They’ve expanded east into Nevada, but across the Colorado river to the east a united army of tribals - Caesar’s Legion - have been organized under the guise of ancient Rome. The year is 2281 - two hundred years after the old world was eradicated by nuclear fire - and now the New California Republic has become powerful along the western coast of what used to be the United State of America. It’s slight usefulness is offset by the hassle of having to keep away from enemies to avoid catching yourself in the blast. On top of that, there’s not all that many situations in which you’ll find enough enemies close enough together to cause a useful explosion, much less a chain reaction. In any event, blowing yourself up is not fun, and this perk doesn’t make energy weapons exceptionally more powerful. Sure “Don’t let them get close”, yeah, whatever. The bad part is that you can catch yourself in this blast, making it a hassle any time an enemy gets close to you in combat. Seeing enemies explode into a corona of energy when they die is awfully fun, but the explosion has a fairly short radius, although it can do good damage. While it’s hard to question the power of Energy Weapons, you still can - and should - question the usefulness of this perk. Another Energy Weapons perk, this one is more of a general perk, as it applies to all Energy Weapons, rather than either lasers or plasma weapons.
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