Even with the costume on and everything, Sinjin shot Kent as soon as I stepped out of the elevator. No chance for a speech check. So I reloaded and took out the whole gang in Vats. If I had a chance to use the speech check I would have but I didn't.
More Silver Shroud:
This happened to me as well. Apparently you need to lower your weapon, walk forward a bit, and then look up at Sinjin, which seems to then trigger the dialogue options. Of course, going into VATS and headshotting them all with the Deliverer works so much better, but Sinjin's reactions to the Silver Shroud dialogue options are pretty funny.
To save Kent, you need to tell them to kill you first. It gives Kent time to get out of the way and then tuey start their fight with you. This also means thst you have to fight all of them.
Silver Shroud
After making everyone else run away with the Silver Shroud dialog, Sinjin did absolutely nothing, letting me shoot him dead at my leisure and save Kent. I thought that was weird, but upon reload, I was able to just walk right up next to Sinjin and stand there for a good 10 seconds before he finally shot Kent and went hostile. I just reloaded again and was again easily able to kill him before he shot Kent.
In my case, I did use the SS dialog every single time throughout the whole quest. I don't know if that affects things or not or if these differences are just the result of bugs.
Just remember that half the people you meet are below average intelligence.
Even with the costume on and everything, Sinjin shot Kent as soon as I stepped out of the elevator. No chance for a speech check. So I reloaded and took out the whole gang in Vats. If I had a chance to use the speech check I would have but I didn't.
More Silver Shroud:
This happened to me as well. Apparently you need to lower your weapon, walk forward a bit, and then look up at Sinjin, which seems to then trigger the dialogue options. Of course, going into VATS and headshotting them all with the Deliverer works so much better, but Sinjin's reactions to the Silver Shroud dialogue options are pretty funny.
To save Kent, you need to tell them to kill you first. It gives Kent time to get out of the way and then tuey start their fight with you. This also means thst you have to fight all of them.
Silver Shroud
After making everyone else run away with the Silver Shroud dialog, Sinjin did absolutely nothing, letting me shoot him dead at my leisure and save Kent. I thought that was weird, but upon reload, I was able to just walk right up next to Sinjin and stand there for a good 10 seconds before he finally shot Kent and went hostile. I just reloaded again and was again easily able to kill him before he shot Kent.
In my case, I did use the SS dialog every single time throughout the whole quest. I don't know if that affects things or not or if these differences are just the result of bugs.
I think yours was a bug.
I couldn't cross the full space before he turned. I also did the full SS dialog and I could get one VATS shot off before he killed Kent. It took me a few tries to kill him before he killed Kent. And I had to use some drugs and get him to stagger before I had enough time to save Kent before he got shot.
+2
cptruggedI think it has something to do with free will.Registered Userregular
Good to hear that the Gatling Laser is solid.
It's the only reason I'm putting points into heavy now that I've almost maxed melee.
Honestly, Its all about when I hit Science! 4 and can actually upgrade it. Then I will put on the the classical radio station and every time Ride of the Valkyries plays.. I will wip it out and go somewhere with a LOT of enemies.
Whats the highest damage non-automatic sniper rifle you guys have seen? im missing the highest point in rifleman, but mine caps out at like 115 right now, which is kinda lower then i expected.
I like the radstorms. I do kind of wish they were more of a thing instead of a set piece, I just straight up ignore them when there's one happening and continue on my way. I was hoping they would be like the Blowouts in STALKER, cause those are sick as heck.
unique enemies during radstorms would be awesome, or mutating existing ones into "glowing" variants.
On a related note, it's amusing seeing a legendary BOS npc spawn when you're still friendly with the faction. I encountered a BOS squad fighting a high level synth group, most of the BOS went down, and then the legendary hulks out, starts doing the glowing thing, and wipes out all the synths still remaining before chilling while still glowing.
Legendary friendlies are funny because you can just pickpocket their legendary drop straight off them.
Whats the highest damage non-automatic sniper rifle you guys have seen? im missing the highest point in rifleman, but mine caps out at like 115 right now, which is kinda lower then i expected.
biggest rifle besides the gauss(200 before mods) and railroad rifle(100 before mods) is the .50sniper which is still pretty significant.
0
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
I just got this game and it's pretty great so far. I have a crafting question that I'm sure has been answered before buuuut...
Is there a better way to get mats out of things that aren't guns/armor than just dropping them all on the ground in front of a workstation and then just dismantling them that way?
I just got this game and it's pretty great so far. I have a crafting question that I'm sure has been answered before buuuut...
Is there a better way to get mats out of things that aren't guns/armor than just dropping them all on the ground in front of a workstation and then just dismantling them that way?
Just go into transfer mode at the workbench and click the button for "store all junk." It will auto-dismantle as needed. It will also store the leftovers, you don't lose anything.
The big letdowns are the broadsider and the junk jet. The broadsider is really hard to hit with and has a super small AOE which makes it OK for point blank stuff. But otherwise much worse than the rocket launcher. It needs to do like twice the damage it does now to be really worth it.
The Broadsider is a lot cleaner than the missile launcher though, much less collateral and much cheaper to fire. Still only takes one shot to kill anything that isn't in power armor
It won't one hit kill level appropriate enemies on survival difficulty. Which can easily be dispatched with a paintrain+super sledge combo even with no ranks in melee. (Power attack the super sledge as necessary)
I just got this game and it's pretty great so far. I have a crafting question that I'm sure has been answered before buuuut...
Is there a better way to get mats out of things that aren't guns/armor than just dropping them all on the ground in front of a workstation and then just dismantling them that way?
If you dump the junk items into the crafting stations, the junk will be used and broken down as needed when you craft stuff. No need to dismantle manually.
Whats the highest damage non-automatic sniper rifle you guys have seen? im missing the highest point in rifleman, but mine caps out at like 115 right now, which is kinda lower then i expected.
biggest rifle besides the gauss(200 before mods) and railroad rifle(100 before mods) is the .50sniper which is still pretty significant.
Also a plasma sniper rifle though having split damage may make it not as great on some targets.
It's the only reason I'm putting points into heavy now that I've almost maxed melee.
Honestly, Its all about when I hit Science! 4 and can actually upgrade it. Then I will put on the the classical radio station and every time Ride of the Valkyries plays.. I will wip it out and go somewhere with a LOT of enemies.
The laser Gatling gets a little weak against certain enemies around level 30 or so. But not enough to worry about because ammo is so cheap. When I upgrade it I estimate it will be doing 120-150 damage/shot.
Whats the highest damage non-automatic sniper rifle you guys have seen? im missing the highest point in rifleman, but mine caps out at like 115 right now, which is kinda lower then i expected.
biggest rifle besides the gauss(200 before mods) and railroad rifle(100 before mods) is the .50sniper which is still pretty significant.
Also a plasma sniper rifle though having split damage may make it not as great on some targets.
Also keep in mind that Rifleman ignores up to 30% of a target's armor, which should help boost the damage quite a bit, even if that isn't reflected on the listed damage
I just got this game and it's pretty great so far. I have a crafting question that I'm sure has been answered before buuuut...
Is there a better way to get mats out of things that aren't guns/armor than just dropping them all on the ground in front of a workstation and then just dismantling them that way?
If you dump the junk items into the crafting stations, the junk will be used and broken down as needed when you craft stuff. No need to dismantle manually.
Right but what about the non junk items in my inventory? Like if I have mines or grenades and other similar stuff I'm not planning on using?
I just got this game and it's pretty great so far. I have a crafting question that I'm sure has been answered before buuuut...
Is there a better way to get mats out of things that aren't guns/armor than just dropping them all on the ground in front of a workstation and then just dismantling them that way?
If you dump the junk items into the crafting stations, the junk will be used and broken down as needed when you craft stuff. No need to dismantle manually.
Right but what about the non junk items in my inventory? Like if I have mines or grenades and other similar stuff I'm not planning on using?
You can transfer those into the workbench for storage, but you can't break them down unfortunately.
I just got this game and it's pretty great so far. I have a crafting question that I'm sure has been answered before buuuut...
Is there a better way to get mats out of things that aren't guns/armor than just dropping them all on the ground in front of a workstation and then just dismantling them that way?
If you dump the junk items into the crafting stations, the junk will be used and broken down as needed when you craft stuff. No need to dismantle manually.
Right but what about the non junk items in my inventory? Like if I have mines or grenades and other similar stuff I'm not planning on using?
Mines and Grenades can't be broken down, I don't think
Guns and Armor can be, but only at their respective crafting stations.
Even with the costume on and everything, Sinjin shot Kent as soon as I stepped out of the elevator. No chance for a speech check. So I reloaded and took out the whole gang in Vats. If I had a chance to use the speech check I would have but I didn't.
More Silver Shroud:
This happened to me as well. Apparently you need to lower your weapon, walk forward a bit, and then look up at Sinjin, which seems to then trigger the dialogue options. Of course, going into VATS and headshotting them all with the Deliverer works so much better, but Sinjin's reactions to the Silver Shroud dialogue options are pretty funny.
To save Kent, you need to tell them to kill you first. It gives Kent time to get out of the way and then tuey start their fight with you. This also means thst you have to fight all of them.
Silver Shroud
After making everyone else run away with the Silver Shroud dialog, Sinjin did absolutely nothing, letting me shoot him dead at my leisure and save Kent. I thought that was weird, but upon reload, I was able to just walk right up next to Sinjin and stand there for a good 10 seconds before he finally shot Kent and went hostile. I just reloaded again and was again easily able to kill him before he shot Kent.
In my case, I did use the SS dialog every single time throughout the whole quest. I don't know if that affects things or not or if these differences are just the result of bugs.
I think yours was a bug.
I couldn't cross the full space before he turned. I also did the full SS dialog and I could get one VATS shot off before he killed Kent. It took me a few tries to kill him before he killed Kent. And I had to use some drugs and get him to stagger before I had enough time to save Kent before he got shot.
Silver Shroud stuff:
I got the dialogue bits to work fine; I don't know if you have to never break character even earlier, but sticking to Silver Shroud options did get the rest of Sinjin's crew to back off. Doing that made him focus on Kent, however, and nothing I had could one-shot him even with a crit. Thankfully, there was just enough time after dialogue ended to sprint up with a shotgun (I fired through the railing off to the side) and a couple hits staggered him long enough to finish him off.
There is a syringer recipe that gives a chance to stun, which might also be worth trying. You do find one in the hospital, I just didn't have any materials with me.
Unfortunately the wiki doesn't have a good account of weapon mods/how they work yet. If you're in game you can see how much damage the highest upgrade of your weapon can do(I think you sum for things that have damage on different components) so it's easy to check out the total potential damage on a gun like the bolt action rifle(.50 receiver) or the combat rifle(.308 receiver), or the assault rifle (whatever the highest non-automatic receiver is) all of which get rifleman in their non-auto config
Even with the costume on and everything, Sinjin shot Kent as soon as I stepped out of the elevator. No chance for a speech check. So I reloaded and took out the whole gang in Vats. If I had a chance to use the speech check I would have but I didn't.
More Silver Shroud:
This happened to me as well. Apparently you need to lower your weapon, walk forward a bit, and then look up at Sinjin, which seems to then trigger the dialogue options. Of course, going into VATS and headshotting them all with the Deliverer works so much better, but Sinjin's reactions to the Silver Shroud dialogue options are pretty funny.
To save Kent, you need to tell them to kill you first. It gives Kent time to get out of the way and then tuey start their fight with you. This also means thst you have to fight all of them.
Silver Shroud
After making everyone else run away with the Silver Shroud dialog, Sinjin did absolutely nothing, letting me shoot him dead at my leisure and save Kent. I thought that was weird, but upon reload, I was able to just walk right up next to Sinjin and stand there for a good 10 seconds before he finally shot Kent and went hostile. I just reloaded again and was again easily able to kill him before he shot Kent.
In my case, I did use the SS dialog every single time throughout the whole quest. I don't know if that affects things or not or if these differences are just the result of bugs.
I think yours was a bug.
I couldn't cross the full space before he turned. I also did the full SS dialog and I could get one VATS shot off before he killed Kent. It took me a few tries to kill him before he killed Kent. And I had to use some drugs and get him to stagger before I had enough time to save Kent before he got shot.
Silver Shroud stuff:
I got the dialogue bits to work fine; I don't know if you have to never break character even earlier, but sticking to Silver Shroud options did get the rest of Sinjin's crew to back off. Doing that made him focus on Kent, however, and nothing I had could one-shot him even with a crit. Thankfully, there was just enough time after dialogue ended to sprint up with a shotgun (I fired through the railing off to the side) and a couple hits staggered him long enough to finish him off.
There is a syringer recipe that gives a chance to stun, which might also be worth trying. You do find one in the hospital, I just didn't have any materials with me.
yep, that was my biggest problem during that fight, I just could not one shot him no matter what I tried. Got it eventually, but the vats animations made it super hard because he recovered during the animation after that first shot and would kill Kent every time. I ended up using vats for 1 shot on drugs in order to break out to the second shot I needed to finish him.
I just got this game and it's pretty great so far. I have a crafting question that I'm sure has been answered before buuuut...
Is there a better way to get mats out of things that aren't guns/armor than just dropping them all on the ground in front of a workstation and then just dismantling them that way?
If you dump the junk items into the crafting stations, the junk will be used and broken down as needed when you craft stuff. No need to dismantle manually.
Right but what about the non junk items in my inventory? Like if I have mines or grenades and other similar stuff I'm not planning on using?
Yes easiest way is to drop/scrap. But most of those are really good sellers too. So you can sell them to a store and get a shipment of what you want instead of whatever they scrap for. If you don't have enough charisma find a suit,hat, glasses from Fallon's (+4 possible, +5 if you're female and find a specific dress). With the charisma bobble head that turns 1 cha into 6 cha and with cap collector 2 and some junk town tales you're pretty close to max buy/sell. (With all the books and cap collector 2 you need 8 charisma, with none of that 15 or 16 charisma)
Edit: basically pretend you're getting a loan and go to the market.
I like the radstorms. I do kind of wish they were more of a thing instead of a set piece, I just straight up ignore them when there's one happening and continue on my way. I was hoping they would be like the Blowouts in STALKER, cause those are sick as heck.
I love em. The first time it happen was right after coming out of the vault and I was just kinda tinkering around sanctuary and learning the workshop. You kinda start feeling the kind of fear you do when the weathers getting ready to storm, the wind is blowing hard, and you have this little voice in your head saying a tornado could drop at any moment. Makes you want to find something to do in the basement for a while.
The occasional ticking of the geiger counter also is a bit creepy.
Basically, FO4 feels like it has the core elements of a really really really awesome game, and it just doesn't quite follow through everywhere, and in particular it flops in some of the most "important" parts of an RPG. I'd be fascinated to know why, given that it seems they had oodles of time to design and lay out environments.
At this point in time, I feel like Bethesda is using the Elder Scrolls stuff to all their great development with in terms of designing neat environments and quests and whatnot, and they're using the Fallout games to fill in the space between Elder Scrolls releases. Skyrim was packed with lots of great moments and sights, and I think the most impressive thing I saw in a few dozen hours of FO4 was, well, I literally can't think of anything that stuck out as interesting to see or do. It's like Bethesda decided to dial the scope of everything down to something miniscule, and it's just not particularly interesting to be raiding two-room scrap huts endlessly when the last game the same group put out had things like massive secret underground kingdoms or dragon-priest cult stuff or getting screwed with by gods of mischief.
Between stripping away skills completely, the awful perk system, and the major lack of being able to make choices that actually influence anything, FO4 just didn't even feel like an RPG to me. It feels far, far more like a moderate-to-good FPS with some RPG-lite elements tacked on, with some base-building tossed in for reasons that don't really seem to do much with the game.
Heck, if they'd simply done away entirely with the feeble attempts at RPG stuff and focused on making a large, enjoyable, campaign-driven Fallout game, I probably would've actually enjoyed that.
Now that I think about it, FO3 was kinda murder everybody too, wasn't it? I distinctly remember getting a little bored when I was 100%ing FO3, because every location I visited was, "Kill 'dem baddies." It was FNV that had a lot more towns/quest hubs for you to visit....
FO3 was definitely more streamlined in its quest approaches than past games, but a fair number of them were still quite flexible or had to account for several variables. Big Town, for instance: on paper you're still going to a police station and killing a bunch of super mutants, but it had to factor in possibly saving Shorty along with Red, whether you armed them, how you encouraged the town to fend off the next wave (stealth, tech, traps, or guns), whether anybody died in the attempt, and so on. Those! and Oasis were certainly linear slugfests, but you also had stuff like Blood Ties and You Gotta Shoot 'Em in the Head, which were reasonably open in structure.
I think in FO4's case, the addition of radiant quests obscures those with more interesting content, like the Silver Shroud. There's more to do in this game, but a lot of it really is "go in, kill stuff, maybe place an item, repeat" because that content can be generated systemically. Even so, I'm not seeing a lot of quests that bend as much as FO3's better moments, let alone New Vegas.
I've said it before and I'll keep saying it: I think this game made a huge mistake by not having a proper starting town. It gives the false impression that Fallout is now primarily just another setting to fuck around in, and all other considerations are secondary. There's more to the title than just the atmosphere, and I'm worried that's getting ignored just because you can dress up Dogmeat now.
Basically, FO4 feels like it has the core elements of a really really really awesome game, and it just doesn't quite follow through everywhere, and in particular it flops in some of the most "important" parts of an RPG. I'd be fascinated to know why, given that it seems they had oodles of time to design and lay out environments.
At this point in time, I feel like Bethesda is using the Elder Scrolls stuff to all their great development with in terms of designing neat environments and quests and whatnot, and they're using the Fallout games to fill in the space between Elder Scrolls releases. Skyrim was packed with lots of great moments and sights, and I think the most impressive thing I saw in a few dozen hours of FO4 was, well, I literally can't think of anything that stuck out as interesting to see or do. It's like Bethesda decided to dial the scope of everything down to something miniscule, and it's just not particularly interesting to be raiding two-room scrap huts endlessly when the last game the same group put out had things like massive secret underground kingdoms or dragon-priest cult stuff or getting screwed with by gods of mischief.
Between stripping away skills completely, the awful perk system, and the major lack of being able to make choices that actually influence anything, FO4 just didn't even feel like an RPG to me. It feels far, far more like a moderate-to-good FPS with some RPG-lite elements tacked on, with some base-building tossed in for reasons that don't really seem to do much with the game.
Heck, if they'd simply done away entirely with the feeble attempts at RPG stuff and focused on making a large, enjoyable, campaign-driven Fallout game, I probably would've actually enjoyed that.
Now that I think about it, FO3 was kinda murder everybody too, wasn't it? I distinctly remember getting a little bored when I was 100%ing FO3, because every location I visited was, "Kill 'dem baddies." It was FNV that had a lot more towns/quest hubs for you to visit....
FO3 was definitely more streamlined in its quest approaches than past games, but a fair number of them were still quite flexible or had to account for several variables. Big Town, for instance: on paper you're still going to a police station and killing a bunch of super mutants, but it had to factor in possibly saving Shorty along with Red, whether you armed them, how you encouraged the town to fend off the next wave (stealth, tech, traps, or guns), whether anybody died in the attempt, and so on. Those! and Oasis were certainly linear slugfests, but you also had stuff like Blood Ties and You Gotta Shoot 'Em in the Head, which were reasonably open in structure.
I think in FO4's case, the addition of radiant quests obscures those with more interesting content, like the Silver Shroud. There's more to do in this game, but a lot of it really is "go in, kill stuff, maybe place an item, repeat" because that content can be generated systemically. Even so, I'm not seeing a lot of quests that bend as much as FO3's better moments, let alone New Vegas.
I've said it before and I'll keep saying it: I think this game made a huge mistake by not having a proper starting town. It gives the false impression that Fallout is now primarily just another setting to fuck around in, and all other considerations are secondary. There's more to the title than just the atmosphere, and I'm worried that's getting ignored just because you can dress up Dogmeat now.
The interesting quests are much sparser. And a lot have some really unintuitive breadcrumbs.
Diamond City and Goodneighbor are the only two real hubs outside of the factions and have some pretty fun quests mixed in with the pretty generic ones.
Finding some of these quests outside of those areas though . . .
One of the more extreme cases is the breadcrumbing for Vault 81. As far as I can tell, I was supposed to get the marker for the Museum of Witchcraft from someone in Diamond City, come across another location while I was in the area of the Museum, go in and witness a conversation between two npcs, and then talk to the npc in a vault suit who would give me the marker for the vault. At no point outside did I see any indication that that particular location would have any npcs to talk to.
I can't stand messy mod-pages with lots of downloads. Optional files are useful, but then you end up having to look through all of the content-previews to puzzle out which ones you need to frankenstein together, because the author can't be bothered to explain it.
What would be great, is if they took the settlement mechanic from F4, and used it in the next TES for a single area.
Have the story put you in control of a small band of refugees/outcasts, making a small outpost in a large and relatively flat piece of land. Make it a central plot element that you're in control of it. Over time your single settlement grows from a refuge to a trading post for passing caravans, then a town. By the end of the game, you can stand on the walls of your grand city, admiring your work and the many citizens inside as their lord and protector.
Essentially, trade F4's quantity for quality, and make it a thematic thing instead of F4's purposeful 'you can ignore this mechanic if you don't like it' deal. If it's just one, you can remove a lot of the busywork in administering multiple settlements, devote game resources to one city with a higher population/object count, and give the player an easy to way to admire their work in one place.
The object-count doesn't suffer due to the number of settlements, though. Unless they're adjacent, I imagine. Being near too many objects is the problem.
Whats the highest damage non-automatic sniper rifle you guys have seen? im missing the highest point in rifleman, but mine caps out at like 115 right now, which is kinda lower then i expected.
Went and checked for you. These numbers are BASE damage with no perks(though you might need some perks to make it yourself). So double that for rank 5. If you want to calc yourself everything is additive. So if you add a -1 damage mod on top of a +10 damage mod the total is +9.
Unsure on the Railroad rifle as i don't have one on hand to test. On top of this you can get four types of raw damage mods which inflict damage not modified by perks
Plasma: +10 damage
Cold: +10 damage
Wounding: +25 damage/second [stacking per hit]
Explosive: +15 AoE damage +30 damage if you hit directly
Yes, all of these are insane for high ROF weapons/Shotguns because the bonus applies on every bullet[and enemies tend to have very little or no bleeding resistance]. A wounding combat shotgun is as insane as it sounds, with every shot doing another 125 damage/second on top of its normal.
and two modified by perks
Mighty: +25% damage
Two Shot: Double BASE damage +perk damage*. For instance a standard combat rifle does 33 damage, and a .308 does +24 damage. So a double shot does 90 damage[45 for each shot]. This works out to between 64% and 43% higher listed damage[for weapons with high modification values] depending on whether or not you're "in the money" on armor.
Double shot may also interact with plasma weapons in interesting ways. (depending on if the energy portion is cut up or not cut up)
So it looks like you're doing pretty well if you don't have a weapon that a damage modifier on it. You could do a bit better by upping to a high quality laser sniper or plasma sniper. And could probably do better in DPS by switching to an AR or Combat Rifle (as they fire fast and still count for rifleman). Obviously don't throw away a particularly good pipe rifle you find as a double shot .50 pipe rifle should do 167 damage with rifleman 4 and a mighty does 132
*I think. If it flat doubles damage then obviously the answer is 114 for the combat rifle. I went and checked with a .308 double shot i have and with rank 5 gunslinger it was 138 damage and 100 for the base. Since the upgrade to .308 provides 17 damage at rank 0 gunslinger this would be 38 at rank 5 gunslinger. So it works the way i suggest above and makes it slightly better for automatic weapons which have smaller relative modifiers off their base damage.
Whats the highest damage non-automatic sniper rifle you guys have seen? im missing the highest point in rifleman, but mine caps out at like 115 right now, which is kinda lower then i expected.
biggest rifle besides the gauss(200 before mods) and railroad rifle(100 before mods) is the .50sniper which is still pretty significant.
Also a plasma sniper rifle though having split damage may make it not as great on some targets.
Also keep in mind that Rifleman ignores up to 30% of a target's armor, which should help boost the damage quite a bit, even if that isn't reflected on the listed damage
equivalent to a 11% raw damage increase if you're "in the money" for armor.
I have two action boy points + 2 legendary stamina regen armor pieces plus jet fuel. The problem is total AP. (Maybe my overdrive legs are messing with the amount of use while my atom cats paint isn't)
Edit: after I land I am back to full in like .5 seconds. The problem is that while I can sprint from red rocket to the sanctuary workshop on one go (comfortably and really fast) I get 15 feet in the air or so and am done
Going to see if I can abuse ice cold quantum to fuel long hops
I like the radstorms. I do kind of wish they were more of a thing instead of a set piece, I just straight up ignore them when there's one happening and continue on my way. I was hoping they would be like the Blowouts in STALKER, cause those are sick as heck.
The worst thing is realizing that they don't matter at all, as soon as you see one brewing you can instantly fast travel anywhere to clear it out. I think like even right next to where you are?
You can even reload your game before stepping outside and it will be gone. They're just random things, there aren't any weather patterns like "oh the whole northeast is in a big radstorm right now."
Posts
Silver Shroud
In my case, I did use the SS dialog every single time throughout the whole quest. I don't know if that affects things or not or if these differences are just the result of bugs.
I think yours was a bug.
It's the only reason I'm putting points into heavy now that I've almost maxed melee.
Honestly, Its all about when I hit Science! 4 and can actually upgrade it. Then I will put on the the classical radio station and every time Ride of the Valkyries plays.. I will wip it out and go somewhere with a LOT of enemies.
Legendary friendlies are funny because you can just pickpocket their legendary drop straight off them.
biggest rifle besides the gauss(200 before mods) and railroad rifle(100 before mods) is the .50sniper which is still pretty significant.
Is there a better way to get mats out of things that aren't guns/armor than just dropping them all on the ground in front of a workstation and then just dismantling them that way?
Just go into transfer mode at the workbench and click the button for "store all junk." It will auto-dismantle as needed. It will also store the leftovers, you don't lose anything.
If you dump the junk items into the crafting stations, the junk will be used and broken down as needed when you craft stuff. No need to dismantle manually.
Also a plasma sniper rifle though having split damage may make it not as great on some targets.
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The laser Gatling gets a little weak against certain enemies around level 30 or so. But not enough to worry about because ammo is so cheap. When I upgrade it I estimate it will be doing 120-150 damage/shot.
Also keep in mind that Rifleman ignores up to 30% of a target's armor, which should help boost the damage quite a bit, even if that isn't reflected on the listed damage
My Steam
Right but what about the non junk items in my inventory? Like if I have mines or grenades and other similar stuff I'm not planning on using?
You can transfer those into the workbench for storage, but you can't break them down unfortunately.
Mines and Grenades can't be broken down, I don't think
Guns and Armor can be, but only at their respective crafting stations.
Silver Shroud stuff:
There is a syringer recipe that gives a chance to stun, which might also be worth trying. You do find one in the hospital, I just didn't have any materials with me.
Yes easiest way is to drop/scrap. But most of those are really good sellers too. So you can sell them to a store and get a shipment of what you want instead of whatever they scrap for. If you don't have enough charisma find a suit,hat, glasses from Fallon's (+4 possible, +5 if you're female and find a specific dress). With the charisma bobble head that turns 1 cha into 6 cha and with cap collector 2 and some junk town tales you're pretty close to max buy/sell. (With all the books and cap collector 2 you need 8 charisma, with none of that 15 or 16 charisma)
Edit: basically pretend you're getting a loan and go to the market.
I love em. The first time it happen was right after coming out of the vault and I was just kinda tinkering around sanctuary and learning the workshop. You kinda start feeling the kind of fear you do when the weathers getting ready to storm, the wind is blowing hard, and you have this little voice in your head saying a tornado could drop at any moment. Makes you want to find something to do in the basement for a while.
The occasional ticking of the geiger counter also is a bit creepy.
FO3 was definitely more streamlined in its quest approaches than past games, but a fair number of them were still quite flexible or had to account for several variables. Big Town, for instance: on paper you're still going to a police station and killing a bunch of super mutants, but it had to factor in possibly saving Shorty along with Red, whether you armed them, how you encouraged the town to fend off the next wave (stealth, tech, traps, or guns), whether anybody died in the attempt, and so on. Those! and Oasis were certainly linear slugfests, but you also had stuff like Blood Ties and You Gotta Shoot 'Em in the Head, which were reasonably open in structure.
I think in FO4's case, the addition of radiant quests obscures those with more interesting content, like the Silver Shroud. There's more to do in this game, but a lot of it really is "go in, kill stuff, maybe place an item, repeat" because that content can be generated systemically. Even so, I'm not seeing a lot of quests that bend as much as FO3's better moments, let alone New Vegas.
I've said it before and I'll keep saying it: I think this game made a huge mistake by not having a proper starting town. It gives the false impression that Fallout is now primarily just another setting to fuck around in, and all other considerations are secondary. There's more to the title than just the atmosphere, and I'm worried that's getting ignored just because you can dress up Dogmeat now.
Am I wrong for :
The interesting quests are much sparser. And a lot have some really unintuitive breadcrumbs.
Diamond City and Goodneighbor are the only two real hubs outside of the factions and have some pretty fun quests mixed in with the pretty generic ones.
Finding some of these quests outside of those areas though . . .
One of the more extreme cases is the breadcrumbing for Vault 81. As far as I can tell, I was supposed to get the marker for the Museum of Witchcraft from someone in Diamond City, come across another location while I was in the area of the Museum, go in and witness a conversation between two npcs, and then talk to the npc in a vault suit who would give me the marker for the vault. At no point outside did I see any indication that that particular location would have any npcs to talk to.
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The object-count doesn't suffer due to the number of settlements, though. Unless they're adjacent, I imagine. Being near too many objects is the problem.
If that is wrong, i don't want to be right.
Went and checked for you. These numbers are BASE damage with no perks(though you might need some perks to make it yourself). So double that for rank 5. If you want to calc yourself everything is additive. So if you add a -1 damage mod on top of a +10 damage mod the total is +9.
10mm Pistol: 31
.308 Pipe Revolver pistol/rifle: 42
Assault Rifle: 52
.308 Combat: 57
.50 Pipe Rifle/Pistol: 59
.50 Sniper: 62
Laser Sniper: 72
.44 Pistol : 84
Plasma Sniper Rifle: 60/60
Gauss Rifle: 197
Unsure on the Railroad rifle as i don't have one on hand to test. On top of this you can get four types of raw damage mods which inflict damage not modified by perks
Plasma: +10 damage
Cold: +10 damage
Wounding: +25 damage/second [stacking per hit]
Explosive: +15 AoE damage +30 damage if you hit directly
Yes, all of these are insane for high ROF weapons/Shotguns because the bonus applies on every bullet[and enemies tend to have very little or no bleeding resistance]. A wounding combat shotgun is as insane as it sounds, with every shot doing another 125 damage/second on top of its normal.
and two modified by perks
Mighty: +25% damage
Two Shot: Double BASE damage +perk damage*. For instance a standard combat rifle does 33 damage, and a .308 does +24 damage. So a double shot does 90 damage[45 for each shot]. This works out to between 64% and 43% higher listed damage[for weapons with high modification values] depending on whether or not you're "in the money" on armor.
Double shot may also interact with plasma weapons in interesting ways. (depending on if the energy portion is cut up or not cut up)
So it looks like you're doing pretty well if you don't have a weapon that a damage modifier on it. You could do a bit better by upping to a high quality laser sniper or plasma sniper. And could probably do better in DPS by switching to an AR or Combat Rifle (as they fire fast and still count for rifleman). Obviously don't throw away a particularly good pipe rifle you find as a double shot .50 pipe rifle should do 167 damage with rifleman 4 and a mighty does 132
*I think. If it flat doubles damage then obviously the answer is 114 for the combat rifle. I went and checked with a .308 double shot i have and with rank 5 gunslinger it was 138 damage and 100 for the base. Since the upgrade to .308 provides 17 damage at rank 0 gunslinger this would be 38 at rank 5 gunslinger. So it works the way i suggest above and makes it slightly better for automatic weapons which have smaller relative modifiers off their base damage.
equivalent to a 11% raw damage increase if you're "in the money" for armor.
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Trashcan Carla is my hero.
Conviently, there was also an American flag nearby to pose as I took a picture.
One chem is conveniently labelled "jetfuel".
I have two action boy points + 2 legendary stamina regen armor pieces plus jet fuel. The problem is total AP. (Maybe my overdrive legs are messing with the amount of use while my atom cats paint isn't)
Edit: after I land I am back to full in like .5 seconds. The problem is that while I can sprint from red rocket to the sanctuary workshop on one go (comfortably and really fast) I get 15 feet in the air or so and am done
Going to see if I can abuse ice cold quantum to fuel long hops
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Start saving up bones for cutting fluid, you get 3 oil per.
The worst thing is realizing that they don't matter at all, as soon as you see one brewing you can instantly fast travel anywhere to clear it out. I think like even right next to where you are?
You can even reload your game before stepping outside and it will be gone. They're just random things, there aren't any weather patterns like "oh the whole northeast is in a big radstorm right now."
I Just instinctively gather oil cans and stuff now. I had it on highlight for so long. Bonus, aluminum canisters, so aluminum too.
Cutting fluid is great too. A run through most Super Mutant hideouts can net a lot of bones.
The harder the rain, honey, the sweeter the sun.