitchell requires a medicine check if you choose to do "Run Goodsprings Run". It also teaches you about the reputation with the two quests I just mentioned. If you help the Powder Gangers, they will like you, at the cost of wiping out Goodsprings, and if you choose to help the town, the Powder Gang hates you, but Goodsprings likes you. MORALITY Morality is not black and white in NV for the most part. For example, in the quest "The White Wash", you are asked to investigate the case of NCR Corporal White, a soldier who went missing. You face a dilemma at the end when you find out that a Follower Of The Apocalypse is taking water from the NCR to give to the people of Westside who really need it. He tells you that he killed White to hide the secret about the water, and he feels bad about it. So you have to choose what you think is the best option, do you (A) tell the NCR that their water is being stolen so they can use it, or (B) do you keep the secret at the cost of some NCR working peoples livelihoods? There is no clear good or clear bad, it's all grey. Of course there are some obviously evil people in NV like the Fiends, especially Cook-Cook. But there is a lot, and I mean a LOT of grey. MINOR FACTIONS The minor factions are really great in NV. You obviously have the Brotherhood of Steel, the tech hoarders themselves. But there are also other small factions, like the Followers of The Apocalypse. They are a group of scientists and doctors whose purpose is to help people (I believe they debuted in the original Fallout. Can't remember if it was the first or second one.) You also have the Great Khans, a group of nomads who are modeled after the Mongolians. They raid, take chems, sell chems, and kill anyone who gets in their way. But as I said earlier, the morality is not black and white. The Khans hate the NCR because of the Bitter Springs Massacre, an incident in which the NCR slaughtered Khan women, elders, and children. There is also the Boomers. The Boomers are a group of former vault dwellers who stay at Nellis Airforce base and shoot at any outsiders. This is because they do not trust them, but you can help them to prove that outsiders are not as bad as they think. The last minor factions I will cover are the Families of the Strip. The Omertas are an old school mafia inspired group that run the Gomorrah casino. They have shady business that ranges from abusing the prostitutes to killing everyone in the Strip for Caesar's Legion. The White Gloves are a society of people who see themselves as above everyone else in class. They run the Ultra Luxe casino. But there are a handful in the society who want to bring back their old tribal tradition of cannibalism. The Chairmen run the Tops casino and they are the "coolest" family. They use old school slang and are the most laid back family. Companions The companions are great. Although I want to cover every single detail about every companion, I will limit myself to brief explanations on my 2 favorite companions (I love the other but do not have the time to cover them) and why I like them. I will cover Arcade Gannon first. I love Arcade so much as a character. He is a Follower of The Apocolypse and he has an interesting origin and great writing. He has an intense hatred for Caesar's Legion. You trigger his personal quest by siding with anyone but the Legion (and maybe House. I have never tried siding with House while Arcade was in my company). He pulls you aside at certain places and, depending on how you reply, makes him like, or dislike you more. When you reach max affinity, he pulls you aside and reveals his story. He was born in the Enclave and he wants you to reunite the remnants that he knows to fight against the Legion at Hoover Dam. You can tell Arcade to stay in Freeside as a doctor to help people in the aftermath of the battle or you can tell him to fight with the remnants. If you tell him to stay in Freeside, he will give you his fathers Enclave tesla armor. If you tell him to fight, he will wear the armor at the battle for the dam. You will be rewarded with power armor training and remnants power armor. This will affect (effect?) his fate in the ending slides. The other companion I will cover is Boone. He is former NCR First Recon sniper who participated in the Bitter Springs Massacre that I mentioned earlier. You meet him in Novac and he asks you to find the person who sold his wife into slavery. You can either find who did it or you can make him kill a random person of your choice. By doing things he like and asking him about his past, Boone will open up about the Massacre and you can take him to Bitter Springs. After killing Many Legion bois, you can tell Boone to let go of the past and he will finally move on, or you can tell him to become vengeful and more aggressive. This will affect(effect?) his fate in the ending slides. MAIN QUEST LINE SUMMARY To keep this very short, the main plot is to decide who should win the second battle for the Hoover Dam. Your choices are the NCR, Caesar's Legion, Mr. House, an independent Vegas with the help of Yes Man. THE NCR The New California Republic is a, well, a republic whose goal is to recreate the government of the old world, like the U.S government. It is a bureaucracy and has the positives and negatives of one. The characters in the NCR are diverse and very well written. Like how Colonel Hsu is a sensible and calm man who can resolve violent situations, as seen in the "Kings Gambit" quest where if you go to Hsu, he offers Freeside extra food and water to stop the violence. But in the same quest, you can tell Colonel Moore about the Freeside situation. Moore is a no nonsense lady who will not hesitate to fight violence with violence, which is what happens if you tell her about the Freeside situation. She sends a squad of soldiers and you to the Kings school to give the King an ultimatum. In conclusion, the NCR is an army that wishes to use the governing methods of old world America. But they also have the flaws of that system, like corruption. CAESAR'S LEGION Caesar's Legion is more than a faux Roman Empire. Caesar is a man who is educated on the old world, on old world government and was even an NCR citizen and Follower of The Apocolypse. Caesar thinks that the best way to lead is through dictator control. He tells you this when you ask him about President Aaron Kimball. He says that democracy slows down progress. He actually has an amount of respect for Kimball. The Legion is made up of 86 tribes that Caesar has conquered. These tribals are stripped of their identity and are indoctrinated into essentially worshipping Caesar as a living deity, as Arcade Gannon said. The legion does not believe in modern medicine. They only use "natural" sources of healing like powder. Which is not great when (plot twist) you find out about Caesar's brain tumor. Lets talk about how women are used in the Legion. Woman are used as slaves and mates for the men. When tribes are conquered, the women are forced into slavery, while the boys and young men are made into Legion soldiers. The Legion see's women as less than men. The men are trained to fear their leaders rather than their enemies, because if they fail, they are killed, like what Caesar attempted to do to Joshua Graham when the Legion lost the First Battle for Hoover Dam. The Legate Lanius, who probably has the best voice in the game, is a figure of fear. He kills anyone that gets in his way and has been a full member of the Legion since he was a child. Caesar says that Lanius has no care for the men of the legion. In conclusion, the Legion is a slaver group that is led by an educated warlord who has interesting philosophies. MR. HOUSE Robert Edwin House is the founder of RobCo, the company responsible for many of creations in Fallout including the Pip Boy. He predicted the Great War and prepared to survive it, through weird means. The platinum Chip was running late for delivery while the Great War started, so House did not get it. House is very interesting. He is very smart, yet makes very risky gambles, like trusting you (a stranger) in not destroying his secret army of robots. He single handedly saved Vegas from the war and built it up again. He wants you to help him fulfill his wishes for the future. He thinks he deserves the Dam because of what he can do for Vegas. His plan is to remove the Legion and lower the influence of the NCR in the Mojave so that he can bring back the glory of pre war Las Vegas. As another redditor said on the fallout subreddit, House seems to be the only one with long term plans for the future, whether they are good or bad is your opinion. In conclusion, Mr. House is an ambitious man with ambitious plans for Vegas and the Mojave. He is very confident in himself and his ability to predict the outcome of situations. YES MAN/ INDEPENDANCE This is going to be the shortest description. Benny had help reprogramming a securitron to help with anything, most notably taking over Vegas. You choose what factions you like and which ones you do not like and you kick both the Legion and the NCR out of the Mojave wasteland to establish independence. FREEDOM AND DETAIL This game is a game where you have complete freedom. You don't like Caesar, go ahead and kill him. There's no quest to do it, but you can still do it. You can kill anyone you want and you can make many decisions that impact the world. If you allow the NCR train to blow up, or if you do it yourself with the Legion, people will talk about it. I made a post showing Legate Lanius's reaction to you confronting him while wearing Legion faction armor. Obsidian has done such an amazing job putting so much detail in this game. Another example of detail is wiping out Camp Forlorn Hope. The NCR will talk about that if you do it then talk to the troopers. There are more examples of this that you will see during your own gameplay. THE WORLD The games world is so good. The world is great, especially from a 2010 game. The locations are great. The unmarked spots like the Sarsaparilla sign where the Lonesome Drifter is are pretty cool. The spot where you find a dead person with remnants power armor is a pleasant surprise if you just find while exploring. I also feel very immersed in the world when I'm just walking around and see a legion patrolling or NCR patrolling. SOURCES https://www.reddit.com/Fallout/comments/3izps8/lets_talk_about_why_mr_house_is_the_best_option/ https://fallout.fandom.com/wiki/Caesar https://www.reddit.com/falloutnewvegas/comments/klc6ff/in_my_near_57_years_of_playing_this_game_this_is/ A few Oxhorn videos TLDR: I love Fallout: New Vegas.
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Why the Legion is Doomed to be Destroyed in a Total War with the NCR.
Even if the Legion were to win the Second Battle of Hoover Dam and conquer the Mojave Wasteland, they'd merely be buying themselves a little extra time and simply stall their inevitable demise. Note that the following analysis assumes that the Legion won the Second Battle of Hoover Dam and that the Courier died in Goodsprings. To start off this analysis, let's begin with a run-down of the respective weapons, equipment and gear of the respective ranks of the NCR and the Legion going into the Second Battle of Hoover Dam. Beginning with the NCR garrison at Hoover Dam. The NCR Trooper comprises the core of the Republic's colossal armies and is the prime component of the NCR Army. A superb combination of volunteers and conscripts whose degrees of training, motivation, combat experience and access to equipment vary across the ranks, they're some of the most disciplined, most professional soldiers in all of the Wastes. They're outfitted with modern military-grade ballistic vests that offer excellent protection against small arms fire, shrapnel and melee weapons alongside steel helmets. The NCR Army battalion that's stationed at Hoover Dam in particular is fully comprised of battle-hardened, fully-trained volunteer veteran NCR Troopers that are armed with 5.56 × .45mm NATO Marksman Carbines, 5mm Assault Rifles, 12-gauge Riot Shotguns and .308 Sniper Rifles to supplement their standard-issued 5.56 × .45mm NATO Service Rifles. The NCR Patrol Ranger is one of the finest, most elite warriors in both the NCR military and the Wastelands, overall. Having survived a brutal training regimen that's so ludicrously difficult that 8-out-of-10 aspiring recruits wash-out, these purely volunteer harbingers of death have little to no equals in terms of skill, fighting prowess and strength. They're outfitted with a suit of hand-made First-Generation Combat sporting a knife sheath, a hydration pouch and spiked spurs for unarmed combat that is impervious to any and all small arms fire, shrapnel and melee attacks. They're armed with 5.56 × .45mm NATO Marksman Carbines, .308 Sniper Rifles and .44 Magnum Trail Carbines. The NCR Heavy Trooper is not only the elite heavy shock infantry of the NCR Army, but is also the proverbial sledgehammer through which the Republic may crush its enemies and obliterate all that may threaten its values. Having earned their distinctive armor through immense sacrifice in blood, sweat and most of their young lives, they're the absolute best-trained, best-equipped, most battle-hardened, most professional, most skilled, most fanatically-devoted warriors in the whole of the NCR Armed Forces (rivaled only by the legendary NCR Veteran Rangers). Warriors that are more than willing to fight to their absolute last breath in defense of the Republic and all that it represents. They're outfitted with NCR Salvaged Power Armor, suits of T-45d Power Armor that were captured from the Brotherhood of Steel during the Brotherhood War that have had their joint servomotors removed and their back-mounted power cylinders replaced with custom-built energy modules and built-in air-conditioning units so that Power Armor Training wouldn't be needed to wear them. And while they're no longer legitimate suits of Power Armor in that they're no longer powered, they're still some of the absolute best and most protective suits of armor within the Republic's entire mammoth arsenal. Completely invulnerable to all but the most powerful conventional firearms, highly-advanced energy weapons, specialized ammunition and high-powered explosives, they can truly absorb Hellish amounts of punishment. They're armed with 5.56 × .45mm NATO Light Machine Guns, 5mm Miniguns, Heavy Incinerators, Flamers and Missile Launchers (albeit rarely). The NCR Veteran Ranger is a living, breathing legend walking amongst the ruins and ashes of the Old World, drawing inspiration and hope from soldiers and citizens of the Republic as well as fear and terror from enemies and all those who dare to oppose the NCR. Fabled for their unmatched fighting prowess, envied for their flawlessly unequalled marksmanship technique, feared for their unrivaled warfighting skills, awe-inspiring for their unsurpassed pugilist talent and legendary for their innate mastery over hardcore survivalist skills, the NCR Veteran Rangers are the absolute finest, best-trained, most battle-hardened, most professional, most skilled, most-elite and all-around most bad-ass warriors in not only the entire history of the Republic military, but also the whole of the Western Wastes, as well. Centurions and Praetorian Guards of Caesar's Legion, Knights and Paladins of the Brotherhood of Steel and even the Republic's very own NCR Heavy Troopers have learned to shudder in terror and fear at the mere mention of the mythical phenoms of the Wastelands that are the NCR Veteran Rangers These fabled guardian angels of the Republic are outfitted with the equally legendary Black Armor, a hyper-advanced suit of Third-Generation Combat Armor consisting of a highly-flexible vest of incredibly-rigid high-impact armored plating with adjustable straps on both the sides and the shoulders and a built-in throat protector that's mounted on the vest. Combined with the state-of-the-art rounded-shell ballistic helmet sporting built-in lamps and infrared/visible light projectors as well as the complimentary highly-sophisticated armored mask with built-in low-light optics, an incorporated locking mechanism that joins the mask itself with the helmet shell, ear covers with built-in membranes that confer additional protection without inhibiting the wearer's hearing and built-in air filters, the mythical Black Armor is well-deserving of its stellar reputation. As you can see, the NCR's forces are extremely heavily-armed, well-equipped and armed to the teeth with the absolute latest in top-of-the-line, high-powered firearms and state-of-the-art, highly-sophisticated energy weapons as well as superbly well-protected with an abundance of different varieties of military-grade body armors with varying degrees of effectiveness and even Salvaged Power Armor. Now it's time for an evaluation of the Legion's weapons and technology. The Recruit Legionary is the primary foot soldier of Caesar's army and comprises the vast majority of the Legion's ranks. Trained and conditioned from before they could walk to become the perfect warriors, Recruit Legionaries are incredibly well-conditioned and in phenomenal physical shape, owing to a savagely intense training regimen that even the NCR Rangers would envy. Despite said conditioning, however, they're still the equivalent of literal cannon fodder with little-to-no actual skill in firearms usage and maintenance. They're outfitted with a suit of makeshift featherweight armor that consists of sports equipment with bits and pieces of scrap metal atop a cloth tunic that's all lashed together with leather straps. An armor that's so weak that it couldn't even protect its wearer against the likes of a straight razor. They're armed primarily with a "Machete" (what's really a lawnmower blade that's lashed to a stick) and "Throwing Spears" (what's really even bigger sticks with pieces of sharpened scrap metal fastened and jabbed into the tips), though they can rarely get their hands on firearms (albeit damn near broken ones) such as .357 Magnum Revolvers, .357 Magnum Cowboy Repeaters, 9mm Pistols, 20-gauge Single Shotguns, 20-gauge Caravan Shotguns, 5.56 × .45mm NATO Varmint Rifles and 10mm Pistols. The Prime Legionary is the centerpiece of the Legion's fighting force and the core component of any Legion formation. Having survived 5 years in Caesar's forces, a remarkable accomplishment in and of itself, Prime Legionaries are no longer mere cannon fodder but are now the main frontline fighting force of the Legion. With the accompanying improvement in weapons and equipment as well as adequate firearms skills to make the promotion that much sweeter. They're outfitted with the exact same armor as before, only with a slight improvement in protection. It still can't protect the wearer from shit, however. They're armed with the standard-issued "Machetes" and "Throwing Spears" though they also have much better access to more advanced weapons than before. Melee weapons, such as Machete Gladius', Power Fists and Chainsaws, and firearms (of decent quality), such as 10mm SMGs, 12-gauge Sawn-Off Shotguns .44 Magnum Revolvers and .308 Hunting Rifles are all available to them in significant quantities. The Veteran Legionary is the oldest, most experienced, most elite warrior within the lesser ranks of the Legion and is also the precise scalpel to the blunt, destructive warhammer of the Recruit and Prime Legionaries. Having survived a full decade in Caesar's service, a monumental achievement in its own right, Veteran Legionaries are the elite rapid reaction force of the Legion that's tasked with neutralizing particularly tough adversaries that their lesser counterparts can't defeat and typically remain in reserve until otherwise needed for tipping the scales of a pivotal battle or campaign in the Legion's favor. As they're the oldest Legionaries (a lot of whom have been with Caesar since day 1), they're also the most experienced, most capable Legionaries who are in their absolute prime in regards to martial prowess and physical resilience. They're second only to Centurions in terms of skill and experience, which is reflected in their improved access to superior weapons and equipment. They can also use and maintain firearms with frightening levels of efficiency. They're outfitted with the same armor as before, though with even better protection. Still couldn't protect you from anything meaningful, though. They're armed with the usual standard kit in addition to melee weapons such as Fire Axes and Power Fists as well as firearms (of mint condition and with virtually unlimited access to) such as .44 Magnum Revolvers, .308 Hunting Rifles, 5.56 × .45mm NATO Marksman Carbines and 12.7mm SMGs. The Decanus of the Legion is the lesser officer beneath the Centurion and is responsible for tactical small-unit operations and squad-level leadership. While not too different from ordinary Legionaries in terms of skill, equipment and even appearance, they still have slightly better access to weapons hence they deserve a separate segment. Recruit Decanii can get access to 9mm SMGs and 10mm SMGs unlike Recruit Legionaries, Prime Decanii aren't any different from Prime Legionaries and Veteran Decanii can get access to 12.7mm Pistols unlike Veteran Legionaries (not a real improvement, I know). Everything else is exactly the same. The Centurion is the absolute apex of the Legion's strength and the top field commanders of Caesar's armies, second in authority only to Legate Lanius and Caesar himself amongst a tiny select few of other superiors. Having survived 15-20 years of a long, arduous life of fighting in Caesar's name (a completely unimaginable phenomenon, indeed) before finally earning the treasured armor of the Centurion (which they can decorate with the trophies of their fallen enemies at their leisure), Centurions are the absolute most elite, most skilled, most battle-hardened and ultimately the most dangerous warriors in the entirety of the Legion. To even BEGIN to qualify for Centurion status, one must have fought in and survived numerous Legion campaigns as well as slain countless opponents in battle alongside the time requirement. All to ensure that only the finest of Caesar's warriors ever reach that level of authority in his Legion. As the oldest, most experienced warriors in Caesar's army, the Centurions comprise the old guard of Caesar's army, most of them having served their lord since the very beginning. Their status all but ensures that they're reserved for only the absolute deadliest, most lethal of assignments that even Veteran Legionaries can't handle. They're ultimately only deployed if absolutely necessary. In order to ensure that his Centurions can both accomplish their missions without even the slightest chance of failure and protect themselves without difficulty, Caesar has granted them unlimited access to the absolute finest weapons in his Legion's arsenal and has seen to it that they have acquired the absolute sharpest firearms skills that money can buy as a corresponding reward for their reaching Centurion status. They're outfitted with Centurion armor which, while legendary amongst the Legion, really isn't that special. It's actually just Veteran Legionary armor with some cool decorations on it at the end of day. Pieces of T-45d Power Armor on the right arm, the sleeve from a suit of NCR Ranger Patrol Armor and the pauldrons from an Armored Vault Suit on the left arm, the boots and shin guards from a suit of First-Generation Combat Armor on the lower legs, the crotch/thigh guards from a suit of NCR Ranger Patrol Armor on the upper legs, gloves from a suit of Leather Armor on the hands and a Super Mutant Brute chestplate on the torso, to be exact. Realistically speaking, Centurion armor would be just about useless against virtually any weapon in the NCR's arsenal. Even a single 5.56 × .45mm NATO round fired from a basic Service Rifle would most certainly do the job, flawlessly. They're armed with basic melee weapons such as Machete Gladius' and Chainsaws as well as high-tech melee weapons such as Thermic Lances (which are actually just repurposed metalworking tools) and Super Sledges in addition to powerful firearms such as .308 Hunting Rifles, 12-gauge Hunting Shotguns, 5.56 x .45mm NATO Marksman Carbines and even .50 BMG Anti-Materiel Rifles (albeit rarely). Now we must now examine what will inevitably be a huge problem for the Legion even if they were to win the Second Battle of Hoover Dam. The Legion, even though it does in fact have access to some top-of-the-line weapons, only has them in an extremely limited capacity and strictly reserves them for only the highest-ranking, most elite Legion forces and field commanders. The overwhelming bulk of the Legion's troops have little-to-no real firearms and what pitifully little that they can get their hands on are in extremely piss-poor condition. Not that it would matter, considering the fact that they don't have the proper training that's necessary to actually use them, much less maintain them. The vast majority of Caesar's troops rely almost entirely on primitive makeshift melee weapons and their own martial prowess to fight their battles, which inevitably means that the Legion has to avoid direct engagement with NCR forces, instead relying on subterfuge and guerilla warfare to combat the Republic. And it gets even worse for the Legion when one considers that the higher that its troops advance up the totem pole, the fewer Legionaries that it finds at the higher levels. A direct consequence of the Legion's overprioritization of quality and individual skill in combat is that it inevitably results in an extremely small cadre of elite warriors and field commanders surrounded by a sea of lesser soldiers and officers. Combined with the fact that the Legion is only 34 years-old by the events of F:NV (meaning that even if one were to ignore things like inevitable attrition all throughout the Legion's war-filled history of expansion and conquest, they still wouldn't have that many Veteran Legionaries/Decanii and Centurions) as well as the fact that attrition over the years must be taken into account (the First Battle of Hoover Dam and the Legion's invasion of Colorado alone absolutely devastated their elite ranks), it's only obvious that the Legion's elite forces are relatively puny. Furthermore, we know for a fact that there's enough Veteran Legionaries/Decanii for them to form a few of their own exclusive Centuria (a Century is 80-men-strong, I might add), with the Red Okie Centuria being a prime example of this. This definitely suggests that the Legion has at least a couple hundred Veteran Legionaries/Decanii at its disposal. As for Centurions, it's a little known fact that they're so incredibly rare in the Legion that they're actually explicitly ordered to not enter combat until absolutely necessary (i.e self-defense or if they're ordered into battle by a superior). This, along with the fact that they're never really seen in any meaningful numbers in-game until the Second Battle of Hoover Dam, strongly suggests that there might only be at most several dozen Centurions in the whole of the Legion (there definitely wouldn't be over 100 of them). Either way, however, the Legion's elite forces are so pathetically tiny that they couldn't possibly justify the Legion having any meaningful amount of high-end weaponry. The NCR, on other hand, doesn't have these problems as 1. the NCR prioritizes protection and firepower above all else for their forces and 2. even their most basic troops have exclusive access to essentially unlimited supplies of all manner of firearms and explosives as well as highly superb protection in the form of military-grade body armor. Meaning that the NCR not only has a hopelessly insurmountable edge in firepower, technology and protection over the Legion, but that soldiers of the NCR also have a far higher life expectancy than their Legion counterparts, as well. All but ensuring that the NCR has a vastly higher volume of surviving battle-hardened combat veterans relative to the Legion that enables for the Republic to easily distribute extremely invaluable, ultimately irreplaceable combat experience and lessons learned in battle across the entirety of their military to a far greater extent than the Legion. Scores of battle-hardened NCR Troopers that distinguish themselves on the battlefield go on to enlist with the NCR Rangers upon receiving an invitation to do so (fun fact: the vast majority of NCR Ranger recruits and even NCR Rangers themselves are/were NCR Troopers who earned their new status while serving in the NCR Army), earn the coveted Salvaged Power Armor and become NCR Heavy Troopers or earn promotions to positions of authority in the NCR Army (prime examples being Colonel Cassandra Moore and Colonel James Hsu). All of the above information will have colossal long-term consequences for the Legion, at the end of the day. With that out of the way, let's move on to the main argument itself. The most positive estimates of the Legion's total numbers and military strength would be at best 5,000-8,000 troops. Then we must take into account the fact that the Legion is going to suffer massive losses (easily numbering into the thousands) taking Hoover Dam from the NCR as the NCR garrison here is extremely well-defended, well-supplied and heavily-fortified by both an entire battalion of elite, battle-hardened NCR Troopers and God only knows how many NCR Patrol Rangers, NCR Heavy Troopers and NCR Veteran Rangers. Combined with the fact that General Oliver's Compound is extremely well-defended with force fields, a turret system, NCR Veteran Rangers, NCR Heavy Troopers, elite NCR Troopers and an absolute labyrinth that's filled to the brim with all manner of booby traps ranging from rigged shotguns, bear traps and mines of all types to grenade bouquets and overhanging objects (and given that you see a pile of fresh Legionary and Centurion corpses at your feet whenever you enter the Compound during the "Veni, Vidi, Vici" quest it's more than safe to assume that Legion casualties will be extremely massive just securing this area alone), this only serves to bolster my claim that thousands of the Legion's troops will perish at Hoover Dam even if they were to take it. With only a mere fraction of their original number (that 5,000-8,000 will have been massively depleted after the Second Battle of Hoover Dam), now the Legion has to set out and secure the rest of the Mojave Wasteland, which will prove to be completely impossible over time. The Legion will find next to no tribes to assimilate as they exterminate the Powder Gangers, Fiends, Vipers, Jackals and the Kings in all of their endings. And while the Legion still has the Great Khans and the Boomers, they won't help much. The Great Khans are down to little more than a pitiful rag-tag band of holdouts after both their ass-whipping at the hands of Mr. House and their decimation at Bitter Springs by the NCR. A fact that only gets worse when we subtract the women and female children (breeding stock), the elderly, the sick and the disabled (killed off immediately) as well as mention the fact that the Frumentarius Karl does say in his journal that the Legion would have to decimate most of the tribe, anyways. Meaning that the Legion will at most get a couple paltry handful of warriors from them. As for the Boomers (assuming that the "Volare!" quest isn't completed) will prove to be more than a huge cost than a real benefit to the Legion. The Boomers' artillery alone would kill hundreds, if not thousands, of Legionaries with the Boomers themselves, armed to the teeth with Missile Launchers, Fat Mans, Grenade Machine Guns, Grenade Launchers, Grenade Rifles, 5.56 x 45mm. Marksman Carbines and 5mm Assault Carbines in addition to Mr. Gutsy combat robots and Sentry Bots, killing hundreds and even thousands more before the Legion finally conquer them. Also consider that the Boomers, who worship their artillery and weapons with a near religious reverence, will by no means let their weapons fall into the hands of savages. Thus we could easily see them sabotaging their artillery (how hard would it be to load an artillery shell and lob a frag grenade down the barrel, after all?; and given that the Boomers only have 3-4 artillery pieces it wouldn't take long to do) and munitions stockpiles (just a few bricks of C4 could easily destroy all of the Boomers' weapons and ammunition supplies) to keep them out of Legion hands, which only adds insult to injury. Even worse for the Legion is that when we subtract those Boomers that died in battle (most likely all of the adult males), the women and female children, the elderly, sick and disabled the Legion will have only a handful of male children to their name (remember that the Boomers are a really puny tribe that depend entirely on their firepower to survive) which means that they will have achieved nothing despite their massive losses incurred from conquering Nellis Air Force Base. Then we also consider the fact that the Legion doesn't enslave civilized communities or Independent Towns unless under extraordinary circumstances (as evidenced by Siri over at the Fort who hailed from an Independent Town in New Mexico and was a medical student there prior to its destruction by the Legion). Of course, it wouldn't matter as even if they did, the entire New Vegas area is completely evacuated by the NCR in the event of a Legion victory at Hoover Dam as evidenced by Arcade Gannon's Legion ending where he's convinced to remain in Freeside (all of Freeside, North Vegas, Westside, East Vegas and the Strip, which is really just a resort for NCR tourists rather than an actual community, are evacuated with those few that don't make it out, Arcade included, being killed by the Legion). And when we consider that Nelson was butchered, Camp Searchlight irradiated and Nipton destroyed by the Legion with Goodsprings being left alone and Primm just falling under Legion authority (no point in enslaving the town anyways considering how it's just one big retirement home alongside Goodsprings which is also evacuated by all save a few old, stubborn folks) then it's blatantly clear that the Legion will have very few civilized people left to enslave. With an even smaller fraction of survivors thanks to their conquest of Nellis AFB (in addition to hundreds more casualties against the Mojave Chapter of the Brotherhood of Steel, the Kings and what's left of House's Securitron police force and the Chairmen) the Legion will soon realize its folly and discover that both holding the Mojave Wasteland and continuing their advance West is literally impossible. The Legion's logistical situation and acquisition of supplies will soon prove to be an insurmountable nightmare within mere weeks of their occupation of the Mojave. The loss of Nipton, Camp Searchlight and Nelson will serve to severely hamstring the Legion's logistics with the eventual deaths of New Vegas, Primm and Goodsprings only complicating the Legion's supply lines even further. As 99% of the Strip's revenue comes from NCR tourists and soldiers on leave and given how the Legion will most likely tear down the casinos and ban whores, booze, chems and gambling under Caesar's law, the Strip will eventually shrivel up and die due to loss of revenue. North Vegas, East Vegas, Westside, Freeside, Primm and Goodsprings, which are entirely dependent on Republic trade and commerce for survival, will eventually suffer the same fate as NCR trade and business abandon the region out of both fear and hatred for the Legion. Especially after the Legion's successful assassination of President Kimball which will see him martyred and ensure that the NCR will cut off all ties to the fallen Mojave Wasteland. With all of the Mojave's communities and towns dying off, the Legion's supply lines will crumble and face imminent collapse within only a few months time (Hoover Dam isn't a viable supply route as while it does allow the Legion to cross the Colorado River in force it's just too far to provide adequate, long-term support) which will only serve to doom the Legion's occupation of the Mojave Wasteland. We must also take into account that the Legion will need every last man, Denarius and resource at its disposal if it so much as hopes to hold the region and continue the advance West. Which will force Caesar to relinquish the Legion's entire empire East of the Colorado in order to do so. In Legate Lanius’ own words, the Legion's expansion campaigns in the East have been faltering badly as Caesar's obsession with Hoover Dam, New Vegas and the West has seen the Legion's full strength syphoned off towards Hoover Dam as part of Caesar's plan to overrun Hoover Dam, conquer New Vegas and eventually invade the West. Imagine the Hell that the Legion will have trying to secure the Mojave Wasteland, which will prove to be so bad that the Legion heartlands will have to be left defenseless, lawless and chaotic just to even begin to make such an ambitious feat even remotely feasible. Some would probably argue that Caesar would surely never abandon the East just for the tiniest, southernmost tip of Nevada and just one little city but I'd advise you to reconsider. Caesar explicitly states that while the Legion does have their own cities back East, NONE OF THEM are ANYTHING like New Vegas. Why is that such a big deal, one might ask? It's simple, really. While the Mojave Wasteland was relatively untouched by the nuclear holocaust that was the Great War, thanks to the quick and decisive actions of Robert Edwin House, New Vegas is at best a total dump and at worst an absolute shithole. Filled to the brim with disease, essentially overrun with Raiders, bandits and common criminals of all stripes, absolutely crushed beneath the iron heel of a colossal drug-addiction crisis, bursting at the seams with abject misery and poverty and rampant with starvation, New Vegas is without a doubt little more than a massive dumpster fire. Things are so bad in that cursed place that you actually have children chasing rats in the streets just to survive, locals constantly complaining about hunger pains and withdrawals and scum ranging from the Fiends to random little hooligan punks constantly ransacking the place. Westside, the South Vegas ruins, East Vegas, North Vegas and Freeside are all Hellish nightmares that are almost completely hopeless causes, at the end of the day. Even if one takes into account the diamond in the rock, the New Vegas Strip, you still wouldn't find many reasons to be impressed. What you have is a tiny wealthy resort community that still looks like a dump (though it's still a major improvement from the rest of New Vegas), has highly dilapidated infrastructure (the Tops Casino still has a giant hole on the side of the building) and is surrounded by a wall that's held together with spit, grit and a whole lotta' duct tape. And while the Strip is safe, orderly and prosperous by the standards of the Mojave Wasteland (a very shit standard, I might add), it's ultimately a very terrible place by the standards of the rest of the post-apocalyptic world (i.e. NCR territory and lands under Legion control). If Legion cities can't even match the standards of that shithole, what does that say about Caesar's willingness to hold them? Especially in light of what he'd be gaining in return? Furthermore, Caesar often tends to view himself as a mere barbaric king of the Gauls, with his Legion being nothing but one big nomadic tribe of savages without a true home or purpose in his eyes, which is extremely depressing. Caesar sees New Vegas as a true city, a true capital, a true home for both himself and his Legion, a true Rome that he can rule over and could preside over a true empire in. And the West as that very true empire that he so desperately relishes. Do you honestly believe that Caesar wouldn't trade his current empire (which he clearly holds in very low esteem and almost regrets ever conquering it) for his new Rome and a stepping stone towards eventually conquering his new Roman Empire (the stepping stone being the Mojave Wasteland)? He'd trade the whole of the East for New Vegas and the Mojave Wasteland in a heartbeat and in doing so will seal the Legion's fate and imminent doom. With the Legion having completely relinquished the East (and therefore cutting themselves off from their resource base, source of revenue/income and escape route, in the process) their supply lines and logistical network in chaos and having absolutely no source of replenishment and reinforcements for their ranks, the Legion will slowly but surely disintegrate, trapped in a permanent holding pattern in the Mojave that'll bleed them dry and drain them of all their resources. The NCR, meanwhile, will have simply dug in at the Mojave Outpost and fortified their defenses there. They'd have most certainly brought in the 3 VB-02 Vertibirds (which are armed with Gatling Lasers, Missile Launcher racks and Mini Nuke Launchers and outfitted with heavy armor) that were conducting combat air patrols of the NCR military base just a few miles away from the Mojave Outpost. Far from stopping there, however, Colonel Royez (who's outfitted with the Scorched Sierra Power Armor which is a fully-operational suit of heavily-modified T-45d Power Armor upgraded with onboard medical systems capable of healing any injury and an improved back-mounted power pack from a suit of T-51b Power Armor that will be capable of resisting nearly all of the Legion's weapons and armed with a Plasma Caster chock full of overcharged Microfusion Cells so incredibly strong that it can kill a lvl. 50 Courier in Power Armor with just 2-3 hits!) and his men (NCR Heavy Troopers armed to the teeth with Gatling Lasers, Plasma Casters and Tesla Cannons as well as NCR Troopers armed with Tri-Beam Laser Rifles, Multiplas Rifles, Laser Rifles and Plasma Rifles) will also redeployed there from the same military camp, as well. Republic artillery pieces can also be deployed there to help bolster the outpost's defenses, as well. A massive network of bunkers, pillboxes and trenches all along the hill below the outpost as well as machine gun nests, sniper nests, minefields and razorwire can also be established to further enhance the impregnable defensive perimeter of the new frontline. Once all of this is done, the NCR will then proceed to flood the outpost with tens of thousands of NCR Troopers, NCR Heavy Troopers, NCR Veteran Rangers And when coupled with the fact that the Mojave Outpost is atop a high hill, is flanked by mountain ranges on both sides (which will completely prevent the Legion from attacking its flanks and rear), is right on the border with fully-controlled Republic territory (which will make it impossibly easy to keep well-supplied and will also ensure that Republic reinforcements are plentiful and easily available) and the fact that one could see everything up to Primm and Nipton from the Mojave Outpost (that particular area is also wide-open, completely exposed and lacks any real cover which means that any Legion force of any meaningful size would be spotted from miles away day or night which in turn will prevent Legion surprise attacks), the Mojave Outpost will truly become a 100% impregnable fortress. To make things even worse for the Legion, there's absolutely no bypassing the Mojave Outpost either as the only areas that can allow such a short cut around the Long 15 are completely and literally impassable. The Big Empty is often described as a wall to any living thing approaching it, the Divide is little more than a death trap and is completely avoided by the Legion for obvious reasons and Death Valley is so inhospitable that even the NCR, with its fleet of military cargo trucks and Vertibirds, flat out avoids that area out of habit. Any army stupid enough to try and cross through these areas will not return alive under any circumstances. Which in turn ensures that only through the Long 15 can the Legion hope to invade the West and given that the Mojave Outpost is purely impenetrable and that the Mojave Wasteland is completely entrapped with mountains and the Colorado River, the Legion will be completely trapped in the Mojave Wasteland and will never be freed from their holding pattern there. The NCR simply bides its time and let's the Legion wear itself out and tear itself apart trying to hold the Mojave Wasteland, occasionally fending off Legion assaults on the Mojave Outpost whilst inflicting heavy losses on the Legion, launching several limited-scale offensives here and there so as to deplete the Legion's ranks even further and deploying NCR Veteran Rangers into the Mojave Wasteland so as to ambush Legion supply caravans and patrols to worsen the Legion's logistical nightmare. After almost a year, the Legion will finally be vulnerable, it's forces stretched absolutely thin down to their absolute breaking point, their supply lines and logistics completely exhausted and expended alongside their supplies as a whole, the Legion's ranks reduced to little more than a tiny skeleton crew, the Legion completely scattered across the entire Mojave Wasteland unable to guard it or defend it any longer and the Colorado River at its back, with absolutely no way of escaping their inevitable demise. At this moment, the NCR finally attacks with a full-scale assault across the entirety of the Mojave, completely and utterly destroying the Legion in its entirety and killing/capturing Caesar himself as Republic forces swarm across New Vegas and wipe out his Legion all around him within mere hours, days if the Legion is lucky. And so the NCR-Legion War finally draws to a close, with the back of the Legion broken forever and ceasing to exist. Either way the Legion is fucked with a Legion defeat at the Second Battle of Hoover Dam being a mercy killing at best for the Legion. (Sources are down below in the comments section).
August 19th - Welcome Bugs ArchKnights Shoutout to the new bug catchers August 21st - MindBreaker WyvernRider Set Exclusive set now on sale for $$$ August 21st - Return to the Nightmare Realm MindBreaker class no longer exclusive + weekend event
Aion North America August 18th - August Store Update Cash shop update - transformation items August 19th - Class Master Event Massive 24hour buff based on day/class and new event currency August 19th - Patch Notes: Shadows Over Balaurea Update Class balancing and other minor changes Aion Europe August 19th - UPDATE 7.6: NOW LIVE! 2 new ultimate transformations August 21st - WHEEL OF DESTINY Lootbox has returned August 21st - WEEKEND SPECIALS Minionite random box available
August 19th - The Offseason Crystal Tournament Starts Saturday First-ever offseason crystal tournament August 19th - Rise of Avalon Patch 1 - Ver. 1.17.404 / REV 172780 - 19 August 2020 Corrupted/hellgate changes + bug fixes August 21st - Guild Spotlight: Fire With Fire Interview with a guild
August 19th - Pearl Shop Update: A Camp and a Keeper Cash shop update August 19th - Summer Gets Twice as Sweet! Summer event extension August 19th - Patch Notes - 19th August 2020 Class balancing and other minor changes August 19th - Mysteries of Summer: A Tale of a Fallen Kingdom II Mysterious summer event August 21st - Mysteries of Summer: A Tale of a Fallen Kingdom II Guide Guide to the mysterious summer event August 21st - Stay Healthy with the Black Spirit! Free stuff because corona...
August 17th - Hongsil’s Treasure Draw (August 2020) Lootbox is back August 17th - Midsummer Events Extravaganza Preview End of summer events August 17th - Summer Chill Event Preview Summer event to get swimsuits August 18th - Midnight Reborn is Now Live! Content update August 20th - Dawning Star Costume Crate Now Available! Lootbox for costumes and pets
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August 17th - Leve Turn in Checkbox and Additional Housing Leve quest changes August 20th - Adventurer Celebration Sale Ending Soon! Cash shop sale August 20th - The Rising Returns! Anniversary event returns
August 19th - Cash Shop Update for August 19 Cash shop update August 19th- v.216 - Astral Blessings Update Preview Update preview and end of burning world August 21st - What's Your MapleStory? - EvanelleOnyx Interview with player
August 17th - Avernus Hunt Key Bundle! New key bundle available August 17th - Patch Notes: Version: NW.122.20200708b.16 The first part of the redeemed citadel is now available August 19th - 2x Storm King's Thunder Currency! Get 2x storm king’s currency till the 27th August 19th - 2x Glory! 2x PvP points August 20th - 20% off Companions! Cash shop sale August 20th - VIP Only - 50% off Improved Bag of Holding! Rank 3 VIP members 50% discount
August 17th - Harvest Fan Art Competition Runners-Up Runner up submissions for art contest August 18th - Patch 3.11.1f Deployment and Full Patch Notes Patch notes August 19th - Harvest Statistics: Unique Items, Maps and the Most Deadly Areas Statistics..idk I don’t play PoE August 20th - Path of Exile Is Coming to macOS in September! PoE coming to macOS August 21st - Racing Gauntlet Community Event This Weekend - Huge Sale on Footprints, Portals and Character Effects Community event + cash shop sale
August 17th - CAMPAIGN: COMPLETE CLIENT ORDERS! (8/19) Party with others and get rewards August 17th - CELEBRATING 1,000,000 ARKS! Event August 18th - URGENT QUESTS & CONCERTS: AUGUST 2020 - PART 2 More Events and in game concert August 18th - NEW URGENT QUEST: DIGNITY OF STEEL UNLEASHED New urgent quests August 18th - NEW URGENT QUEST: THE LUNAR PHANTASM MATRIARCH New urgent quests August 18th - CAMPAIGN: QUEST TRIGGER DISTRIBUTION (8/19) Quest trigger handout + sale August 18th - FUN SCRATCH TICKET: AUGUST 2020 - PART 2 New lootbox rotation August 18th - AC SCRATCH TICKET: EARTH DEFENDERS (8/19) New lootbox August 19th - NEW CONCERT: ARKS DANCE FESTIVAL! New concert schedule August 20th - CASINO BOOSTS (8/23) Better chances to win at the casino August 21st - ACCOUNT MEASURES TAKEN FOR DISHONEST ACTS RMT and harassment bans August 21st - PSO2 DAY: PREMIUM USER APPRECIATION DAY User appreciation event
August 17th - Cross Faction Support Carrier Bundle New carriers on the C-Store August 19th - PC Patch Notes for 8/20/20 Minor bug fixes August 20th - 20% Ship Sale! Cash shop sale August 21st - Carrier Bundle Wallpaper! Downloadable wallpaper
August 17th - This Week in Star Citizen Weekly recap August 18th - August 2950 Subscriber Promotions Subscriber stuff August 19th - KAIZEN: Interview with Imperator Candidate Mira Ngo Lore dump August 19th - Star Citizen & Squadron 42 Roadmap Update Updates to the development roadmap August 19th - Foundational Moments in Human History Lore dump August 21st - TRANSMISSION Insights into the FPS weapons and systems August 21st - Environment Art AMA Recap Recap of AMA
August 18th - Weekly Bonus Event: Arena Skirmishes PvP arena event August 19th - Follow the Tides of Music From Battle for Azeroth Listen to the BFA OST August 19th - Shadowlands Preview: A New Look for the WoW Companion App Preview of changes to the companion app August 19th - Arena World Championship Circuit Viewer's Guide Watch the pvp world championship starting aug 22nd August 20th - Engineer’s Workshop: Recreating the Ahn’Qiraj War Effort Development insights August 22nd - Engineer’s Workshop: Enabling Ray-Traced Shadows in Shadowlands Development insights August 22nd - Cataclysm: Mounts, Pets, and More How to get stuff from Cataclysm August 22nd - Hotfixes: August 21, 2020 Bug fixes
Some ideas for the game. Warning: VERY LONG LIST. If you even bother reading all of them tell me your thoughts.
-Allow all vehicles to have engine upgrades. -Make it so you don't have to do a glitch to change the Nighthawk's trail color. -There should be a vehicle condition meter that shows you your vehicle's HP in an aircraft and shows you the condition of your tires if you're in a land vehicle -Allow us to disable a plane's engine in midair again -Update the Rhino so it looks like an Abrams Main Battle Tank or something and not a Stryker APC. -The occupants of the Rhino should be completely immune to melee attacks and gunfire, and should take 75% reduced splash damage if the vehicle is hit in the front, 50% if it's hit in the side or on the roof/ceiling, and only 25% if it's hit in the back. -Make a hangar at the airport that gets used for customizing planes. I do not want to use the helipad, nor do I want the mobile garage gamepass, and going out to the boat customization place just to be able to land properly is kind of ridiculous. -The missile lock-on speed of the Warhawk and Nighthawk should be the same as that of the Hyper Glider, but especially the Warhawk's speed because it doesn't feel very good for ground attacks. -Allow us to turn off lock-on entirely on vehicles with missiles so we can just free aim a shot at a target. -Not vehicle related but put back the ability to place waypoints on the map. I'm guessing they were accidentally removed because of a glitch. -The location where you get locked on to should change to be relative to the vehicle if you're in a vehicle, not relative to the player. -Aircraft should play a warning sound when you get locked on to and fired at by homing missiles. -Fix aircraft hitboxes so hitting them with missiles actually disables them. -Add chaff and flare countermeasures. Flares unlock missiles that are fired at you and have a 15 second cooldown, while chaff stops you from being locked on to for 10 seconds and has a 20 second cooldown. -Add a MiG-15. It would essentially be a Falcon but with missiles instead of bombs. They will be like Warhawk missiles, but only dealing 40 damage. Cost would be $1.25 million. Performance would be exactly the same as the Falcon. -The Nighthawk's stealth mode should have a 30 second cooldown instead of the 15 seconds it has now. -Turning speed in an aircraft shouldn't be based on FPS but rather on the type of vehicle it is. The Warhawk should have the fastest turns since it's, you know, a fighter jet. I'm tired of losing turning dogfights just because the other guy has better FPS than me and I know I'm not the only one. -Add the ability to airbrake in a plane. -The Plane's price should be back to 50k like how it was in Season 1. -Make the Sniper Rifle deal 50 damage. 40 damage is just way too low. -You should be able to play audio in the Nightclub from the DJ Booth. Doors to the Nightclub should be open 24/7 but the robbery itself will still have its cooldown time. -Fix the crashes that happen on some races. -Make the RPG take 15 seconds to reload and maybe occupy the same slot as a grenade or secondary weapon instead of a primary weapon. It shouldn't fire as fast as it does. -Change Frostbite so he can't do the jumping thing anymore and has to use normal flight like how he originally was. -The Jetpack should have an ability that lets its user jump extremely high but consumes 1/3rd of its fuel and has a 15 second cooldown. This jump would be high enough to reach the roof of an average building. It would still retain its flight ability. -Hot Rod should be able to control the speed he runs at. -Remove stamina from hero powers like Voltron and Vanta and Raven, which have a limited sprinting time at the time I'm writing this. -Make the bunker near the airport actually used for something. -Nerf the amount of damage Titan does to be 15 or 20. -Inferno's power should deal fire damage, which does 5 DPS and lasts for 4 seconds. -Buff the range of Phantom's power. -Bring back the Lazerblade. -The Lazerblade's color should be able to be chosen by customizing it at the gun store. -Add weekly discounts on vehicles and customization options, and make certain activities pay double the amount of cash and XP. 1 vehicle goes on discount each week and 5 customization items go on discount. 2 activities pay double. Not only would this be simple to do, but it could keep players interested in playing. -Remove the minigame cooldown. -Add a furniture inventory for the apartment so you can store furniture you don't want to place in your apartment, but that you also don't want to sell. -Open the Mall. Inside the mall there will be various stores where you can buy stuff like furniture for your apartment, larger duffel bags for you to be able to carry more cash in heists, in-game avatar customizations, another gun store that allows you to purchase weapon upgrades (like increased damage, fire rate, clip size, and accuracy,) emotes, gamepasses, and the weekly discounted vehicle. The mall will have some permanent changes for the vehicle. Inside there will be a podium with the vehicle rotating on it and you can go up to it and buy it. For helicopters, however, there will be a helipad on the roof. For planes, there will be a dirt runway behind the mall, very similar to the OG airport. For boats, there will be a small dock on the beach where you can buy the discounted boat and it will have the mall's logo on it. In addition to buying stuff from the mall there will be a heist. In this heist you have to go to the back and open the safe. Inside there will be piles of cash you can steal. It will pay you $10k, or 20k if you are a VIP. -Make it so you can play on the slot machines and other games in the Casino, and win large amounts of cash from them. You can also rob all the slot machines for $500 each, but you can't rob a machine that's in use. Additionally, the Casino stays open 24/7 and the metal fencing part is moved to be in the hallway that goes to the vault. You still have to hack it open from the front desk, though. The heist cooldown stays just like with the Nightclub, but people can still go in and gamble whenever they want. -The Thunderbird shouldn't be affected by popped tires in hover mode. -The Snow Mobile, Rocket Sled, and Light Bike should all be immune to police spikes. -Allow us to upgrade an aircraft's armor to make it more resistant to gunfire. -Allow us to upgrade a vehicle's tires to make them more resistant to gunfire. -The Sniper Rifle and AWP should one-shot car tires to make up for their low fire rate, unless those tires are completely bullet proof. It also makes sense because... well.... they're heavy weapons with high firepower. In real life if you shot a car tire with a sniper it would pop the tire in a single shot and probably damage the wheel as well, depending where the bullet hits. -The Sniper Rifle and AWP should be able to hit headshots to deal 25 extra damage. -All other weapons that don't currently have extra damage for headshots should do 50% increased damage on a headshot, with the exception of explosives. -Grenades should be nerfed to deal 49 damage. Why do they deal as much damage as a tank shell?? -Add a tank destroyer that ignores any explosive protection on other vehicles, and deals 90 damage in a shot with increased splash radius, but has no turret. Just a mounted gun aimed forwards and able to move limitedly up and down and side to side. -The Rhino's cannon should be able to zoom in like a sniper rifle to hit long range targets. -Make it so that players with flying powers actually take damage every time you get a direct hit on them with the Rhino's cannon. -Fix blank hitmarkers. -Add a helmet you can wear that protects you from 10% of damage taken and allows you to toggle thermal vision on and off. Thermal vision turns most of your screen dark but allows you to see other players through walls for a limited distance and even see them if they are invisible. Players would have a bright orange silhouette. The only thing immune to thermal vision would be Frostbite because, well, he's cold, and thermal vision uses heat to see things. Once you buy this helmet you keep it forever and can put it on/take it off whenever you want. It costs $100k. -Allow us to remove Body Armor without resetting character. -Allow us to reset our avatar's entire appearance without resetting. This includes removing prison, cop and superpower clothes, removing the weird thing Titan does to your head, and resetting your avatar's skin color (like when you get burned in the Pyramid and your skin becomes charred black or when you use Phantom's power and you become completely green.) -Add a gas mask that makes you not take damage while in a cloud of Tear Gas for a limited time. Each mask lasts for 1 minute and costs 5k. It shows a time meter on your screen while you are wearing it. -Add a weaponized boat of some kind. -Add a submarine. -Add a casubmarine hybrid with missiles. -Make the underwater area actually interesting or at least just let players go underwater. -Improve loading times if possible. -Make it so that structures like the Pyramid and certain details on the city buildings actually render in when the player is far away, so long as their device can handle it. -Make the Vehicle Radio a standard feature on all vehicles and give anybody who bought the gamepass $500k after taking the gamepass offsale. -Add a badge called "Piracy. It's a crime." for completing every heist and mini-heist in the city.
Howdy there partners, and welcome to the Wasteland’s finest rodeo! Down here in Texas and good old Oklahoma, things work differently from the rest of the Wasteland. Oh yes, you see here we’re a fine folk, a refined folk, the kind of people who greet you with smiles and a face-full of buckshot if you even think about whipping out your tire iron. Yes, life here is simple, rustic, and downright apocalyptic... The region in all its glory! That’s right Wastelanders, it’s time for another exciting dev diary! Today, we’re focusing on just some of the map changes and additions brought to you by the team. In the coming weeks and months, we’ll reveal more about the factions you see before you, more of our other map changes, and give you some tasty insight into the way things work past the Legion’s border.To begin with though, why don’t we delve deep into the twisted guts of the map itself, and pull back the veil on this beautiful view you’d love to call home. Aren't provinces beautiful? Every map expansion begins here, the province map. For this update, a big focus for me was returning to my roots when it came to province design. More small, organic provinces, built up into many states that a great number of nations can occupy. The new playable region brought forth in 3.0 feels as dense and lively as the West Coast, without having nearly as many provinces dotted along its shoreline. There’s a vast variety of terrain in 3.0, from jungle, to marsh, to plains, urban, and deserts. 3.0 feels and plays like a small microcosm of the larger map, an area rich with lore from a game many people don’t even know about.Before we talk about that, though, let’s take a look at the states. Dare you count all these states? If you took the arduous time to count all of that before reading, let’s see if you were right! That’s 96 new states. Oh yes my friends, that’s right, your faithful friend here didn’t stutter now, did I? We’ve got 96 new states for you to control, conquer, and explore in 3.0: and they’re full of interesting characters.Why don’t we get on to that, actually? In 3.0, we’re representing the lore of the often hated and forgotten Fallout: Brotherhood of Steel, as well as it’s cancelled sequel; Fallout: Brotherhood of Steel 2. Many of you may have never heard about these games, let alone played the first, so it’s time for a little history lesson. After the defeat of Unity, the super mutant army of the Master fractured into many pieces. Two leaders arose from the ashes, and they led large hordes of mutants out of California to greener pastures for plunder and glory. The important one is Attis, who led his new troops to Texas, in an attempt to uncover the secrets of FEV. A brotherhood detachment had already left to face off against the first mutant general, and with Attis’ departure, another group inside the Western Brotherhood wanted to chase them down. The Council of Elders said no, fearing another disaster like that which had happened to the first group, but ultimately a splinter faction formed. It was led by none other than High Elder Rhombus, and he led a group of scribes and paladins to chase down the largest super mutant army in the West, forming what would later be known as the “Texas Expedition.”Settling into the heartland of Texas, this new offshoot developed themselves, recruiting from the local population. They ran them through a training course utilising hologram technology, turning them into initiates. One of these initiates became the protagonist of Fallout: Brotherhood of Steel, and went on a large journey, tracking Attis all the way to his target destination: the Secret Vault. The Secret Vault was the holy grail for Attis, a place where the secrets of FEV were laid bare, and the secret headquarters of Vault-Tec. Built under the nose of the US, it was the control centre of all Vault-Tec infrastructure, designed to facilitate what Vault-Tec promised thousands of Americans: a safe life underground. The Vault was equipped with state of the art facilities to conduct unethical experiments, and was staffed by unique robots unlike anything the player had ever seen before, or since. Attis would eventually turn himself into a true abomination, an amalgamation of flesh and FEV, taking after the Master’s image in a final face-off against the protagonist. Thus ended Fallout: Brotherhood of Steel 1. We must now go more than a hundred years into the future, a mere decade before OWB starts. The Brotherhood have consolidated their power, but outside threats are pressuring their organisation. Attis Army has split into two halves, led by two mutants respectively. Shale, a die-hard mutant supremacist who wants to reform the Army, and Keats; a super mutant who wishes to create a place in which super mutants and humans live and work together in harmony, free from oppression. But underneath the surface, a great plot is brewing. Reese, a former member of the Cyphers, a group who despise technology in all its forms, has acquired a broken GECK. This GECK has the ability to mutate anything it touches, twisting the world around it into a mockery of life itself. It is the Corrupted GECK, and Reese has big plans for it. He seeks to destroy the Texan Brotherhood, and plunge the region into chaos. The protagonist of the cancelled Fallout: Brotherhood of Steel 2 went across Texas, on the hunt for many things, but eventually Reese himself. They entered Lone Star, where they found evidence of his tampering, and scouts of the Legion. They travelled throughout Brotherhood territory, watching as the group was set upon by numerous raider gangs, all coordinated and persuaded by Reese. They visited Austin, where the tensions between the two super mutant factions was growing. Originally, Keats would always die. You could choose between Shale or Keats, but ultimately, he was always assassinated during a speech. But we decided that was boring. Scarlet (our protagonist of choice) saved Keat’s life, becoming bros for life in the process, and Shale was exiled from Austin alongside his goons. They then travelled, finally, to The Corpse. Within the ruins of a sunken Corpus Christi, Reese’s lair waited in the harbour, and there a final battle ensued. Everything up until now, barring Keat’s survival, is canon. Now, let’s jump into the juicy OWB fanon. Ultimately winning the fight, Scarlet took his GECK and hauled it across Texas, travelling a great distance to a remote location, far from large and established communities. She put the GECK down in what was to be its final resting place, and became its guardian and protector. Over the decade, its influence spread, creating a beautiful but deadly blood red canopy of mutant fauna, a place the natives of Texas refer to as Eden. Any and all who enter the twisted jungle without permission wind up dead, victim to the protagonist’s legendary assassination skills. So, there’s your juicy jet high of lore. Now, how about we get onto the region as a whole in OWB’s 2275? Many nations in Texas and Oklahoma, such as Carbon, Los, Shale's Army, Unity of Austin, Lonestar, the Texan Brotherhood, and others are all based in Fallout lore. Since we’re here, let’s go over them all in some more detail. Pecos: a collection of settler communities from Mexico, who primarily trade with the RRG and Las Granjas. Having struggled to maintain their independence over the last few decades, recent events have continued to destabilise their peaceful towns. Los: The Church of the Lost has recovered since the fall of the Secret Vault and the death of their old leader Blake. These survivors from Necropolis hope to live out the remainder of their days seeking nirvana within the hallowed streets of Los. Carthage: a civilised raider nation built over the ruins of Carthage, a town built atop a gigantic and largely untapped natural gas reserve. They use flame to do everything, from powering their cities to cooking their enemies alive. Carbon: The town of Carbon has been destroyed and rebuilt many times. Recently the town is on an upswing - yet there are some that worry that the raiders that once destroyed their small town may come back again. The Pursuant: a vicious hunting lodge of civilised raiders who hunt the greatest monsters the wasteland has to offer, from terrifying, legendary Deathclaws, Horrifying Mirelurk Queens, and the most exclusive game of all: man. Traders must constantly be aware, as they are always on the hunt. Unity of Austin: led by Keats, the ever charismatic super mutant politician and every man, the Unity of Austin is a staunch ally of the Brotherhood, seeking to create a Wasteland in which mutants and humans live side by side through mutual cooperation. Houston Rockets: the remnants of NASA and Houston’s entertainment industry made a deal. One side made money off of sports, and the other side used the profits to launch rockets into orbit. The Patrolmen: a group of “protectors” who patrol the I-10 religiously, fighting off raiders and outside threats, while exploiting the communities who exist under their thumb. Bayou Motors: a trader nation that specialises in, produces, and sells boats and shipping equipment to most of the Gulf. Gatormaws: a group of violent tribal communities who’ve made the Bayou their home, and make use of their extensive expertise to raid traders who sail along the Red River. Desperados: a ghoul cartel who split off the Sinaloa after a brutal coup, they’ve taken up shop in Shreveport, demanding “protection fees” from passing traders, lest they die to “local raiders.” Assassin City Rollergirls: a raider gang steeped in roller derby culture, they skate around the urban sprawl in atomic skates, cleaving heads and splitting Brotherhood power armour like tin cans. Tubeheads: a cult of raiders and engineers led by the charismatic Mr. Entertainment, the Wasteland’s only late-night variety show host. Cooking segments, raider gladiatorial combat, special guest interviews, all from the pleasure of your own home: courtesy of the Tubehead’s mandatory TV and satellite installation package. The Last Lodge: a nation of peaceful settlers, draped in masonic imagery, with an outward focus and an emphasis on community. Scrappers Compact: an alliance of territorial but loyal junkyard settlers, who make a living out of scavenging and selling valuable scrap to the outside world. Shale’s Army: a warband of first generation super mutants exclusively, led by Shale, one of Attis’s fiercest commanders. Their hatred for all non super mutants is readily apparent, and they make a living out of claiming the lives of their neighbours, ultimately aiming to rebuild Unity from the ground up. The Chained Choir: a nation of former inmates; ghouls who were subjected to testing by the US army, for research into the potential psionic implementations of FEV. The Last Patrol: a regiment of national guard who were directly exposed to a nuclear blast, and now patrol the region around their compound, fiercely protecting the rights and liberties of the communities under their charge. The Texan Arms Association: a coalition of arms barons and factories in the northern Rio Grande who never fully assimilated. Motivated by dreams of liberty and greed, they sell weapons to anyone, and have continued to destabilise the RRG’s politics since its inception. 3.0 will see the TAA exist on game start, and their association’s bid for independence may be welcomed by some of its neighbours who see it little more than prey. Painted Rock: a group of noble tribal warriors, unwavering combatants who test their young among jagged rocks, and prove their worth against the Wasteland’s toughest foes. Cypher Warband: a clan of luddites who hold a deep hatred for the old world, and in particular, the Brotherhood of Steel’s core doctrines. They’ve been fierce opponents for decades, but during the events of the cancelled Brotherhood of Steel 2, they disowned their most extreme member—Reese—who left in an attempt to destroy their archenemy once and for all. Lubbock: a settler community of ghouls and humans, attempting to work together despite their differences. Supported by the Lubbock Expedition, a military effort by Lone Star to secure the highways across Lubbock’s territory, securing their border and reaping the economic benefits of the partnership. The Ironmongers: a group of mutants who’ve taken over former TAA factories, regularly plundering their gunsmith neighbours. Unlike many other mutants, they construct massive vehicles of brutal machinery, backed up by giant guns and the strength of iron. They’re feared by many, and their iconic “Battlewagons” bring terror and destruction in their wake. Eden: lead by Scarlet, a protagonist from the protagonist of the cancelled game "Fallout: Brotherhood of Steel 2", who dragged Reese’s GECK from The Corpse to a remote location, to contain the spread of its taint from the outside world, and all who would covet its ruinous strength. Lone Star: the largest trade hub in Texas, all traders pass along its roads and through the gates of its capital city. Its emphasis on sustainable partnerships, justice, and profit have made it a veritable Wasteland boomtown. Texan Brotherhood: a brotherhood outfit who’s roots stemmed from a desire to crush Attis once and for all, in 2275 the Brotherhood look entirely different to their counterparts out west. Civilised, peaceful, just: they seek moral victories over material, a direction some among their ranks find fault with. The First People: the combined nations of the Choctaw, Cherokee, and Chickasaw-Muscogee Coalition have banded together in an alliance, protecting one-another from outside threats and developing their communities in a Wasteland sorely lacking hope. Many of them emerged from vaults, and they rebuilt the casinos, infrastructure, and social venues that made their little corner of Oklahoma the darling it was. In 2275, beyond New Vegas, the Big Spend is the premiere destination for tourists, traders, and soldiers looking to experience the best service in the Wasteland. Live music, tasty food, refreshing drinks, and refurbished hotels continue to entice visitors year after year. In the words of everyone’s favourite doctor, “Well, that’s all she wrote.” Our dev diary has wrapped up, and boy, what a diary it was! What did you think? Are you excited for what you’ve seen of 3.0? Got any thoughts, comments, or suggestions to share? Let us know in the comments below, or on our Discord! Mapping is a labour of love, and I love doing it. Take care during this difficult time for all of us, and stay safe and healthy!
I am sure I am not the first person to discuss this, but for me this is a new topic as this is my first time replaying Fallout 4 in many years and with all of the expansions. Vault 88, for example, is totally new to me. I think I may have replayed this once a couple of years ago after this came out, but I missed it entirely. I have just finished the questline with Overseer Retardstow (whose corpse I dumped in one of the corpse filled tunnels before she could go out into the world and spread her evil). Just FYI: I completed everything humanely except for her gambling experiment where I chose "Customer Profiling" because I disagree that a gambling system where you win a lot and get addicted to gambling is "humane". Actually, gambling is bad for you and the REAL humane choice is the one which the odds are not changed. The gimmick of profiling is bad because that kind of authoritarianism is bad, but I just plan on having no casinos in my vault at the end of the day. Healthy medical bots, safe gym bikes, and energizing healthy drinks on the other hand will all make appearances in my vault. I have cleared out the other tunnels, but frankly the main room is more than massive enough to make a great settlement assuming that this settlement is limited the same way other settlements are (maximum population 20-30 based on player Charisma bonus added to the base 10 maximum). I am just going to gate the entrances to those areas and leave them locked up with "construction" in progress posters. Good enough for government work. So, I am looking for help, input, tips, and whatever else related you may think of to making a great Vault 88! Oh, and before I forget, in normal settlements I use the following commands to increase building size.
getav 348 - Gets the current number of triangles used by player. getav 34A - Gets the current number of draw calls used by player. setav 349 - Set the maximum triangle budget for the settlement. setav 34B - Set the maximum draw budget for the settlement.
However, when I tried to use the getav commands on the workshop for the vault the results were zero which left me very confused. I have already read about players reading their maximum building allowance in Vault 88 so I am confident I will eventually have to deal with this issue just like any other settlement, but I guess it works another way? If anyone knows how it works and how I can deal with this issue please let me know! Anyway, the main area that I am building in has plenty of space. I kind of wanted to draft a blueprint using a program with grids. Does anyone have any recommendations? Otherwise I may end up getting out some actual pencil and paper... and buying one of geometry grid copybooks or something lol. But without actually counting the floorspace for now (I made the other walls only so far), the base area is fairly large and the high ceiling of the cavern leaves enough room for up to 5 floors. Each upper floor has a bit less space, but I am not concerned by that as I don't think I need more than 2 floors but we will see. The resource concerns are food, water, power, beds, and happiness. Oh, and defense. Let me know if I missed anything! Then I want to make a few logical additions like recreational spaces, work spaces, storage, lavatories, etc. Everything that makes it feel real but which the game won't require me to make. Food: this one will be the most unique because in every other "normal" settlement I have created a farm. Here I will have to create some kind of hydroponics like we see in other vaults such as the rare function Vault 81? The problem with that is the hydroponics we see there is ridiculously small even for the tiny population. I think I want to generate a little bit of surplus food so at least 35-45 food for my expected 20-30 population. Therefore a large hydroponics will be critical. Water: not worried about water at all. The super advanced water processing machine (AROM or whatever, I forget its name) kicks so much ass. Power: Vault 88's vault reactor kicks my old nuclear reactor's ass! Not worried about this one either as a result. Just need to create a reactor room. There is already a default reactor with 150 power, but I think I will create another one for safety and redundancy. Beds: I am thinking I will make dormitories similar in design to Vault 81. Essentially studio apartments designed for family units. A luxury considering the state of things in the Commonwealth Wasteland! I am sure there are users out there who have spends 10s of hours making way more massive and elaborate vaults than I am endeavoring to create, but while my goals are modest I would like my vault to be better than... well, this. Just temporarily gave the 4 initial settlers some basic necessities. Just realised it's actually 3 since I killed that ridiculous ghoul. Aaaaaaaaanyway, moving on. Also, I couldn't do anything with the blackboard blueprint thingy other than scrap it. I actually wanted to store it and put it in my Overseer's office later... but the game didn't give me that option and I haven't found anywhere I can build it. Anyone know the item id or something? How can I build it or spawn it or whatever? It seems like the super cool sort of thing one could use to decorate the Overseer office.
Hi. I'm back. I originally didn't think I would be able to host this contest at all! I've been busy this summer and I was prepared to go back to college in the middle of August. Unfortunately, due to Mrs. Cabróna V. Irus, I won't actually be moving back in until August 27... which left me with plenty of free time to take back the reins and drive this contest home. The one and only WhimsicalCalamari will continue to control of all of the back end stuff: writing up the Google Forms and keeping track of the championship points and all that. He's going above and beyond on that stuff and is using more attention to detail than I ever did for this contest. While WhimsicalCalamari makes the show run smoothly on the back end, I'll be handling the front end of the contest for the final 7 rounds. Just like the olden days, I'll be posting all the threads, writing up "round reports," yelling at people who break the rules, and unfunnily describing the bizarre locations I've chosen for this year's contest. Now that all the housekeeping is out of the way... let's get into the results from the last round!
Results from Round 3 in Daejeon
Round 3 brought the Street Circuit Contest to South Korea for the second time. This time, the designers were tasked with crafting a street circuit in Daejeon: South Korea's fifth largest city. This round was actually supposed to be in Daegu rather than Daejeon, but just like Ollie Kendal, I confused my Korean city names before I sent in the city list. Anyway... the results! We've got a third new winner in three rounds and for the first time, one designer has swept all three categories! RobertGine's Ocheon-Dong Street Circuit won both the Most Realistic and Best Presentation categories and tied for the win in Best Layout. This all added up to a MOOSIVE 51-point haul: the largest of the season. In second is LunaticFTW, who bagged 24 points with their Yurim Park circuit and scored their first podium of the season. Finishing off the podium is solkattu, who CRUELLY ROBBED RobertGine of a completely clean sweep by tying the Best Layout category. solkattu's haul of 23 points for the Formula 1 Samsung Korean GP has earned them their second podium in a row. Rounding out the top 5 are MMuster07's Hakha-Dong Highway Circuit with 21 points, and two-time Street Circuit Contest champion lui5mb's Yongun-dong Circuit with 19 points. In the championship, things are getting very very spicy. Maybe even spicier than the tteokbokki from a Daejeon street market... RobertGine's 51-point haul from Daejeon has vaulted the designer from 4th to 1st in the space of one round. 94 points is a lot, but the rest of the contenders are in hot pursuit. lui5mb knows what it takes to win a Street Circuit Contest championship, and a solid 5th place in Daejeon has kept those championship hopes alive. RobertGine may have overtaken lui5mb in the championship, but a margin of only 7 points is definitely surmountable. Rounding out the top 3 in the championship is the winner of the first round, cake-pie. cake-pie was in the lead of the championship after Belfast, but a subpar Daejeon round (tied for 7th) has dropped them to 3rd... only 1 point behind lui5mb, though. The full results and standings will be available on the Wiki shortly: Full results from round 3 in Daejeon Championship standings after round 3 in Daejeon
The rules are exactly the same as they were in the first 3 rounds when WhimsicalCalamari was running it. For those who didn't catch Round 1, or who just want a reminder of your limitations in the SCC, here's the contest-wide rules: Track rules
The track must be a circuit of some kind, for a motorsport of some kind.
The majority of the circuit has to be built from existing roads. Purpose-built sections may be built in parking lots/parks/etc, but the track must be mostly a street circuit.
Stay within the city/territorial limits of the location assigned.
Realism isn't a concern on my end. Want to take over an airport runway, tear through residential zoning, or drop a pit lane into the middle of a major freeway? Do it. However, realism is also a factor of your score (so don't get too reckless!).
Tracks cannot be built over existing buildings.
Your entry must be a design that you haven't submitted before. No taking work that you posted at some other point and saying it's your entry, this has to be something new.
Your entry must be posted as a comment in the Contest post. (If you want to refine your track after the fact and post it to the subreddit, that's fair game - just wait for the round in question to end before you do.)
You must include an image of your track. Links to Google Earth or similar tools will not be counted.
Unlike recent competitions, the fast turnaround time means that there is no grace period. If your track isn't in by the time voting starts, it's out. (But please submit it to the sub anyway because it's always nice for work to be seen!)
The Round 4 Reveal
We've gone from the United States to Northern Ireland to South Korea over the course of the contest so far and we're about to do even more traveling... even though the traveling is back to the United States. Round 4 of the 10K Street Circuit Contest takes us to yet another shining metropolis: Meridian, Mississippi. The state of Mississippi is ranked 50th in health care, 46th in education, 48th in economy, 45th in infrastructure, 44th in opportunity, and 44th in fiscal stability. I got an email from Mississippi Governor Tate Reeves that reads as follows:
Dear users of /RaceTrackDesigns and street circuit enthusiasts, During my time as Governor of the great state of Mississippi, my staff and I have tried very hard to drive tourism into some of our great cities, but for some reason, all of our efforts have been futile. The casinos of Biloxi have not been attracting the elderly Atlantic City crowd, nobody knows how to spell Southaven, and the Stenhouses got really mad when we sent Ricky's fans to their family home in Olive Branch. We have tried basically nothing and we're all out of ideas. Nothing would make us happier than a bunch of amateur pseudo-artists designing us an FIA-grade street circuit for free in one of our great cities. With regards, Governor Tate "The Power of Prayer Will Solve the COVID-19 Pandemic" Reeves
Now Governor Reeves didn't actually give us a specific city to design a street circuit in, so if I was being nice I could give you the entire state of Mississippi as a blank canvas... but NAH. You'll get some wide open rounds later in the season, but for now, you are quarantined in the completely insignificant city of Meridian. As usual, you have the entire city to work with. The rules regarding city limits are being relaxed a little for this round, though. As long as a part of your track is within the city limits, it will be allowed. You're designing a street circuit in Meridian, Mississippi. You have until 11:59 PM EST on Thursday. ALLEZ DESÍGN!
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