on May 17, 2011
Also: New credits. Yay.
I thought I was done with New Vegas. I really did. But I re-installed it this weekend and began yet another playthrough when I heard there was a vault that I’d completely missed.
One problem I’ve always had with these sandbox games is that I can’t take a break from them. If I take a week off, then when I come back I’m compelled to begin a new game instead of just piecing together what I was doing in the old one. As a result, I have many, many aborted play-throughs under my belt.
Yes, unarmed is still the most powerful weapon class (zuh?) in the game. With a strength of 8 and the bladed gauntlet (available in Primm) it’s impossible for me to hit a foe more than once without abusing a corpse. As a bonus, you don’t have to worry about ammo, which is a real boost to your income and your carry weight. With guns, you need your good gun, and its ammunition. Then you need a backup gun, and its ammunition. You might even carry a third. But if you’re a wasteland pugilist, you can walk away from every shopkeeper with minimal encumbrance. Also, I tend to use VATS with guns to save on ammo, but with fisticuffs I can just jump in and start swinging without bringing the game flow to a halt. It’s also less of a skill-point sponge in the early game. With unarmed, I’m one-shotting raiders with just 40 skill points. With guns, I usually need 60 skill points before I start to feel effective, and it’s not until the 70’s that you can one-shot mooks.
I tried playing as a gunslinger. Got myself the best sidearm I could find, spent a mess of skill points and perks, and wound up with a nice, reasonably competent gunfighter. As opposed to my unarmed game, where I can kill guys faster for half the skill points and without using any perks. I think it was an odd decision to give so much power to the melee skills in a game with such a heavy western theme.
Then again… Ballistic Fist!
DONK! DONK! DONK! DONK! DONK! DONK!