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Article #403953

Re: Fallout 2: General Q's

#403953
From: Invader Zim
Date: Fri, 04 May 2001 16:44
37 lines
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"Leejay Wu" <lw...@andrew.cmu.edu> wrote in message
news:guwf7m_00UjKEF5sAk@andrew.cmu.edu...
> Excerpts from netnews.comp.sys.ibm.pc.games.rpg: 4-May-101 Re: Fallout
> 2: General Q's by Jeff Bear...@bt.com
>
> [snip]
>
> > Thanks to your tips, I've pumped up my Agility, and got 10AP's.
> > So Ii've started hit and run tactics which work a treat. OK so it
> > takes a bit longer, but I got out of the temple at the beginning
> > with hardly a scratch. I can't wait till I get some decent small
> > guns. Q - Can you wield duel guns?
>
> You can have one weapon in each of the two slots, but you can't
> simultaneously fire them at an AP discount, if that's what you
> mean.  The main benefit (but it's an important one) of having
> weapons in both slots is that switching between them takes 0
> AP, rather than 4 for an inventory access, so you can carry one
> close-up weapon and one long-range, or whatever combo you prefer.
>
> The other bit is that for places where visible weapons aren't
> appreciated, you can select the empty active slot and keep a
> weapon in the other active slot.
>
> > I'm also using the targeted hits alot more now, if I've got
> > enough   AP's to target hit and then run a safe distance.
>
> It's also a good idea in hand-to-hand.  A character of mine,
> with Finesse and decent unarmed skill, became boxing champion
> of New Reno largely with head and groin punches, which had a
> decent chance of a KO...

thought you weren't allowed to do groin punches in the boxing matches... at least i
wasn't... i was disqualified the first time i tried it. You can't kick either.

-Invader Zim
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From: "Invader Zim" <dapolicemanwhopunches@heads.fuk>
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