other than the initial quest with them, I have totally ignored the minutemen in my second playthrough. I told them to fuck off after concord. Can I continue ignoring them or does there become a spot where I absolutely must make more contact?
It's really difficult to decide who to support when
I don't know what the fuck the Institute is even doing.
I've been running around this Institute facility for hours and I still don't know why they're kidnapping people and making synths. Or why it all has to be such a big goddamn secret that they can't interact with the outside world at all.
You are ok with them releasing people who turn into murderers into the wild and get a ton of innocent people killed.
Saving people...who go on to do all sorts of people things yeah. Hopefully you're accepting responsibility for the lives of everyone you interact with too...forever.
You are ok with them releasing people who turn into murderers into the wild and get a ton of innocent people killed.
Saving people...who go on to do all sorts of people things yeah. Hopefully you're accepting responsibility for the lives of everyone you interact with too...forever.
I do. No one survives contact. Problem solved.
+1
Dr. ChaosPost nuclear nuisanceRegistered Userregular
Finally got an explosive shotgun off a legendary razorback mirelurk thing at Thicket Excavations. Not sure why they bothered to put the mirelurks in cages when it's already been established that they can climb straight up walls and also they seem to be able to walk right through cage doors.
I'm probably gonna mod the shit out of this thing to increase range, cause I don't want to be anywhere near the target when it explodes
But it does feel pretty damn good to be surrounded by Bros in power armor with heavy weapons.
I'm feeling that way too.
I expected to hate them because I figured they would be like the Capital chapter but these guys come across alot tougher, dangerous and seem like they might have a more interesting agenda compared to the other factions.
Also power armor and energy weapons. So if they turn out to be more self serving and aren't going to just fall on their sword for every wasteland peasant in the commonwealth, seems like a match.
I just wish BoS wasn't so focused on cleansing the wasteland of the undesirable peoples. Frankly humans have statistically been bigger assholes to me than non humans.
Also the most charming person I've found to talk to so far is Daisy in Goodneighbor. That's gotta count for something
I just wish BoS wasn't so focused on cleansing the wasteland of the undesirable peoples. Frankly humans have statistically been bigger assholes to me than non humans.
Also the most charming person I've found to talk to so far is Daisy in Goodneighbor. That's gotta count for something
Been waiting to have a chat with a ghoul about the prewar era so that was a fun conversation.
I wish you could have talked to her more about the good old days.
So I just cleared a quest at greygarden, just a settlement side quest really...but the settlement comes with mr handy's which can be assigned to things and count as settlers but can't be moved and don't need beds.
They can settup supply lines. I was just thinking how cool it'd be to be able to make robots for settlements...is it a thing that I've just missed or is this a giant tease for what could be?
I'm kind of liking the BoS so far. They actually feel like they have their shit together, could actually pose a threat to The Institute, and care about collecting prewar technical documents and knowledge. At least, compared to the Railroad (little more than an underground gang with few wider plans), and the Minutemen (boy scouts who can barely hold themselves together, let alone the wasteland).
They're bastards, but the Wasteland could probably be well served by bastards.
So does luck 10 and Intel 10 still make sense with idiot savant? There was a chart earlier, but I forgot.
Eventually Idiot Savant just acts like a ~6% buff because it has a minimum chance to activate of 1.something percent. So even a high Int build gets some benefit from it. Roughly two Int points worth, actually.
I'm kind of liking the BoS so far. They actually feel like they have their shit together, could actually pose a threat to The Institute, and care about collecting prewar technical documents and knowledge. At least, compared to the Railroad (little more than an underground gang with few wider plans), and the Minutemen (boy scouts who can barely hold themselves together, let alone the wasteland).
They're bastards, but the Wasteland could probably be well served by bastards.
They only care about old world tech to collect it all, only using it to further there own ends. They have next to no interest in actual science and we're shown they actively antagonize any of there members who display any ambition for science. That's as far as they care for civilians too, you're either with them or you're a slave. And the Railroads sole goal is to help synths get a shot at being people, that's the entire mission statement I'm not sure why people attribute wider plans for the commonwealth to them...or why they're one of the main factions of the game.
The wasteland would be best served by the minutemen and the railroad completing there mission and moving on to be honest. With the removal of the Institute/bos.
I'm kind of liking the BoS so far. They actually feel like they have their shit together, could actually pose a threat to The Institute, and care about collecting prewar technical documents and knowledge. At least, compared to the Railroad (little more than an underground gang with few wider plans), and the Minutemen (boy scouts who can barely hold themselves together, let alone the wasteland).
They're bastards, but the Wasteland could probably be well served by bastards.
They only care about old world tech to collect it all, only using it to further there own ends. They have next to no interest in actual science and we're shown they actively antagonize any of there members who display any ambition for science. That's as far as they care for civilians too, you're either with them or you're a slave. And the Railroads sole goal is to help synths get a shot at being people, that's the entire mission statement I'm not sure why people attribute wider plans for the commonwealth to them...or why they're one of the main factions of the game.
The wasteland would be best served by the minutemen and the railroad completing there mission and moving on to be honest. With the removal of the Institute/bos.
Haven't finished the game, so can't comment on eventual happenings.
Aware that the BoS only want tech to further their own ends (veteran from F1+2), but that's better than leaving it to rot away and having to rebuild everything from the ground up. I'm more prone to trust the abilities of an organised military that managed to traverse America in custom airships and have chapters across the continent, over a gang of do-gooders who were down to five ragged survivors before I showed up and saved them. Even after doing a portion of their questline, I still don't feel like the Minutemen are much good for anything but standing guard over a few scattered farms.
Haven't progressed very far into the Railroad at all, but yeah, agree that they don't feel like a real faction.
I'm kind of liking the BoS so far. They actually feel like they have their shit together, could actually pose a threat to The Institute, and care about collecting prewar technical documents and knowledge. At least, compared to the Railroad (little more than an underground gang with few wider plans), and the Minutemen (boy scouts who can barely hold themselves together, let alone the wasteland).
They're bastards, but the Wasteland could probably be well served by bastards.
They only care about old world tech to collect it all, only using it to further there own ends. They have next to no interest in actual science and we're shown they actively antagonize any of there members who display any ambition for science. That's as far as they care for civilians too, you're either with them or you're a slave. And the Railroads sole goal is to help synths get a shot at being people, that's the entire mission statement I'm not sure why people attribute wider plans for the commonwealth to them...or why they're one of the main factions of the game.
The wasteland would be best served by the minutemen and the railroad completing there mission and moving on to be honest. With the removal of the Institute/bos.
Haven't finished the game, so can't comment on eventual happenings.
Aware that the BoS only want tech to further their own ends (veteran from F1+2), but that's better than leaving it to rot away and having to rebuild everything from the ground up. I'm more prone to trust the abilities of an organised military that managed to traverse America in custom airships and have chapters across the continent, over a gang of do-gooders who were down to five ragged survivors before I showed up and saved them. Even after doing a portion of their questline, I still don't feel like the Minutemen are much good for anything but standing guard over a few scattered farms.
Haven't progressed very far into the Railroad at all, but yeah, agree that they don't feel like a real faction.
Well that's my point really, it's left to rot in some storehouse of the BOS unless it's military based and then it's used to oppress and steal even more tech.
I suppose to add onto my previous post ideally the Institute wouldn't be filled with so many starkly contradicting ideas and evil for the sake of evil science...but so would the BOS, they seem to have these ridiculous flaws for the sake of having flaws that I just can't wrap my head around. It's not morally grey it's just cartoonishly stupid.
Other then that though really enjoying the game and all the side quests.
I'm kind of liking the BoS so far. They actually feel like they have their shit together, could actually pose a threat to The Institute, and care about collecting prewar technical documents and knowledge. At least, compared to the Railroad (little more than an underground gang with few wider plans), and the Minutemen (boy scouts who can barely hold themselves together, let alone the wasteland).
They're bastards, but the Wasteland could probably be well served by bastards.
They only care about old world tech to collect it all, only using it to further there own ends. They have next to no interest in actual science and we're shown they actively antagonize any of there members who display any ambition for science. That's as far as they care for civilians too, you're either with them or you're a slave. And the Railroads sole goal is to help synths get a shot at being people, that's the entire mission statement I'm not sure why people attribute wider plans for the commonwealth to them...or why they're one of the main factions of the game.
The wasteland would be best served by the minutemen and the railroad completing there mission and moving on to be honest. With the removal of the Institute/bos.
Haven't finished the game, so can't comment on eventual happenings.
Aware that the BoS only want tech to further their own ends (veteran from F1+2), but that's better than leaving it to rot away and having to rebuild everything from the ground up. I'm more prone to trust the abilities of an organised military that managed to traverse America in custom airships and have chapters across the continent, over a gang of do-gooders who were down to five ragged survivors before I showed up and saved them. Even after doing a portion of their questline, I still don't feel like the Minutemen are much good for anything but standing guard over a few scattered farms.
Haven't progressed very far into the Railroad at all, but yeah, agree that they don't feel like a real faction.
Most of the factions feel like they really could exist alongside each other if not for some dickheads.
Like if the Institute allowed Synths that wanted to leave to just go since they apparently can make one every minute, the Railroad probably wouldn't care a whole lot about the ones that choose to stay. Or if they didn't insist on replacing people with Synths instead of just using any other number of possible cover stories for why someone would wander into the area there wouldn't be anywhere near as much antagonism towards them.
The BoS in general just tends to have a lot of opposing viewpoints within it. It's one of the few factions regularly portrayed as having that going on. It just doesn't seem like anything is done with it in this game.
Settlement building was a nice idea but mostly it just turns out shit.
I can't build a fence around the broken down walls of Castle without most of it floating above ground.
I've pretty much given up at this point.
Use concrete foundations.
You can also use the plank bridge under misc. wooden structures as your foundation for a fence. It clips into the ground and has more of a fence like feel to it since it's narrower. I eventually plugged concrete foundations into the walls of the castle to fill in the gaps too, but before that I used a line of those plank bridges as a fence with a few turrets and spotlights on top. Gave it a nice "under construction" vibe.
Same, it was quick fix for the defenses. Was not quite sure where attacks would come from. Only had them come rolling up the causeway leading to the intact gate.
I'm kind of liking the BoS so far. They actually feel like they have their shit together, could actually pose a threat to The Institute, and care about collecting prewar technical documents and knowledge. At least, compared to the Railroad (little more than an underground gang with few wider plans), and the Minutemen (boy scouts who can barely hold themselves together, let alone the wasteland).
They're bastards, but the Wasteland could probably be well served by bastards.
Mild spoilers but the BoS in Fallout 4 is VERY simlilar to the one we see in...
Edit: I mean seriously, I want to have a showdown between them and the BoS which starts out with two lines of people in power armor walking towards each other and snapping.
Edit: I mean seriously, I want to have a showdown between them and the BoS which starts out with two lines of people in power armor walking towards each other and snapping.
Cool! West Side Story was written in the mid 50s so it would almost fit the aesthetic.
But it does feel pretty damn good to be surrounded by Bros in power armor with heavy weapons.
Feels even better to fill them with armor-piercing bullets.
Armor piercing is almost always a waste. It's equivalent to 10% more weapon listed damage if the enemy has enough armor to matter and you almost always trade more than that for the property.
Edit: I am assuming it's the same as the rifleman amount of 30% armor pen
So does luck 10 and Intel 10 still make sense with idiot savant? There was a chart earlier, but I forgot.
Kind of.
So the way it works is like this. Regardless of your intelligence score adding a point of idiot savant increases your xp gain. But if you have idiot savant already adding a point of intelligence might not increase your exp gain and might even decrease it. It becomes explicitly better to add int once you have 7 int or so. 1+savant 2 is about the same as 9+savant 2 in terms of total expected xp.
Would it have been such a chore to allow us to bind thrown weapons and melee separately?
And do BOS make those vertibirds out of salvaged tin cans, I just watched 3 go down in the same area to raiders with pipe weapons.
I've seen vertibirds simply fly into the ground or buildings without anyone shooting at them. Also I'm not currently hated by the Brotherhood but I came under fire from a vertibird. It was manned by Gunners surprisingly.
I did the best I could, but overall that just felt really depressing.
Killed everyone I knew in the Brotherhood (except Danse), blew up the Institute (and probably a lot of random wastelanders as well from the looks of that explosion), and lost my entire family.
Then the epilogue felt really, really generic. No mention of the fate of the Commonwealth after the fact. No mention of my companions or the quests I'd completed. No epilogue at all, really. Isn't that supposed to be, like, one of Fallout's things?
And Shaun. I'm not sure if the dialogue bugged or what, but he barely said anything at all when I betrayed the Institute. Just... "You've doomed the Commonwealth, get out." Felt like real shit about having to do it, too. Your son frees you after all these years and you show up just as he's a dying old man and destroy everyone and everything he's ever known and worked for.
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Don't they harvest and dump it into the workbench for you?
I've been running around this Institute facility for hours and I still don't know why they're kidnapping people and making synths. Or why it all has to be such a big goddamn secret that they can't interact with the outside world at all.
It's all "to create a better future".
What the hell does that even mean?
I guess I'll just go with the Railroad.
Gives me a real "Mass Effect" vibe. Especially with Garrus and Jack running around.
I sided with them, then made a couple of supper settlements/farms to show helping the surface.
I am planning on making a mod that lets you summon synths to support your settlements once the tools come out.
The Brotherhood remains, as always, a boatload of tools.
But then again, I'm pretty greedy and bad at math so that might have more to do with it.
But it does feel pretty damn good to be surrounded by Bros in power armor with heavy weapons.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
If they grow more food than needed (or generate more water), that goes into your workshop.
That food is entirely distinct and separate from the food that actually grows on the plants, which you can harvest to your hearts' content.
I'm probably gonna mod the shit out of this thing to increase range, cause I don't want to be anywhere near the target when it explodes
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I expected to hate them because I figured they would be like the Capital chapter but these guys come across alot tougher, dangerous and seem like they might have a more interesting agenda compared to the other factions.
Also power armor and energy weapons. So if they turn out to be more self serving and aren't going to just fall on their sword for every wasteland peasant in the commonwealth, seems like a match.
Also the most charming person I've found to talk to so far is Daisy in Goodneighbor. That's gotta count for something
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
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I wish you could have talked to her more about the good old days.
Feels even better to fill them with armor-piercing bullets.
They can settup supply lines. I was just thinking how cool it'd be to be able to make robots for settlements...is it a thing that I've just missed or is this a giant tease for what could be?
Type in the console:
completequest MinRecruit07
and the quest will instantly be completed.
I now have two Ghoul Problem at Sanctuary Hills in my completed quest log list, but at least it's gone from my active quests.
They're bastards, but the Wasteland could probably be well served by bastards.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Eventually Idiot Savant just acts like a ~6% buff because it has a minimum chance to activate of 1.something percent. So even a high Int build gets some benefit from it. Roughly two Int points worth, actually.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
The wasteland would be best served by the minutemen and the railroad completing there mission and moving on to be honest. With the removal of the Institute/bos.
Aware that the BoS only want tech to further their own ends (veteran from F1+2), but that's better than leaving it to rot away and having to rebuild everything from the ground up. I'm more prone to trust the abilities of an organised military that managed to traverse America in custom airships and have chapters across the continent, over a gang of do-gooders who were down to five ragged survivors before I showed up and saved them. Even after doing a portion of their questline, I still don't feel like the Minutemen are much good for anything but standing guard over a few scattered farms.
Haven't progressed very far into the Railroad at all, but yeah, agree that they don't feel like a real faction.
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I suppose to add onto my previous post ideally the Institute wouldn't be filled with so many starkly contradicting ideas and evil for the sake of evil science...but so would the BOS, they seem to have these ridiculous flaws for the sake of having flaws that I just can't wrap my head around. It's not morally grey it's just cartoonishly stupid.
Other then that though really enjoying the game and all the side quests.
Like if the Institute allowed Synths that wanted to leave to just go since they apparently can make one every minute, the Railroad probably wouldn't care a whole lot about the ones that choose to stay. Or if they didn't insist on replacing people with Synths instead of just using any other number of possible cover stories for why someone would wander into the area there wouldn't be anywhere near as much antagonism towards them.
The BoS in general just tends to have a lot of opposing viewpoints within it. It's one of the few factions regularly portrayed as having that going on. It just doesn't seem like anything is done with it in this game.
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Same, it was quick fix for the defenses. Was not quite sure where attacks would come from. Only had them come rolling up the causeway leading to the intact gate.
Mild spoilers but the BoS in Fallout 4 is VERY simlilar to the one we see in...
It's a darker Brotherhood, but it is a functional one, and one with the potential to get very powerful.
Edit: I mean seriously, I want to have a showdown between them and the BoS which starts out with two lines of people in power armor walking towards each other and snapping.
And do BOS make those vertibirds out of salvaged tin cans, I just watched 3 go down in the same area to raiders with pipe weapons.
Cool! West Side Story was written in the mid 50s so it would almost fit the aesthetic.
Yes.
Armor piercing is almost always a waste. It's equivalent to 10% more weapon listed damage if the enemy has enough armor to matter and you almost always trade more than that for the property.
Edit: I am assuming it's the same as the rifleman amount of 30% armor pen
Kind of.
So the way it works is like this. Regardless of your intelligence score adding a point of idiot savant increases your xp gain. But if you have idiot savant already adding a point of intelligence might not increase your exp gain and might even decrease it. It becomes explicitly better to add int once you have 7 int or so. 1+savant 2 is about the same as 9+savant 2 in terms of total expected xp.
I hope one of the mods is to have the vertibirds just drop knights and not loiter. Drop the knights from altitude and then speed off.
But I'm betting the majority of raiders are human, so what I'm saying is kill all humans
I've seen vertibirds simply fly into the ground or buildings without anyone shooting at them. Also I'm not currently hated by the Brotherhood but I came under fire from a vertibird. It was manned by Gunners surprisingly.
Killed everyone I knew in the Brotherhood (except Danse), blew up the Institute (and probably a lot of random wastelanders as well from the looks of that explosion), and lost my entire family.
Then the epilogue felt really, really generic. No mention of the fate of the Commonwealth after the fact. No mention of my companions or the quests I'd completed. No epilogue at all, really. Isn't that supposed to be, like, one of Fallout's things?
And Shaun. I'm not sure if the dialogue bugged or what, but he barely said anything at all when I betrayed the Institute. Just... "You've doomed the Commonwealth, get out." Felt like real shit about having to do it, too. Your son frees you after all these years and you show up just as he's a dying old man and destroy everyone and everything he's ever known and worked for.
I mean that's some pretty bleak shit.