Magus`The fun has been DOUBLED!Registered Userregular
Any reason why, say, an upgraded left synth leg has significantly more defensive value than an upgraded right leg? All limb armor up to this point have shared identical ballistic and energy defence at the same upgrade level.
To be clear, one leg is 14/17 defenses while the other was like 10/11. Both micro whatever level of upgrade
Any reason why, say, an upgraded left synth leg has significantly more defensive value than an upgraded right leg? All limb armor up to this point have shared identical ballistic and energy defence at the same upgrade level.
To be clear, one leg is 14/17 defenses while the other was like 10/11. Both micro whatever level of upgrade
There are different tiers of each type of gear, those tiers aren't displayed if the bit of armor has any sort of modification.
+1
Magus`The fun has been DOUBLED!Registered Userregular
That's.. interesting. So is there an actual best when it comes to armor?
That's.. interesting. So is there an actual best when it comes to armor?
I think weight effects stealth and some gear has better energy resistance or more normal resisitance so I don't know if you'd get a best tier for all occasions.
Not sure if this has been mentioned, but I just found out that if you are in settlement mode and mouse over a character, whatever they're assigned to will turn green. So useful.
0
Dr. ChaosPost nuclear nuisanceRegistered Userregular
Hancock is probably tied with Cait for my favorite companion so far. He's pretty chill and non judgmental, might be the easiest to get along with.
Shame his coat can't stand up to much more than a gentle breeze, its a fun look. Got him decked out as The Silver Shroud/The Dark Dick now.
That's.. interesting. So is there an actual best when it comes to armor?
Fatigues with ballistic weave IV, and then legendary armor with your perks of choice, probably leather.
Leather is only "best" if you do want to use stealth at all, but if you don't it's really just up to your choice in fashion. The heavy combat armor looks badass, so that's what I use.
Is time a gift or punishment?
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SummaryJudgmentGrab the hottest iron you can find, stride in the Tower’s front doorRegistered Userregular
Just finished, ending spoilers
No ending epilogue like the previous games detailing factions / companions? I joined the institute, and minus the shot of Shaun dying in bed, it looks generic enough to be used for any ending
There was, apparently, no way to reform the institute. I was hoping to recruit the people sympathetic to the railroad or use the shut down all synths option in Shauns computer - marked Director Use Only - but even after my PC became director its locked out. A weird, unfired Chekovs Gun. BOS finale, i wonder?
Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
No ending epilogue like the previous games detailing factions / companions? I joined the institute, and minus the shot of Shaun dying in bed, it looks generic enough to be used for any ending
There was, apparently, no way to reform the institute. I was hoping to recruit the people sympathetic to the railroad or use the shut down all synths option in Shauns computer - marked Director Use Only - but even after my PC became director its locked out. A weird, unfired Chekovs Gun. BOS finale, i wonder?
You can talk Shaun into giving you the code, if you attack the institute - it happens in the name of keeping down the number of casualties. He's real mad about your choice, but you make a few CHA checks in dialog and he lets you shut down the few so more people don't die. It only shuts down maybe 10 or so of the generic security synths.
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SummaryJudgmentGrab the hottest iron you can find, stride in the Tower’s front doorRegistered Userregular
No ending epilogue like the previous games detailing factions / companions? I joined the institute, and minus the shot of Shaun dying in bed, it looks generic enough to be used for any ending
There was, apparently, no way to reform the institute. I was hoping to recruit the people sympathetic to the railroad or use the shut down all synths option in Shauns computer - marked Director Use Only - but even after my PC became director its locked out. A weird, unfired Chekovs Gun. BOS finale, i wonder?
You can talk Shaun into giving you the code, if you attack the institute - it happens in the name of keeping down the number of casualties. He's real mad about your choice, but you make a few CHA checks in dialog and he lets you shut down the few so more people don't die. It only shuts down maybe 10 or so of the generic security synths.
Oh, FFS.
You have to side with one of the four, then? No way to spurn them all? I guess MM aren't so bad given that they're literally an empty vessel, you don't have to wipe them out inlike the other factions.
Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
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Fondor_YardsElite Four Member: HydraRegistered Userregular
But I'm betting the majority of raiders are human, so what I'm saying is kill all humans
I see people mention freed synth becoming raiders, but I've been all over the map and don't think a single one had a synth component on them. Is it just something that get mentioned in a terminal and you don't actually see in game?
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
But I'm betting the majority of raiders are human, so what I'm saying is kill all humans
I see people mention freed synth becoming raiders, but I've been all over the map and don't think a single one had a synth component on them. Is it just something that get mentioned in a terminal and you don't actually see in game?
No, really, faction spoilers ahead
As part of the Institute quest line, you're charged with hunting down a synth raider leader as "proof" that freed synths are too dangerous to leave be.
But I'm betting the majority of raiders are human, so what I'm saying is kill all humans
I see people mention freed synth becoming raiders, but I've been all over the map and don't think a single one had a synth component on them. Is it just something that get mentioned in a terminal and you don't actually see in game?
No, really, faction spoilers ahead
As part of the Institute quest line, you're charged with hunting down a synth raider leader as "proof" that freed synths are too dangerous to leave be.
Yep. Turns out their best justification for calling the Railroad's work evil is pathetically flimsy. Hell, they don't even provide any proof that that particular synth was even freed by the Railroad. It's certainly plausible, but for all we know it might have been planted there by Father in order to win you over. The bastard's certainly ruthless enough.
I wouldn't be surprised if it turns out that freed Synths are generally less prone to become raiders by the fact that the kind of personality types that would gravitate to that faction instead become soldiers or Coursers.
During the flashback when you're watching the events of Vault 111 from outside the cryo pod, if you look in the other pods while you're leaving... everyone's awake except the Sole Survivor.
That means that they...
Intentionally left all the cryo pods turned off... but locked tight, so the people inside would asphyxiate. Note that they're also not frozen when you start the game, although that may not mean anything.
The physics in bethesda games is ridiculous. Just approached a village to see a car fly up into the air for no foreseeable reason and earlier as I was looting raiders one of the body's shot up through me and off into the wide blue yonder.
I have, but only for like 12 levels so far. It's working okay on hard, except that I'm utterly reliant on blitz V.A.T.S. to not get torn apart against anything tougher than base enemies. The damage seems... low. I believe I started with 10 strength, 9 agility and the rest in endurance, and have since been pumping luck up enough to take idiot savant.
Did I just not do enough in the side quests to unlock a full ending? I sided with "F," but the ending cinematic was super short, no discussion of what happened to any of the other ... well, yeah. Or the towns, or...
Hell, I at least was hoping for a nod towards the damned DJ or a "and they all lived in terror of us for the rest of their days." Nothing!
Apparently there's an ending for each of the main factions -- not sure if there's a "golden" ending where you broker peace or something?
I managed to stay completely spoiler-free the entire playthrough. Didn't even google anything other than when I got lost in a cave someplace.
Story discussion:
I didn't mind it. All told it was an ok one. The twist with "F" was pretty shocking, I expected something similar but was expecting a bandit leader or something.
I didn't do enough with the BoS. I did the tutorial thing at the police station then went hell for leather for the main story quest. It was kinda surprising seeing the BoS turn on the Railroad, not sure about the justification behind that. My next playthrough will definitely be BoS and Minutemen focused.
Bunker Hill I managed to stay completely neutral by just letting NPCs kill each other. Up until the very last minute I stayed neutral with the Railroad, too -- I wonder what would have happened if I had liberated the Synths and THEN done the last quests for the Institute. Probably couldn't have done it. It amuses me that the Railroad has their own end for the main storyline -- normally that kind of activist group would be relegated to a sidequest. They didn't really feel like a main faction.
I used Dogmeat until I got Nick, and kept Nick until I turned on one of the factions, at which point I went solo for a bit.
Gameplay discussion:
I went 3/4/1/5/6/7/2 for my Special. Got 1 point to Charisma from the book at the beginning. Did not get any bobbleheads for stats, as if you wait until 10 base in a stat you gain a natural 11.
Perks... Got Sneaking. Scrounger. Medic. Gun Nut. Locksmith, Armorer, Local Leader, Rifleman, VANS, Cap Collector, Science!, Scrapper and Attack Dog.
My planned playstyle was stealthy as all hell, aiming for fighting outside of VATS. I took CHA 6 to get Local Leader, I to 6 for Science!, A to 7 for Ninja, P to 4 for Lockpicking...
It didn't work. Stealth gameplay in 4 is much harder than in 3. I don't know if I was just doing something completely wrong (armor choices, perhaps) but I had the worst time staying hidden until much later in the game, when things really opened up. In the end I was stealthing in a suit of powerarmor (it worked, somehow) and chugging down Stims as fast as I could take them.
I took all the crafting skills except for blacksmithing. The problem with this is that the highest end mods are tiered at perk level 3 or 4, which are tied to levels 30-40. I suspect that taking Rifleman earlier would have been smarter. To be specific, I suspect that I got about as much extra damage for going crafting than I would have if I had went for Rifleman + Ninja.
Local Leader was probably a waste. Once I realized how to use it (assigning people to trade routes) it became useful but I didn't get into the settlement building -- apparently if you set up a dedicated network of farms you can make a shitload of caps by growing produce and selling it.
Apparently the crafted stores can be really good (?) and give passive caps but not enough to matter. I only ever had Carla show up at Sanctuary so if there was some way the stores attract legendary vendors I don't know about it.
Scrounger I imagine I would notice not being there. Until the very end of the main storyline I was running out of goddamned ammo. I could have alleviated this by shopping but meh.
VANS helped a lot in a few quests. Not sure it was worth an early perk. Cap Collector I only took for Local Leader, I wish I hadn't taken either.
Medic... yeah, if I had to do it again, I'd take Medic earlier, and more of it (I only had 1 point of it) -- plus maybe Toughness, which at +10 armor per level would have probably been significant.
Scrapper was crappy at 1, but freaking amazing at 2. Having the game highlight tagged junk is awesome.
I heard that Strong Back, Toughness, Lifegiver, and Medic early on are super useful. Being stronger would have been nice.
My weapons by the end: Explosive .50 cal Sniper Rifle with the best mods I could add with 3 Gun Nut and 3 Science. I found the .50 cal Hunting Rifle and stole the parts from it to make this one. Everyone knows you can do that right? Change out a basic stock on a random lootgen item with a good stock and you can attach it to the weapon you actually want. Critical hits and sneak attacks with it were great, they would rip off Power Armor in a single shot. Le Fusil Terribles. Unique Combat Shotgun. I gave it the best mods I could including a silencer. It does 178 damage now at Rifleman 4. Recoil Compensated Calibrated Powerful Combat Rifle. 88 damage. I haven't upgraded it to the best base because the damned game requires Gun Nut 4 to do so. It's got good everything else. Shishkebab: No idea why I carry this, in theory I like having a melee weapon. Early on I used a shock baton from Arcjet, this one does just about the same amount of damage. Two Shot Overcharged Laser Sniper Rifle. Geared up quite a bit, I think it has the best mods available. It does 172 damage -- twice -- so it's quite nice, although I don't think it's silent like the other gun. Rifleman appears to affect it, which is news to me.
Combat style was to snipe as much as I could, and if I had to, switch to my shotty or my combat rifle. Once I got the second to last stealth perk and a few points of Armorer (for modded armor that would let me stealth better) I had a lot more luck with that.
I'm probably going to start over to go for a different ending, and a higher difficulty. Probably going to go pure CHA or CHA/LUC so I can manipulate the hell out of the game -- I hear Richochet and Intimidate might be interesting. Anyone have any thoughts on perks and gameplay styles? Stealth Sniper just wasn't working for me.
Unarmed can range from average to borderline broken, honestly. You can get a really powerful weapon quite early on that boosts your damage to ridiculous levels, added only more with the Iron Fist you can get damage from a single punch that's equivalent to a blast from the missile launcher. This along with perks like Blitz, Critical Banker, and companion perks like Berserk, Trigger Rush, and Cloak & Dagger, you get ABSURD bonuses to damage with just a few small punches.
Also you can mod unarmed weapons with bleeding or armor piercing effects which make them that much more viable.
Unarmed can range from average to borderline broken, honestly. You can get a really powerful weapon quite early on that boosts your damage to ridiculous levels, added only more with the Iron Fist you can get damage from a single punch that's equivalent to a blast from the missile launcher. This along with perks like Blitz, Critical Banker, and companion perks like Berserk, Trigger Rush, and Cloak & Dagger, you get ABSURD bonuses to damage with just a few small punches.
Also you can mod unarmed weapons with bleeding or armor piercing effects which make them that much more viable.
Spend hours and hours arranging my settlement just so, building a nice set of fortifications, farms, a cafe, and shops.
NPCs proceed to clip like mad everywhere, pick crops meters away from where the actual objects are, and walk against walls while the stairs are right beside them.
Posts
To be clear, one leg is 14/17 defenses while the other was like 10/11. Both micro whatever level of upgrade
Steam Profile | Signature art by Alexandra 'Lexxy' Douglass
There are different tiers of each type of gear, those tiers aren't displayed if the bit of armor has any sort of modification.
Steam Profile | Signature art by Alexandra 'Lexxy' Douglass
I think weight effects stealth and some gear has better energy resistance or more normal resisitance so I don't know if you'd get a best tier for all occasions.
Someone linked the appearance awhile ago I'll relink here: http://imgur.com/gallery/LdWH0
Fatigues with ballistic weave IV, and then legendary armor with your perks of choice, probably leather.
Shame his coat can't stand up to much more than a gentle breeze, its a fun look. Got him decked out as The Silver Shroud/The Dark Dick now.
Fucking hell... I literally poked in every nook and cranny in that damn room except for that.
Leather is only "best" if you do want to use stealth at all, but if you don't it's really just up to your choice in fashion. The heavy combat armor looks badass, so that's what I use.
There was, apparently, no way to reform the institute. I was hoping to recruit the people sympathetic to the railroad or use the shut down all synths option in Shauns computer - marked Director Use Only - but even after my PC became director its locked out. A weird, unfired Chekovs Gun. BOS finale, i wonder?
First a tuxedo, now a clean gray suit? Be still my beating heart.
I got it on a 10mm piston and it was my early game workhorse. Now I just got it on a Laser Rifle.
If I gave that thing Beam Splitter, would that mean it does 50 extra rad damage... per beam?
Yes. it would do 250 rads per hit.
Oh, FFS.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
Can't remember the zone name but there is a known crash bug for one cell. Have not heard what the cause was, as I did not encounter it.
I wouldn't be surprised if it turns out that freed Synths are generally less prone to become raiders by the fact that the kind of personality types that would gravitate to that faction instead become soldiers or Coursers.
It already has neck snapping, strangling, and violent stabbing. Need more?
XBL: GamingFreak5514
PSN: GamingFreak1234
That's goddamned nuts.
What about the Legendary prefix that causes it to shoot two beams at once? Would it shoot 6, or 10 per shot?
Main story spoiler:
That means that they...
Also one for a fatal pistol butting.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Unarmed is supposedly bugged atm, and doesn't work correctly with Ninja.
I have, but only for like 12 levels so far. It's working okay on hard, except that I'm utterly reliant on blitz V.A.T.S. to not get torn apart against anything tougher than base enemies. The damage seems... low. I believe I started with 10 strength, 9 agility and the rest in endurance, and have since been pumping luck up enough to take idiot savant.
Ending discussion:
Hell, I at least was hoping for a nod towards the damned DJ or a "and they all lived in terror of us for the rest of their days." Nothing!
Apparently there's an ending for each of the main factions -- not sure if there's a "golden" ending where you broker peace or something?
I managed to stay completely spoiler-free the entire playthrough. Didn't even google anything other than when I got lost in a cave someplace.
Story discussion:
I didn't do enough with the BoS. I did the tutorial thing at the police station then went hell for leather for the main story quest. It was kinda surprising seeing the BoS turn on the Railroad, not sure about the justification behind that. My next playthrough will definitely be BoS and Minutemen focused.
Bunker Hill I managed to stay completely neutral by just letting NPCs kill each other. Up until the very last minute I stayed neutral with the Railroad, too -- I wonder what would have happened if I had liberated the Synths and THEN done the last quests for the Institute. Probably couldn't have done it. It amuses me that the Railroad has their own end for the main storyline -- normally that kind of activist group would be relegated to a sidequest. They didn't really feel like a main faction.
I used Dogmeat until I got Nick, and kept Nick until I turned on one of the factions, at which point I went solo for a bit.
Gameplay discussion:
Perks... Got Sneaking. Scrounger. Medic. Gun Nut. Locksmith, Armorer, Local Leader, Rifleman, VANS, Cap Collector, Science!, Scrapper and Attack Dog.
My planned playstyle was stealthy as all hell, aiming for fighting outside of VATS. I took CHA 6 to get Local Leader, I to 6 for Science!, A to 7 for Ninja, P to 4 for Lockpicking...
It didn't work. Stealth gameplay in 4 is much harder than in 3. I don't know if I was just doing something completely wrong (armor choices, perhaps) but I had the worst time staying hidden until much later in the game, when things really opened up. In the end I was stealthing in a suit of powerarmor (it worked, somehow) and chugging down Stims as fast as I could take them.
I took all the crafting skills except for blacksmithing. The problem with this is that the highest end mods are tiered at perk level 3 or 4, which are tied to levels 30-40. I suspect that taking Rifleman earlier would have been smarter. To be specific, I suspect that I got about as much extra damage for going crafting than I would have if I had went for Rifleman + Ninja.
Local Leader was probably a waste. Once I realized how to use it (assigning people to trade routes) it became useful but I didn't get into the settlement building -- apparently if you set up a dedicated network of farms you can make a shitload of caps by growing produce and selling it.
Apparently the crafted stores can be really good (?) and give passive caps but not enough to matter. I only ever had Carla show up at Sanctuary so if there was some way the stores attract legendary vendors I don't know about it.
Scrounger I imagine I would notice not being there. Until the very end of the main storyline I was running out of goddamned ammo. I could have alleviated this by shopping but meh.
VANS helped a lot in a few quests. Not sure it was worth an early perk. Cap Collector I only took for Local Leader, I wish I hadn't taken either.
Medic... yeah, if I had to do it again, I'd take Medic earlier, and more of it (I only had 1 point of it) -- plus maybe Toughness, which at +10 armor per level would have probably been significant.
Scrapper was crappy at 1, but freaking amazing at 2. Having the game highlight tagged junk is awesome.
I heard that Strong Back, Toughness, Lifegiver, and Medic early on are super useful. Being stronger would have been nice.
My weapons by the end:
Explosive .50 cal Sniper Rifle with the best mods I could add with 3 Gun Nut and 3 Science. I found the .50 cal Hunting Rifle and stole the parts from it to make this one. Everyone knows you can do that right? Change out a basic stock on a random lootgen item with a good stock and you can attach it to the weapon you actually want. Critical hits and sneak attacks with it were great, they would rip off Power Armor in a single shot.
Le Fusil Terribles. Unique Combat Shotgun. I gave it the best mods I could including a silencer. It does 178 damage now at Rifleman 4.
Recoil Compensated Calibrated Powerful Combat Rifle. 88 damage. I haven't upgraded it to the best base because the damned game requires Gun Nut 4 to do so. It's got good everything else.
Shishkebab: No idea why I carry this, in theory I like having a melee weapon. Early on I used a shock baton from Arcjet, this one does just about the same amount of damage.
Two Shot Overcharged Laser Sniper Rifle. Geared up quite a bit, I think it has the best mods available. It does 172 damage -- twice -- so it's quite nice, although I don't think it's silent like the other gun. Rifleman appears to affect it, which is news to me.
Combat style was to snipe as much as I could, and if I had to, switch to my shotty or my combat rifle. Once I got the second to last stealth perk and a few points of Armorer (for modded armor that would let me stealth better) I had a lot more luck with that.
I'm probably going to start over to go for a different ending, and a higher difficulty. Probably going to go pure CHA or CHA/LUC so I can manipulate the hell out of the game -- I hear Richochet and Intimidate might be interesting. Anyone have any thoughts on perks and gameplay styles? Stealth Sniper just wasn't working for me.
Unarmed can range from average to borderline broken, honestly. You can get a really powerful weapon quite early on that boosts your damage to ridiculous levels, added only more with the Iron Fist you can get damage from a single punch that's equivalent to a blast from the missile launcher. This along with perks like Blitz, Critical Banker, and companion perks like Berserk, Trigger Rush, and Cloak & Dagger, you get ABSURD bonuses to damage with just a few small punches.
Also you can mod unarmed weapons with bleeding or armor piercing effects which make them that much more viable.
XBL: GamingFreak5514
PSN: GamingFreak1234
I loot dozen of typewriters. Hundreds of typewriters. Typewriters by the truckload.
But Piper's paper is hand-written.
Her printing press just so happens to be set up so it makes it looks like it was hand written.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
-Indiana Solo, runner of blades
NPCs proceed to clip like mad everywhere, pick crops meters away from where the actual objects are, and walk against walls while the stairs are right beside them.
"It just works" my fucking ass, Todd.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.