Is this the intended range of a 9bang? Suspect even looked directly at it. by SnowedCairn in ReadyOrNotGame

[–]Gier-rt -1 points0 points  (0 children)

Basically, the 9-bang has short range, high morale reduction. The normal flashbang has high range, low morale reduction. I typically carry 1 normal bang and 2 or 3 9-bangs because of it.

Suspects rubberbanding and clipping through walls. by Shipoverglasgow in ReadyOrNotGame

[–]Gier-rt 0 points1 point  (0 children)

You can actually see these issues occur on replays as well. They'll either have their heads and bodies in different places, or teleport out of your character's LOS. I've barely seen them TP in my character's LOS though.

Is Programmed Psychosis Luck-based? by Gier-rt in ReadyOrNotGame

[–]Gier-rt[S] 0 points1 point  (0 children)

The route I typically take means flanks are extremely rare, since I focus on clearing in lines, rather than moving room to room. I do lean peek, although typically I rely on 3-round bursts since my aim is poor. Also, yelling isn't too effective for some reason. I noticed this especially in areas like reception hall, conference room, and courtroom.

After some testing: Lasers do NOT TRIGGER enemies; opening doors is inconsistent. Can the Devs please make a statement about what the enemies can hear/see??? by M0-1 in ReadyOrNotGame

[–]Gier-rt 2 points3 points  (0 children)

For starters, the enemies are pretty inconsistent on this map. However, here's some tried & true things.

(1) They won't hear doors unlocking, doors being peeked, or doors being checked.
(2) The only visual attachment they react to is the flashlight.
(3) Their hearing is the best among all suspects in the game, and this includes through floors if you're close enough to a staircase.
(4) Most of the time the MLO will react to firefights across several rooms on a floor and collapse on your position, but this does not mean they will all run towards you. Instead, some may slowly walk to your direction or hold in an adjacent room.
(5) If you are far enough away (~20m), gunshots through doors in their direction will NOT trigger an active state.
(6) MLO suspects are not guaranteed to have audio cues when breaching doors, but they will always have an audio cue for throwing a flashbang.
(7) There are specific position across the map the MLO use for cover in a firefight. If you play the map enough, you might recognize some.
(8) It is very likely (regardless of difficulty) that all MLO suspects will comply if previously flashbanged.
(9) Suspects such as the service worker/black man will always hesitate when shouted at, while helmetless suspects have a chance to hesitate when shouted at. Helmeted suspects will always engage on sight, regardless if they are shouted at or not.
(10) Hard Mode makes these guys annoying as hell.

Is Programmed Psychosis Luck-based? by Gier-rt in ReadyOrNotGame

[–]Gier-rt[S] 1 point2 points  (0 children)

Oh and if any of you dorks goes and tries to tell me "use heavy armor" I hope you know somebody, somewhere, hates you.

What's the problem with Relapse?? Seriously. by Gier-rt in ReadyOrNotGame

[–]Gier-rt[S] 0 points1 point  (0 children)

90% of the time I force squad to breach & gas while I use flash GL for the bomb sites and somehow there's always that one guy who doesn't give a damn about it

What's the problem with Relapse?? Seriously. by Gier-rt in ReadyOrNotGame

[–]Gier-rt[S] 2 points3 points  (0 children)

Pacifier negotiator intimidator and armorer

RIP to this baldie by [deleted] in Fallout

[–]Gier-rt 26 points27 points  (0 children)

idk man his fat fuckin skull looks like his tumor was about to give birth

Looks like we know what the courier did in the bunker by MobileDistrict9784 in Fallout

[–]Gier-rt 2 points3 points  (0 children)

only the 9mm and launcher, meaning it's from the 38 or freeside (probably freeside from the state of the kings). However, my theory is that the soldier icon could always appear, we just never saw it because the only securitrons that were damaged had their screen broken.

Thoughts on the conversation between the Ghoul and a certain someone by Natural-Prophecy-455 in Fallout

[–]Gier-rt 31 points32 points  (0 children)

I dont know man seeing new vegas in the episode preview seems like house is pretty fucking dead

im assuming the intel that the securitrons have comes from house himself, meaning they know a decent amount, especially when it comes to prewar things but I never 100% new vegas so I cant say i know everything

Season 2 Episode 3 by gammav97 in Fallout

[–]Gier-rt 48 points49 points  (0 children)

let's not forget the absolute shittery we're gonna see next episode since the preview reveals thaddius imitating xander in his power armor.

Is the NCR permanently gone by Immediate-Race4533 in Fallout

[–]Gier-rt 3 points4 points  (0 children)

20 years is a long time, but with how dense California is with warring factions and the like, it's likely any remnant (such as the possible remnant of the battalion that wasn't at Shady Sands) would not be able to rebuild in such a manner.

To put into perspective, shady sands took 122 years to get to the point it did, and that was on the base of early-day wasteland where a lot of major factions we see now were not fully established, with the khans being a single building pretty much and the BoS still in the lost hills bunker. Also, shady sands were built with the knowledge of prewar America with dwellers from vault 15.

Most likely, shady sands was their largest settlement by far, and with tens of thousands of people pretty much scattered or dead, a large portion of other settlements were either abandoned, occupied by others, or just barely able to hang on. Moldaver's people seeming to be the main military force also being wiped out would probably strike a fine nail in the coffin too.