The "bonus companion damage" perk actually makes some of the faster firing companions do a lot more damage. I imagine Cait plus a sledge is actually pretty powerful
She's still not nearly as tough as my character, but at least she's taking out the small fry while I take out the bigger ones.
Oh and never give an NPC grenades unless you have the friendly fire perk.
I thought I can give companions stimpaks or food so they can heal themselves, like giving potions to followers in skyrim. But they don't use them, they still stay down in long fights.
I thought I can give companions stimpaks or food so they can heal themselves, like giving potions to followers in skyrim. But they don't use them, they still stay down in long fights.
You can stimpack them yourself when they're down. Just run over and click on them.
@GoodKingJayIII Companions will use the weapons you give them, but you have to give them ammo. At early levels, I'd probably just let them use their default weapons (infinite ammo). Right now, I like to drop automatic weapons on them with some kind of legendary damage modifier. I don't use automatic weapons, or rifles, so I have lots of extra ammo for those types of guns. Drop 3k ammo in their inventory and you don't have to worry about it anymore for a LONG time. Also, if you put them in Power Armor, it will degrade from damage like normal. I like the Titanium Plating just for companion power armor. It gives the armor more HP.
@Goumindong Nuka cola might not work, but Mirklurk Omelets definitely work mid flight. I have it hotkeyed just for that purpose. You can make it at cooking stations, and the main ingredient is the Mirklurk Eggs, so you can pump out a lot of them. Try hotkeying the omelets and dropping some Ultra Jet and Jet Fuel go for a flight. (Music) "I can show you the world..." (/Music)
The funny thing for me about this playthrough is that I got the Explosive 10mm REALLY early on. And I keep coming back to it. It's fully modded, and I have all the demolition perks, handgun perks, and working on completing Bloody Mess. It has lower base damage than some of my other pretties (plasma pistol, for instance) but it fires EXTREMELY fast, and I love the explosive AOE. Explosives also do extra limb damage, I'm pretty sure, which is just gravy. Also, flashier guns tend to get in the way. Either they're too big on the screen, or their firing lazers block your vision until they dissipate. The 10mm has none of those draw backs.
10mm for life, yo.
Steam and CFN: Enexemander
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cptruggedI think it has something to do with free will.Registered Userregular
I keep coming back to shotguns for my companions.
I tried giving them melee, but they don't go in often and will just stand there.
I tried plasma rifles cause i don't use rifles and that base damage looks good. But they fire so much and so inaccurately that they'd just blow through the ammo I gave them for almost no effect.
Shotguns seem to be the sweet spot between effective damage and ammo expenditure.
Even with lots of ammo, companions tend to burn through it super quick in my experience.
For example, as I'm sure is the case with many others, I had a massive surplus of .38 ammo, because it drops so plentifully and gets much less useful later on in the game. So I created the best possible pipe machine gun I could (highest damage, massive ammo capacity) and gave it to Cait. My God did she burn through that ammo. I had the same issue later on giving Hancock an assault rifle. It really doesn't seem worthwhile to try and keep them supplied with ammo, because like any NPC, they care not if they are firing blindly into a concrete wall, and even when they do have a line of sight to the enemy their aim is terrible.
I've found it much better just to let the companions do what they do with their own weapons. In the case of Hancock, I've noticed that he'll pick up the weapons of fallen enemies and use them for a time, which I think is much cooler than me having to constantly feed him ammo I know he isn't going to put to good use.
Making my first action with curie as a human to dress her in the grognar the barbarian outfit with axe?
Yes. All decent people will immediately dress her in a lab coat.
I was looking for screenshots earlier and I stumbled across this youtube video preview image:
Poor Curie. "Is this really what most humans wear? Yes? Ok, if you say so..."
She really dissapointed me tonight. I was exploring a vault with her, and stood still a few seconds....she pulls out a cigarette and starts smoking! she really should know better being a doctor.
Well that's what happens when nobody tells her tasty things tasted so good!
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jefe414"My Other Drill Hole is a Teleporter"Mechagodzilla is Best GodzillaRegistered Userregular
I give my companions semi -automatic laser rifles. Typically a heavily modified institute rifle. I don't use lasers so the fusion cells are plentiful. I max out the accuracy mods and they seem to do pretty darn well. After many fights I'm poking through ash piles for loot.
Xbox Live: Jefe414
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daveNYCWhy universe hate Waspinator?Registered Userregular
Yeah, any automatic weapon seems to send the companion into spray and pray mode, and their accuracy is crap so it's a lot of sound and fury that doesn't get much in results. I gave Nick an upgraded Institute automatic and he'll put on a laser light show, but might kill one enemy if he's lucky.
Giving them a shotgun isn't even an option since the upgrade combat shotgun is my go to when the sniping and sneaking stops working, and even as a semi-auto I burn through a lot of ammo with it. Charging in and blasting some supermutants to bits is fun as hell though.
The funniest part of combat for me is going up against power armor. Sneaking around for a shot at the fusion core and then laughing at the explosion never gets old. It's also a never ending supply of armor frames since the enemies now have enough HP that the explosion doesn't kill them, so they hop out, get a head shot for their troubles, and I've got another set of stolen power armor to decorate the place.
Shut up, Mr. Burton! You were not brought upon this world to get it!
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
Keep noticing even after her personal quest, Cait
Still uses the psycho I keep putting in her inventory
They're kind of like the Yes Man choice in New Vegas, but with people backing you up instead of robots. And inherently good-aligned because you can't really be evil.
Oh you can definitely be evil. Just not so much through dialogue choices.
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
Still uses the psycho I keep putting in her inventory
I would have made a great Vault 95 overseer.
Cool, I didn't know companions actually used chems you gave them.
I know She has an idle animation kind of thing where she uses one.
They definitely have to be.
In addition to Cait, I give Hancock a set amount of chems and theres usually one or two gone from the stack by the time I check in on him.
Hmm, really? I gave him some Jet as an experiment (since he always talks about it) and he hasn't ever used it.
Not that I would give him my chems anyway. He's basically glorified clean up. Also, pest control, because I hate trying to hit the boatflies and such.
Edit: Oh, I also have the companion perks in the charisma tree. So that might help with their effectiveness versus how much ammo I give them. I seriously just drop 3k on them and not worry about it, though. Played for hours with both Piper and Hancock that way without issues. Thinking of going for a new companion next and just giving him or her the Laser Gat and some Fusion Cores... see how they do. I have 90+ of them and the higher level I get, the more plentiful they are in random containers. Can't hurt.
BoS Spoiler (kind of a big one for them.)
So I found out Danse was a synth. Poor Danse. This has accomplished two things: 1) I'm going to try to align with the Railroad as much as possible from here on out. My character has decided that 3rd generation synths are humans, or close enough. 2) If I can possibly kill that pathetic little bitch "Elder" Maxson without Danse hating me, I will. When Maxie tried to force me to kill Danse in front of him, the first thing I did was unload a full clip into his face. Danse unfortunately didn't like that, so we'll have to see.
Still uses the psycho I keep putting in her inventory
I would have made a great Vault 95 overseer.
Cool, I didn't know companions actually used chems you gave them.
I know She has an idle animation kind of thing where she uses one.
They definitely have to be.
In addition to Cait, I give Hancock a set amount of chems and theres usually one or two gone from the stack by the time I check in on him.
Hmm, really? I gave him some Jet as an experiment (since he always talks about it) and he hasn't ever used it.
Not that I would give him my chems anyway. He's basically glorified clean up. Also, pest control, because I hate trying to hit the boatflies and such.
Edit: Oh, I also have the companion perks in the charisma tree. So that might help with their effectiveness versus how much ammo I give them. I seriously just drop 3k on them and not worry about it, though. Played for hours with both Piper and Hancock that way without issues. Thinking of going for a new companion next and just giving him or her the Laser Gat and some Fusion Cores... see how they do. I have 90+ of them and the higher level I get, the more plentiful they are in random containers. Can't hurt.
BoS Spoiler (kind of a big one for them.)
So I found out Danse was a synth. Poor Danse. This has accomplished two things: 1) I'm going to try to align with the Railroad as much as possible from here on out. My character has decided that 3rd generation synths are humans, or close enough. 2) If I can possibly kill that pathetic little bitch "Elder" Maxson without Danse hating me, I will. When Maxie tried to force me to kill Danse in front of him, the first thing I did was unload a full clip into his face. Danse unfortunately didn't like that, so we'll have to see.
Nice to see Liberty Prime online again, though.
I suspect that they won't use all chems. Jet in particular is probably a no go since it slows down time for the player as opposed to being a stat buff.
With melee companions I find it works best to actually command them attack. Sending a melee character towards a group of dudes before opening fire seems to keep them in the fight.
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited December 2015
Went to a junkyard filled with some super mutants and can confirm Hancock used med-x (only gave him one and now it's gone) and I think psychobuff aswell (I believe he had six and now theres five).
He's got ten vials of jet though and he's never used it once, same with mentats despite being told he's fond of them. NPCs just might not be programmed to use those becuase they don't have any direct combat benefits or only for the player in jet's case.
RIP Brotherhood scribe who died during the test. I imagine his last thoughts before he was disintegrated were "pretty sure you weren't suppose to take me here".
I think the worst part of the main character isn't even that you can deviate from the main story with so many sidequests that make him seem ignorant of
finding his son. It's that he/she just leaves his/her wife/husband in a cryo tube. Like I might be more emotionally attached if it made me drag him/her down to sanctuary and actually bury them. Instead you just leave them frozen or even can leave the capsule open so they just defrost and rot. It's silly little oversights like that, that just destroy any chance of the game having any emotional connection.
I think the worst part of the main character isn't even that you can deviate from the main story with so many sidequests that make him seem ignorant of
finding his son. It's that he/she just leaves his/her wife/husband in a cryo tube. Like I might be more emotionally attached if it made me drag him/her down to sanctuary and actually bury them. Instead you just leave them frozen or even can leave the capsule open so they just defrost and rot. It's silly little oversights like that, that just destroy any chance of the game having any emotional connection.
I think emotional connection depends at last partially on how much time you spend poking around in the beginning. There are a lot of things you can investigate to hear comments about the main character's kid, spouse, and lost dog among other things but you're never forced to do so. Plus the recording from your spouse that Codsworth gives you.
It would have been nice to have a decent burial be a side quest though. And for that matter for the others since many were your neighbors.
On a related note, Codsworth and I think some other NPCs will say something if you bring them back to your spouse's body so there's something but it's not something most people would do.
Still have both wedding rings for sentimental value. Weird that they are the only equipable ring item in the game, I think. I'm sure there will be mods that add buffs to them.
I think the worst part of the main character isn't even that you can deviate from the main story with so many sidequests that make him seem ignorant of
finding his son. It's that he/she just leaves his/her wife/husband in a cryo tube. Like I might be more emotionally attached if it made me drag him/her down to sanctuary and actually bury them. Instead you just leave them frozen or even can leave the capsule open so they just defrost and rot. It's silly little oversights like that, that just destroy any chance of the game having any emotional connection.
I think emotional connection depends at last partially on how much time you spend poking around in the beginning. There are a lot of things you can investigate to hear comments about the main character's kid, spouse, and lost dog among other things but you're never forced to do so. Plus the recording from your spouse that Codsworth gives you.
It would have been nice to have a decent burial be a side quest though. And for that matter for the others since many were your neighbors.
On a related note, Codsworth and I think some other NPCs will say something if you bring them back to your spouse's body so there's something but it's not something most people would do.
i really hate the recording Codsworth gives you.
It basically defines your character as this saintly figure (or your spouse as delusional git), making anything ezcept most goody two shoes gameplay a deviation of established character.
If they really had to define the MC, they could have done so through what the MC tells others about their spouse instead.
But i agree that burial sidequest would have been appropriate.
Still have both wedding rings for sentimental value. Weird that they are the only equipable ring item in the game, I think. I'm sure there will be mods that add buffs to them.
There already are. The one I saw made them have different stats based on gender ("Soldier's Ring" and "Lawyer's Ring").
I think the worst part of the main character isn't even that you can deviate from the main story with so many sidequests that make him seem ignorant of
finding his son. It's that he/she just leaves his/her wife/husband in a cryo tube. Like I might be more emotionally attached if it made me drag him/her down to sanctuary and actually bury them. Instead you just leave them frozen or even can leave the capsule open so they just defrost and rot. It's silly little oversights like that, that just destroy any chance of the game having any emotional connection.
I think emotional connection depends at last partially on how much time you spend poking around in the beginning. There are a lot of things you can investigate to hear comments about the main character's kid, spouse, and lost dog among other things but you're never forced to do so. Plus the recording from your spouse that Codsworth gives you.
It would have been nice to have a decent burial be a side quest though. And for that matter for the others since many were your neighbors.
On a related note, Codsworth and I think some other NPCs will say something if you bring them back to your spouse's body so there's something but it's not something most people would do.
i really hate the recording Codsworth gives you.
It basically defines your character as this saintly figure (or your spouse as delusional git), making anything ezcept most goody two shoes gameplay a deviation of established character.
If they really had to define the MC, they could have done so through what the MC tells others about their spouse instead.
But i agree that burial sidequest would have been appropriate.
Regarding characterization of the main character, it's really been a part of all the Fallout games. Fallout 1 and 2 both bank on the character caring about the survival of their home vault or tribe enough to risk their life on long quests for them and 3 kind of comes apart narratively if you're a rat bastard. New Vegas had most of its characterization in the DLC with Ulysses though you had the option of insisting he's wrong about that when you confront him but there are bits and pieces in the base game to suggest you're very well traveled and at least in your mid 30s.
But you still had the option of being a rat bastard despite those and break the default characterization, especially in New Vegas. In 4, not so much (though I admit not feeling that the heist side quest was one the character would be totally on board with).
So, I've completely avoided BOS. I got the quest to go to the police station, and to go to the airship but never done anything with them.
Is there a way to completely turn BOS against you, as in all patrols will try and kill you on sight? Cause usually BOS on the ground ignore me, but a few times I've walked up to them without a gun held, tried talking, had them give me the 'i am a tree, stop talking to me' response...so i walk away then a few seconds later they shoot at me so i kill em.
I've been pondering walking to the airship, dropping several of the artillery smoke grenades and running like hell.
So, I've completely avoided BOS. I got the quest to go to the police station, and to go to the airship but never done anything with them.
Is there a way to completely turn BOS against you, as in all patrols will try and kill you on sight? Cause usually BOS on the ground ignore me, but a few times I've walked up to them without a gun held, tried talking, had them give me the 'i am a tree, stop talking to me' response...so i walk away then a few seconds later they shoot at me so i kill em.
I've been pondering walking to the airship, dropping several of the artillery smoke grenades and running like hell.
Just progress far enough with any other faction and the option eventually comes up. Just firing on the patrols only turns that patrol hostile.
If you want to make them hostile in the most glorious possible way however, I would recommend doing it by way of the Railroad.
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WhiteZinfandelYour insidesLet me show you themRegistered Userregular
No quest is necessary for you to hop up to the airship and assassinate their leader. I imagine the patrols would respond to that.
No quest is necessary for you to hop up to the airship and assassinate their leader. I imagine the patrols would respond to that.
It doesn't work like previous games do, most story related NPCs in Fallout 4 are marked as "essential" and can't be killed unless the current point in the story says otherwise. I believe that's the case here as well.
No quest is necessary for you to hop up to the airship and assassinate their leader. I imagine the patrols would respond to that.
It doesn't work like previous games do, most story related NPCs in Fallout 4 are marked as "essential" and can't be killed unless the current point in the story says otherwise. I believe that's the case here as well.
I believe that most story NPCs are not essential. i know the railroad isnt
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
No quest is necessary for you to hop up to the airship and assassinate their leader. I imagine the patrols would respond to that.
It doesn't work like previous games do, most story related NPCs in Fallout 4 are marked as "essential" and can't be killed unless the current point in the story says otherwise. I believe that's the case here as well.
You can totally kill Maxson and take his coat.
It can even be upgraded with ballistic weave from it's initial 50 damage resistance, to 160/110
If it works like skyrim you can use the console to check if a NPC is essential. Open the console and click on the NPC, then type and enter "isessential". A value of 0 or 1 will show, with 1 meaning they are essential.
WhiteZinfandelYour insidesLet me show you themRegistered Userregular
Mayor Mcdonough was essential when I tried to kill him. Maxson wasn't. I did do it after a few missions into the BoS line, though, so I don't know if he's nonessential from the getgo.
Posts
She's still not nearly as tough as my character, but at least she's taking out the small fry while I take out the bigger ones.
Oh and never give an NPC grenades unless you have the friendly fire perk.
Curie actually has a really nice no ammo needed weapon. at least until....later...
You can stimpack them yourself when they're down. Just run over and click on them.
@GoodKingJayIII Companions will use the weapons you give them, but you have to give them ammo. At early levels, I'd probably just let them use their default weapons (infinite ammo). Right now, I like to drop automatic weapons on them with some kind of legendary damage modifier. I don't use automatic weapons, or rifles, so I have lots of extra ammo for those types of guns. Drop 3k ammo in their inventory and you don't have to worry about it anymore for a LONG time. Also, if you put them in Power Armor, it will degrade from damage like normal. I like the Titanium Plating just for companion power armor. It gives the armor more HP.
@Goumindong Nuka cola might not work, but Mirklurk Omelets definitely work mid flight. I have it hotkeyed just for that purpose. You can make it at cooking stations, and the main ingredient is the Mirklurk Eggs, so you can pump out a lot of them. Try hotkeying the omelets and dropping some Ultra Jet and Jet Fuel go for a flight. (Music) "I can show you the world..." (/Music)
The funny thing for me about this playthrough is that I got the Explosive 10mm REALLY early on. And I keep coming back to it. It's fully modded, and I have all the demolition perks, handgun perks, and working on completing Bloody Mess. It has lower base damage than some of my other pretties (plasma pistol, for instance) but it fires EXTREMELY fast, and I love the explosive AOE. Explosives also do extra limb damage, I'm pretty sure, which is just gravy. Also, flashier guns tend to get in the way. Either they're too big on the screen, or their firing lazers block your vision until they dissipate. The 10mm has none of those draw backs.
10mm for life, yo.
I tried giving them melee, but they don't go in often and will just stand there.
I tried plasma rifles cause i don't use rifles and that base damage looks good. But they fire so much and so inaccurately that they'd just blow through the ammo I gave them for almost no effect.
Shotguns seem to be the sweet spot between effective damage and ammo expenditure.
For example, as I'm sure is the case with many others, I had a massive surplus of .38 ammo, because it drops so plentifully and gets much less useful later on in the game. So I created the best possible pipe machine gun I could (highest damage, massive ammo capacity) and gave it to Cait. My God did she burn through that ammo. I had the same issue later on giving Hancock an assault rifle. It really doesn't seem worthwhile to try and keep them supplied with ammo, because like any NPC, they care not if they are firing blindly into a concrete wall, and even when they do have a line of sight to the enemy their aim is terrible.
I've found it much better just to let the companions do what they do with their own weapons. In the case of Hancock, I've noticed that he'll pick up the weapons of fallen enemies and use them for a time, which I think is much cooler than me having to constantly feed him ammo I know he isn't going to put to good use.
Well that's what happens when nobody tells her tasty things tasted so good!
Giving them a shotgun isn't even an option since the upgrade combat shotgun is my go to when the sniping and sneaking stops working, and even as a semi-auto I burn through a lot of ammo with it. Charging in and blasting some supermutants to bits is fun as hell though.
The funniest part of combat for me is going up against power armor. Sneaking around for a shot at the fusion core and then laughing at the explosion never gets old. It's also a never ending supply of armor frames since the enemies now have enough HP that the explosion doesn't kill them, so they hop out, get a head shot for their troubles, and I've got another set of stolen power armor to decorate the place.
I would have made a great Vault 95 overseer.
Cool, I didn't know companions actually used chems you gave them.
I know She has an idle animation kind of thing where she uses one.
Oh you can definitely be evil. Just not so much through dialogue choices.
In addition to Cait, I give Hancock a set amount of chems and theres usually one or two gone from the stack by the time I check in on him.
Hmm, really? I gave him some Jet as an experiment (since he always talks about it) and he hasn't ever used it.
Not that I would give him my chems anyway. He's basically glorified clean up. Also, pest control, because I hate trying to hit the boatflies and such.
Edit: Oh, I also have the companion perks in the charisma tree. So that might help with their effectiveness versus how much ammo I give them. I seriously just drop 3k on them and not worry about it, though. Played for hours with both Piper and Hancock that way without issues. Thinking of going for a new companion next and just giving him or her the Laser Gat and some Fusion Cores... see how they do. I have 90+ of them and the higher level I get, the more plentiful they are in random containers. Can't hurt.
BoS Spoiler (kind of a big one for them.)
Nice to see Liberty Prime online again, though.
I suspect that they won't use all chems. Jet in particular is probably a no go since it slows down time for the player as opposed to being a stat buff.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Taking him into the Glowing Sea, wearing Power Armor, turned the game into Warhammer 40k.
Right now Deacon has a wounding 10mm pistol that does good work to most enemies, but he chews through that ammo like nobody's business.
It doesn't help that I've found him literally shooting at ceilings.
PSN: Threeve703
He's got ten vials of jet though and he's never used it once, same with mentats despite being told he's fond of them. NPCs just might not be programmed to use those becuase they don't have any direct combat benefits or only for the player in jet's case.
RIP Brotherhood scribe who died during the test. I imagine his last thoughts before he was disintegrated were "pretty sure you weren't suppose to take me here".
It would have been nice to have a decent burial be a side quest though. And for that matter for the others since many were your neighbors.
On a related note, Codsworth and I think some other NPCs will say something if you bring them back to your spouse's body so there's something but it's not something most people would do.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
It basically defines your character as this saintly figure (or your spouse as delusional git), making anything ezcept most goody two shoes gameplay a deviation of established character.
If they really had to define the MC, they could have done so through what the MC tells others about their spouse instead.
But i agree that burial sidequest would have been appropriate.
There already are. The one I saw made them have different stats based on gender ("Soldier's Ring" and "Lawyer's Ring").
Regarding characterization of the main character, it's really been a part of all the Fallout games. Fallout 1 and 2 both bank on the character caring about the survival of their home vault or tribe enough to risk their life on long quests for them and 3 kind of comes apart narratively if you're a rat bastard. New Vegas had most of its characterization in the DLC with Ulysses though you had the option of insisting he's wrong about that when you confront him but there are bits and pieces in the base game to suggest you're very well traveled and at least in your mid 30s.
But you still had the option of being a rat bastard despite those and break the default characterization, especially in New Vegas. In 4, not so much (though I admit not feeling that the heist side quest was one the character would be totally on board with).
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Is there a way to completely turn BOS against you, as in all patrols will try and kill you on sight? Cause usually BOS on the ground ignore me, but a few times I've walked up to them without a gun held, tried talking, had them give me the 'i am a tree, stop talking to me' response...so i walk away then a few seconds later they shoot at me so i kill em.
I've been pondering walking to the airship, dropping several of the artillery smoke grenades and running like hell.
or if you just attack the bos out in the wild, I think that will make them hostile as well.
Just progress far enough with any other faction and the option eventually comes up. Just firing on the patrols only turns that patrol hostile.
If you want to make them hostile in the most glorious possible way however, I would recommend doing it by way of the Railroad.
It doesn't work like previous games do, most story related NPCs in Fallout 4 are marked as "essential" and can't be killed unless the current point in the story says otherwise. I believe that's the case here as well.
I believe that most story NPCs are not essential. i know the railroad isnt
You can totally kill Maxson and take his coat.
It can even be upgraded with ballistic weave from it's initial 50 damage resistance, to 160/110
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Fallout 4's guidelines as to who is essential get confusing since many npcs that give or receive quests are also targets of quests.
Naturally they still make some annoying npcs essential . . . looking at you grumpy lady . . .
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3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
You can kill Trashcan Carla outside in the wild, not sure if you're in Sanctuary.
Or at least I was able to. Looted her and everything.
What if I kill faction NPCs for quests, like, "Go here, kill some synths"?