((Copy + Pasted this from the other r/Fallout4))
Posted byVault Chaplain4 years ago
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Fallout: New Vegas added in new melee moves for weapons, and learn-able special attacks for the unarmed skill. However, it's plain to see that VATS still prefers guns over melee range attacks, even in that title.
What I really want to see is the ability to aim your melee attacks like with guns. On top of this, there should be target-zone set-ups, or particular combinations for special melee attacks in VATS. Even generic boxing pugilism setups, like jab, jab, cross, liver punch (left hook/uppercut), haymaker, would be an enormous improvement.
This may be a bit less. . . realistic, but ideally I'd be able to punt a dude's scrotum through his stomach, headbutt him, and then knee him in the face when he's on his knees/bent over. Obviously, something like this would only be do-able with enough AP in VATS to perform your desired series of strikes.
Fallout 4 Melee Overhaul 2
Furthermore, in every Fallout game, there was basically no reason to pick up BOTH the Melee Weapons and Unarmed skills, as you could only use one at a time.
I'd like to see the ability to combine those special Unarmed moves (kicks, punches, counter-punches, disarms, etc) while using VATS with a melee weapon (or even a gun) equipped, so as to potentially set up brutal melee finishes.
Nothing's more bad-ass than being the greatest martial artist of the wastes.
I mean, who doesn't want to drop a feral ghoul with a five piece combo coming from their bare hands? Or better yet, bashing their face in with the stock of your rifle, only to finish them off with a well placed soccer kick to the groin. Bonus points if a nut-kick critical causes their head to fly off their body.
The whole, Over-hand Right -> Over-hand Right -> (magical teleport,) Over-hand Right -> Rinse+Repeat, from FO3 just won't cut it in 2015+.
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I see people recommending the Horizon Overhaul mod at a moment’s notice when even a whisper of the word “immersive” or “overhaul” is mentioned, but honestly…I don’t understand the appeal?
Probably not the usual sort of post for this place, but I’m really just hoping that someone can explain the draw to it so that maybe I can look at it from a different angle and see the appeal.
I’m mostly talking about the combat, here – the perk and settlement overhauls seem standard and drawing enough, but the combat was almost worse than in the base game, from what I saw. In my first encounter with the raiders in Condord upon doing a brand new playthrough to test out the mod, it took me ten shots to the head with a 10mm pistol to down one of the raiders there while it only took me around two body shots to down one of the others – the armor differences were minimal at best.
Was there a mod incompatibility in the background that I was unaware of, or is that how the mod’s meant to function? If it’s the latter, I think I’ll be staying away from it from now on.
Even if that is the case, I’d like to hear other people’s opinions on Horizon as a whole so I might get an idea of what the “full experience” is like.
Answer
After spending a lot of time with Horizon, I’ve concluded that it isn’t close to being perfect package of game play changes. I don’t expect it ever will be. The author is fantastic guy who’s both talented and engaging, but he I think he seeks to micro manage how people experience every conceivable aspect of the game. His mod already add a lot of redundant features that other mods do better, such as item sorting, survival quick saving, fast travel stations, terminal speed, carry weight items, lock picking, and hacking salvage beacons, etc… These features are necessarily bad, but they’re a bit out of place and hurt compatibility with potentially preferable mods.
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All that aside, my experience with 1.4.1 has been very good, so good that I refuse to play Fallout 4 without it ever again. The mod does more right that wrong to the point that I don’t mind having it rule my load order, but I also don’t let it completely dictate my experience. I have over 15 personal patches I made that tweak Horizon to my liking. Not to mention I also use the Outkast and Scavenger modules from the installer, so I play a really different experience than the one the author tries to shove down your throat.
I can’t help but rant it’s main shortcoming.
Horizon seems to have this obsession with making crafting the only way to obtain anything interesting. It takes a lot of things that you would normally get rush from finding, like a weapon with a legendary effect, and makes them require some kind of workbench to obtain instead. For example, It’ll bring in something awesome, like an official weapons pack, but then purposefully exclude the pack from the leveled lists, forcing you to tediously (and boringly) craft them. Apparently this was a balancing decision, but if the solution to balancing problem is “craft it at a workbench”, then the game starts to become more about micro managing resources and navigating menus than exploration, rewards, and discovery. Personally, I don’t get excited when I’ve finally scrapped enough broken pistols to craft a desert eagle. I do get very excited when that gunner boss drops one by chance though.
On a related note, I am not looking not looking forward to the clothing, armor, and power armor balancing planned for 1.2. It seems like it’s just going to add a shit ton of scrapping and crafting chores. I particularly dislike the planned removal of SPECIAL buffs from almost all clothing (I pray armor isn’t buffs aren’t touched). Annoyingly, because the main reason given is that the stat buffs “make no sense”. In other words, the mod author dislikes that wearing a (Seriously, who cares…). They aren’t being totally removed from the game though… guess how you can still get them:
I also can’t stand the suggested way to sufficiently obtain a small stock of ammo. Which is of course, through tedious scrapping and crafting. I would really prefer just making it stupidly expensive. This both rewards the player for obtaining caps via questing/exploring while keeping ammo hard to get. I mean, I can get behind the whole ammo is super scarce thing. I actually really like that it forces you to tactically switch weapons and even drop down to melee. However, I do not tolerate the fact ammo has to be crafted to be reasonably acquired.
It’s stupid for two reasons. First of all, crafting ammo is not immersive, at all. IRL, there are very few people who actually have the skills (let alone the need) to craft their own ammunition. And you know would be immersive? A world where weapons dealers sell ammo in bulk because it makes them tons of money. Second of all, the lack of ammunition at vendors has a horrible side effect where it totally destroys the economy. In the comments section I’ve seen many players complain that they have 16K caps with nothing to spend them on.
Supposedly, the previous system of simply making ammo really really expensive was “broken” because some players were (god forbid) making a lot of caps by selling the ammo they’ve looted. The new system was to make ammo a lot cheaper (Yep, in horizon ammo is rare but not valuable. How unfortunate that the +1 Charisma buff on summer shorts is at the top of the list of things that “make no sense” to the author.). Now vendors will only sell “ammo packs” that give you ammo when you open them (like bobby pin boxes). The packs are still very expensive.
This would all fine by me, except the vendors don’t carry a diverse collection of ammo packs and usually only have 1 or 2 in stock. For example, Arturo seems to only spawn 10mm rounds and Shotgun shells. No rifle ammo. Ever. There’s also whopping 7 day waiting period for vendors to refresh their inventory and the measly 100 caps they have on them. (Did I mention the economy in Horizon is totally fucked?). So what’s the recommended way to obtain ammo? “Contracted work” (double speak for more crafting) and Ammo crafting.
Anyways, if you plan playing Horizon without heavily patching it, I can only hope targeting tiny pieces of junk and navigating menus are your favorite parts of the game.
Original Link – Continuation of discussion
My approach to modding Fallout 4 is laid-back: I want to make the game better, but I don’t want to fundamentally change it all that much.
I haven’t actually “finished” the game yet, by which I mean I haven’t seen the main narrative questline through to its conclusion. I lost interest in the story soon after finding The Institute, and these days I mostly just wander the wasteland shooting things, min/maxing my stats, and trying out new mods.
I’m keeping things fairly chill, especially at first. It’s par for the course for me and Bethesda games: I don’t usually install world-changing mods; I avoid “beautified” mods that add ENB injectors and more colorful textures to everything; I don’t use mods that dramatically overhaul NPC behavior or add new characters.
I’ve tried a lot of different mods over the last month or so, and I’ve settled on these five as my everyday, go-with-it mods. I made a video walking through each of the mods, which you can watch here:
These mods are all easy to find on the Fallout 4 nexus. Here they are, with a few thoughts on each.
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True Storms - Wasteland Edition by fadingsignal
We’ve written about this mod on its own, and I’ve had it installed since shortly after our initial article went up. True Storms makes storms and other weather in Fallout 4 more frequent and more intense, and completely overhauls how radiation storms look and function.
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It’s the most dramatic mod I have installed, and I’m a fan. I don’t love how Fallout 4 Attila the hun total war. looks in general, but it looks much better with more dramatic weather effects. That’s partly because the game’s blah-textures and visuals are obscured by the new effects, but also because Fallout 4’s most evocative visuals involve huge buildings looming out of fog and dust, beckoning you to explore.
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Improved Map With Visible Roads by mm137
This mod is almost humorously chill, which is what I like about it. It slightly updates the map with a more readable grid and more visible roads and pathways, which makes it easier to plot a course across the Commonwealth Wastes. These days I like playing Fallout 4 without having any notifications on my HUD, relying entirely on my pip-boy for navigation. This mod makes it easier to do that, because I can see which roads run where, which makes it easier for me to plot a course. It’s not a dramatic difference, but it’s still surprisingly useful.
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Lowered Weapons by lesma666
Here’s about as un-dramatic a mod as you can get: The entire purpose of this mod is to put your guns into a “ready” or “patrol” stance when you’re not actively aiming at something. At first it feels a little weird, probably because we’ve become so used to playing FPSes where our character walks around pointing their gun at everything all the time.
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Give it an hour, though, and it starts to feel much more natural. This mod provides an interesting, likely unintentional commentary on the popular criticism that Fallout 4is more shooter than role-playing game. Sure, you explore in this game, but you mostly just seek out new places to shoot things. The lowered weapons mod at least suggests a Fallout 4 where exploration is the default, and shooting comes second.
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Darker Nights by unforbidable
This mod does what the title says: it makes Fallout 4’s nights darker. These mods have always been popular for Bethesda games, but I actually haven’t always used them. I’ve really been liking this one, though, as I’ve pushed toward making Fallout 4 more immersive and difficult for myself. The mod makes it clear just how bright Fallout 4’s vanilla nights are, and pairs well with the weather mod to make a nighttime thunderstorm a dark, beautiful thing.
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Full Dialogue Interface by Cirosan and shadwar
Another one I’ve written about on its own, FDI changes Fallout 4’s often frustrating dialogue system to more accurately reflect the actual words your character is about to say. It dramatically changes the feeling of conversation, to the point that I wish I’d had it installed from the very start.
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Of course, FDI doesn’t change the fact that the majority of dialogue choices in Fallout 4 are false ones that lead to the same preordained outcome, but all the same it makes the game feel much more like an actual role-playing game. Feeling isn’t the same as being, but it’s still an improvement.
Those are the five mods that I’ve been using consistently for the last little while; I’ve yet to go deeper on popular recent mods like Armorsmith Extended or all those clothing mods Patricia recently wrote about. I probably will at some point, but for now, for me, low-impact Fallout 4 modding is the way to go.
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If you’re playing Fallout 4 on PC, which mods have you been using, and how do you like ‘em? Sound off below.
To contact the author of this post, write to [email protected].
Posted by
Old World Flag
2 years ago
Let's be honest, the melee combat feels pretty terrible. And that's a real shame because I'm having trouble enjoying my melee-focused bad guy build. The thing that infuriates me the most is enemies blocking a fucking machete with their bare hands after you disarm them with the Big Leagues perk. Isn't the point of disarming an enemy making them easier to kill? Cause it makes it much harder! They can block every single attack with their forearms and it just cancels all damage and makes you stagger. And any attack is cancelled if they throw you a punch before you strike. Not only is that ridiculous and frustrating, but while trying for hours to kill a regular, weak raider, their buddies can shoot you all they want. And if you choose to ignore the disarmed raider and keep them for later, well they can still fuck you by punching you while you try to melee their other buddies ( and hope you won't disarm them as well ).
So I'm craving for any mods that would prevent blocking melee weapons with bare hands, or would remove the 'Chance to disarm' part on the big leagues perk, or would make enemies block less or something.. Anything that would improve melee combat, really.
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