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Fallout tactics world map
Fallout tactics world map










fallout tactics world map

The inclusion of a super vault that acts as a hub where there's no evidence of such a huge concept in the first two games. No care with the setting: Blatant errors, including gas powered vehicles and working oil refineries.Use of skills could have made the game much more tactical instead of just RUN N' GUN. Melee really only worked well with Sneak, but since Sneak sucked ass - write it off. Science was only used once that I remember, and it really didn't make the mission that much easier. If there was a locked door in the game for the mission, you HAD to find that key. Sneak didn't work well at all, and Lockpick didn't serve any purpose other than finding a few extra treats. Useless skills: Other than the gun skills and the doctor skills, the skills were pretty useless.This isn't even a CRPG thing, as Jagged Alliance 2 had a VERY useful world map. You can't even do missed side quests in them once you've completed a mission and left. Even then, there's no purpose in going back and visiting those old locations because nothing ever changes in them once you leave. You can't find new locations on your own, you have to be TOLD about them before they appear. Pointless Worldmap: The world map in the game is pointless for a number of reasons.

fallout tactics world map

Okay, let's see if I can remember it all:












Fallout tactics world map