This talk page is only for discussing improvements to the page "Meltdown".
It is not the place for general discussion or sharing stories about the topic of this article. Please use the forums for these purposes.
Affected by Hit the deck?
I wonder, what damage is taken into the calculation? Does an explosion caused by the Pulse Gun carry the strength it would have on biological targets, and does it matter if the targets of the explosion are biological or not? 220.127.116.11 02:16, November 6, 2010 (UTC)
This seems terribly dangerous. I'd love to have this perk but I don't want to waste my followers, innocent bystanders or myself for that matter.
I'd rather pick something else. It not only damages you, your companions and friendly NPC's, but it also makes it impossible to sneak. At least indoors, explosions alerted nearby enemies to my presence, even when using StealthBoy. But I guess that makes sense, since the explosion isn't really silent. Though I was not noticed, I couldn't get any more sneak criticals until the sneaking state turned to [HIDDEN] again. Add that to it's very limited use. (It only comes in handy against enemies in packs with no friendlies nearby.) Anyway, at least I can get another perk. 18.104.22.168 17:42, November 8, 2010 (UTC)
Wouldn't this be detrimental to your health with a Flamer? Close range is kind of required.--22.214.171.124 02:39, November 19, 2010 (UTC)
I have this perk, playing [Very Hardcore]and i find it absolutely priceless, in some situations. I play as a sniper, so the fact that being attacked close range is lethal makes this more reason to eliminate a close batch of enemies with a few shots, so it does have some uses, especially in Hardcore, it all just depends on how you execute its purpose. Nosferus 05:55, November 19, 2010 (UTC)
I've died many times with this perk on very hard hardcore, in close combat places such as vault 34. My char had better criticals and max energy weapons, and a dt of 27. A point blank sneak attack crit with the q-35 matter modulator in a ghoul was enough to kill me INSTANTLY.126.96.36.199 16:21, December 27, 2010 (UTC)
Damage %?[edit source]
Is there a damage % comparison with the parent damage?
Stack with explosion modifiers?[edit source]
Does this stack with the Splash Damage perk? Does it do more damage with higher Explosives skill?
Things to melt down[edit source]
My Energy Weapons specialist took this perk because it seemed like good fun. And, while it's a mixed bag, there were some of F:NV's most memorable moments. The bad: close range, a meltdown does so much damage to your courier that it cripples their limbs frequently. Have doctor's bags handy at all times, and possibly go for Adamantium Skeleton or at the very least Tough Guy.
Here, however, is some of the good:
- At Quarry Junction, sneak attack crit on one Deathclaw baby triggers a chain reaction on the others. They and their mommy die instantly. I almost peed my pants laughing.
- Near Brooks Tumbleweed Ranch there's a group of thugs, one of which is carrying the YCS/186. They're having a nice chat around a fire. Sneak attack crit on one triggers a chain reaction that kills all of them. I almost choked.
- In Bloodborne Cave there's a pack of about 10 Nightstalkers, including the Legendary Nightstalker. 3 shots with an RCW took care of all of them, thanks to a big meltdown. Victory!
I'd say this perk is limited in usefullness, but it adds to the immersion. If you're a roleplayer at heart, and think that any Energy Weapons specialist would benefit from this "alien weirdness", go ahead and take it. You'll find yourself smiling often. If you're obsessed with building the best all round damage dealer, then I'd say to leave this for what it is. You'll do more damage, sure, but more often than not your couriers would hurt themselves. Just my two cents on this obscure (for now) perk. --DanTheHitman 09:08, December 7, 2010 (UTC)
Vault 22, in the cave areas with the Mantis oothecas, shoot them to spawn large masses of mantis nymphs, then nail one with an energy weapon. The resulting chain reaction will oftentimes cause the game to grind to a screeching halt for a few seconds.--Pyrion 15:57, December 7, 2010 (UTC)
Oh my god, I just tried this. I was laughing so hard I thought I was going to piss my pants. It was raining dead bugs for like a full minute. I could picture my character standing there picking bugs out of his teeth and hair after this. That was so awesome. Zac hemker 00:36, January 22, 2011 (UTC)
Friendly Relations[edit source]
If I were to attack a hostile enemy with this perk active, would nearby friendly NPC's caught in the blast radius become Hostile (If they don't die outright). A prime example is in Freeside where Kings and Thugs frequently get into skirmishes. Also, if the innocents DO die, would Friendly NPC's in view of the "accident" become hostile? This fact seems very important and seems like it should be explained further on the page. -Boldt Corderman-188.8.131.52 10:47, July 21, 2011 (UTC)
- Yes on both counts. That's what happens with explosions, it shouldn't need to be explained on the page for every explosive weapon or perk. --Kris 11:54, July 21, 2011 (UTC)
Ok, I knew that about explosive weapons (Duh). But saying as this is a completely different Perk (What perk causes explosions?). I was only questioning it on the basis that it's a PERK and perks usually are beneficial when applied to game mechanics. It was (In my eyes) a unique perk, and was wondering if they would have applied failsafes in terms of close quarters combat with friendly NPC's. I don't use a rocket launcher for such things (because rocket launchers aren't internally modified to prevent friendly fire), but no one said nor is it explained in the perk (A perk can be internally set to "Kill hostile, not kill friendlies") But, you're right, thanks for being a jerk especially when honestly inquiring about a valid subject.-Boldt Corderman-184.108.40.206 22:40, July 21, 2011 (UTC)