
Rynjin |

Rynjin wrote:Suiciders are b$!*%!%#. They're the sole reason I have to turn into sniper man whenever I fight Super Mutants.
Also I'm bummed the Walking Cane is so bad. A perfect weapon for a gentleman...but there's only so much form over function one can indulge in.
Killed Swan and got the Furious Power Fist. Good item. Died 5 times before I said "Screw it" and nabbed my Power Armor and Minigun. Strong was displeased.
So, the solution to suiciders is to shoot their arm that is carrying the minimuke. If you hit it, it will set off the mininuke. Yes it sucks not getting that as part of the loot. Yes, if they're already too close it will kill you.
But at least this way you have a shot at them (pun intended).
...Hence "I have to turn into sniper man". If you get any closer they just charge around a corner at you and explode immediately.

Stiehl9s |

Fallout 4 - Advanced Base Building Techniques
Pretty slick tips here. The last one is great for clipping structures where they shouldn't.

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Claxon wrote:Rynjin wrote:Suiciders are b$!*%!%#. They're the sole reason I have to turn into sniper man whenever I fight Super Mutants.
Also I'm bummed the Walking Cane is so bad. A perfect weapon for a gentleman...but there's only so much form over function one can indulge in.
Killed Swan and got the Furious Power Fist. Good item. Died 5 times before I said "Screw it" and nabbed my Power Armor and Minigun. Strong was displeased.
So, the solution to suiciders is to shoot their arm that is carrying the minimuke. If you hit it, it will set off the mininuke. Yes it sucks not getting that as part of the loot. Yes, if they're already too close it will kill you.
But at least this way you have a shot at them (pun intended).
...Hence "I have to turn into sniper man". If you get any closer they just charge around a corner at you and explode immediately.
Or take their head apart with a single, two at most, shots of the .50 cal rifle.

DeathQuaker RPG Superstar 2015 Top 8 |

DeathQuaker wrote:That doesn't prevent the quests. From what I can tell, those quests ignore the settlement defenses. My Sanctuary has a defense of over 100 and it is the origin point for them.Caineach wrote:Craft a bunch of turrets instead? :)DeathQuaker wrote:but... but... XPSuicide bomber mutants make me cry.
Caineach, I think I permanently bugged out the "Kidnapped" quests -- I only got one and failed it (because I ignored it for too long--I had just finished building the thing you need to get to the
** spoiler omitted **
But even though it timed out and I told Preston I failed, it didn't to clear from my journal. So because that one is considered "active" (and yet "failed" simultaneously) I haven't gotten any others. So maybe what you should do is ignore the next Kidnapped quest and then when it fails, you'll stop getting them. :)
I meant for the purpose of farming XP.

Otherwhere |

I'm running around doing largely melee/unarmed only in a Clean Black Suit. It's doable. Enemies are hard-ish, mines f+++ you up royally.
My character does not have the Per to target limbs that effectively, unfortunately, and is generally bad at guns (yes I know playing Fallout with a character bad at guns is not the most brilliant plan; however I am enjoying the tradeoff of the ridiculous levels of melee damage I can do... if non-suiciders are involved, I one-shot most supermutants and their little dogs too). Last suicider I encountered I remembered the sprint button and ran for my life. It targeted Piper instead, but since she's immortal, that worked out fine.
There is something very gratifying in playing an unarmed/melee build in FO4. It must be watching people explode when you punch them!

Caineach |

Caineach wrote:I meant for the purpose of farming XP.DeathQuaker wrote:That doesn't prevent the quests. From what I can tell, those quests ignore the settlement defenses. My Sanctuary has a defense of over 100 and it is the origin point for them.Caineach wrote:Craft a bunch of turrets instead? :)DeathQuaker wrote:but... but... XPSuicide bomber mutants make me cry.
Caineach, I think I permanently bugged out the "Kidnapped" quests -- I only got one and failed it (because I ignored it for too long--I had just finished building the thing you need to get to the
** spoiler omitted **
But even though it timed out and I told Preston I failed, it didn't to clear from my journal. So because that one is considered "active" (and yet "failed" simultaneously) I haven't gotten any others. So maybe what you should do is ignore the next Kidnapped quest and then when it fails, you'll stop getting them. :)
I collect and scrap everything. By the time I have my 20 settlements up and running, I do not have the supplies to farm xp with crafting :)

DeathQuaker RPG Superstar 2015 Top 8 |
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Rynjin wrote:I'm running around doing largely melee/unarmed only in a Clean Black Suit. It's doable. Enemies are hard-ish, mines f+++ you up royally.DeathQuaker wrote:My character does not have the Per to target limbs that effectively, unfortunately, and is generally bad at guns (yes I know playing Fallout with a character bad at guns is not the most brilliant plan; however I am enjoying the tradeoff of the ridiculous levels of melee damage I can do... if non-suiciders are involved, I one-shot most supermutants and their little dogs too). Last suicider I encountered I remembered the sprint button and ran for my life. It targeted Piper instead, but since she's immortal, that worked out fine.There is something very gratifying in playing an unarmed/melee build in FO4. It must be watching people explode when you punch them!
I knocked a deathclaw's head off with a super-sledge. That was a lovely day.

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Otherwhere wrote:I knocked a deathclaw's head off with a super-sledge. That was a lovely day.Rynjin wrote:I'm running around doing largely melee/unarmed only in a Clean Black Suit. It's doable. Enemies are hard-ish, mines f+++ you up royally.DeathQuaker wrote:My character does not have the Per to target limbs that effectively, unfortunately, and is generally bad at guns (yes I know playing Fallout with a character bad at guns is not the most brilliant plan; however I am enjoying the tradeoff of the ridiculous levels of melee damage I can do... if non-suiciders are involved, I one-shot most supermutants and their little dogs too). Last suicider I encountered I remembered the sprint button and ran for my life. It targeted Piper instead, but since she's immortal, that worked out fine.There is something very gratifying in playing an unarmed/melee build in FO4. It must be watching people explode when you punch them!
Activating a siren and unleashing Deathclaws on a whole bandit camp is also grounds for a lovely day.
I'm pretty sure I outright quoted Nux when that happened :3

Caineach |

Fallout 4 - Advanced Base Building Techniques
Pretty slick tips here. The last one is great for clipping structures where they shouldn't.
ok, that clipping structures tip is amazing.

Rynjin |

I loooooooooooong since tired of the "Scavenge, return to base, repeat" treadmill. It started sucking the fun out of everything, disrupting the flow of exploration. So for my new character I just console'd up a bunch of the most common materials at game start and stored them at Sanctuary. Having much more fun.

DeathQuaker RPG Superstar 2015 Top 8 |

I'm planning, once I finish the main quest fully, to just cheat in a ridiculous carry weight, then have my character loot the commonwealth and build settlements to my heart's desire. I want to find the stuff myself, but lugging it all back gets tiresome. I want to finish the story first though. (I DID temporarily cheat in a carryweight earlier because I was stuck deep underground and had some pretty valuable stuff I didn't want to give up.)
It is a f@*#ed up game though when you get all excited because you found a desk fan and a circuitboard.

Caineach |

So, one thing has bugged me about this game. Similar things have bugged me some in previous Fallouts as well, but the nature of vault 111 exacerbates the problem. Most notably: the main character lived in this area before the war but seems to have no knowledge of what Boston was like. The game treats her like it is her first time in the area. The only time her knowledge of pre-war has come up is when she tells someone in Diamond City the actual rules of baseball. She has no knowledge of what the freedom trail actually is, knows none of the local businesses, makes no comment about what Diamond City used to be. She doesn't feel like a woman out of time because they don't give her any chance to talk about the past.

Caineach |
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There are chances to comment on how different things are. Like how the red light district is now a whole town.
The dialogue wheel is just so asininely vague they're easy to miss.
God I wish this game wasn't designed to be console compatible. So many bad design decisions can be attributed to it.

Caineach |

You can also find notes and references to your character at various places. At the Fraternal Post next to the police station where you meet Paladin Danse there's a terminal with a note hoping they can get you to deliver a speech like you did in Conchord.
I did find that one place lets you in because you have a valid US ID. But really, they need more dialog options for these kinds of things, especially with your companions. Hell, they could be random things you say as you wander that don't even enter into formal dialog.

DeathQuaker RPG Superstar 2015 Top 8 |
1 person marked this as a favorite. |

So, one thing has bugged me about this game. Similar things have bugged me some in previous Fallouts as well, but the nature of vault 111 exacerbates the problem. Most notably: the main character lived in this area before the war but seems to have no knowledge of what Boston was like. The game treats her like it is her first time in the area. The only time her knowledge of pre-war has come up is when she tells someone in Diamond City the actual rules of baseball. She has no knowledge of what the freedom trail actually is, knows none of the local businesses, makes no comment about what Diamond City used to be. She doesn't feel like a woman out of time because they don't give her any chance to talk about the past.
On one hand, I agree the game could use MORE references to the PC's knowledge of the old world. On the other, I have found some other references though too, where your character could talk about the past -- the Silver Shroud quest amongst them. I also get some people asking me what I think of the current world as opposed to the old one (although it's weird that, say, the Institute doesn't ask you about the Old World, not even for research purposes).
Stuff like the Freedom Trail... I kind of took the opportunity to ask what the Freedom Trail is as making sure it wasn't something metaphorical, BUT in fact the actual brick walkway you can follow--after all, it is surprising it survived unmarred after 210 years. And actually--apparently according to Railroad dialogue you're one of few people who find and follow it easily, which can suggest you had an easier sense of where it was and how to follow it.
I think it REALLY just depends on what quests you do and what options you check.
And alternately... nothing says you were always from Boston. Perhaps you moved there recently and don't actually know it that well. That would, say, explain why you're ready with information on how to play baseball but weren't familiar with Fenway Park.
Regarding the dialogue limitations, there IS a mod that shows you the full text prompts rather than the vague inferences, if of course you have PC. I'm waiting till the GECK properly comes out to use many mods, but it's out there.
But "console compatibility" isn't really the issue for why the dialogue options are so limited, I don't think. After all, console users survived just fine using the scroll-thru options in Oblivion, Skyrim, Fallout 3, and Fallout: New Vegas. I believe the bigger contribution to the limited dialogue is the voiced protagonist -- they limited the dialogue since they both need more time to record the dialogue AND have to pay the voice actor for their time. Therefore they limited all conversations to a maximum of four responses (many of which can be recyclable like "I have questions" or "That's all for now,"), so they would record less dialogue.
This is one of the reasons I have mixed feelings about the voiced protagonist. One thing I like is actually more SEEING my character emote than hearing her voice, but the emotes are a part of the voiced dialogue package. But it also limits dialogue, as well as roleplay feel in general. (I have stock characters I like to play in Fallout, one of whom I call the "Blonde Bombshell": low Int, high Cha, explosives expert -- but she's got to have a higher pitched breathy voice in my head, and the Sole Survivor's determined alto just doesn't work for her, so I probably won't try that build in Fallout 4.)

Caineach |

The dialog wheel is definitely designed to make it easier for consoles. Other things include reducing the number of keys that are used to perform actions (for instance combining x into hold e), the pip-boy menu being much harder to navigate than it needs to be, the non-intuitive use of tab for many things esc is the traditional default key for. A lot of the controls were optimized for a limited number of buttons, and I have found it highly frustrating.

DeathQuaker RPG Superstar 2015 Top 8 |

The dialog wheel is definitely designed to make it easier for consoles. Other things include reducing the number of keys that are used to perform actions (for instance combining x into hold e), the pip-boy menu being much harder to navigate than it needs to be, the non-intuitive use of tab for many things esc is the traditional default key for. A lot of the controls were optimized for a limited number of buttons, and I have found it highly frustrating.
I still stand by the voiced protagonist being a factor--at least for how LIMITED the dialogue is. A wheel, after all, could be adjusted to cycling through options rather than assigning a response to a button.
I do not debate at all how awful the PC UI is in general, and know that's due to key assignment limitations for trying to also design for controllers.
My biggest gripe is "bash" and "grenade" being assigned to the same button. It generally means I blow myself up when trying to pistol whip, or waving around my hammer futilely instead of laying down a mine. I've heard that's also even annoying ON console, though, but regardless it was so you could do it with one button press. I remapped the button to something easier to press, but the sensitivity of what it detects as tap vs. hold is terrible.
I don't mind the tab key as being used for "cancel" EXCEPT that it is used like that in some areas and "escape" in others. It should always be the same button. The inconsistency of the different UIs for different things is the worst.
Really, really hope the folks who did SkyUI are working on something for FO4.

Scythia |
1 person marked this as a favorite. |

Caineach wrote:The dialog wheel is definitely designed to make it easier for consoles. Other things include reducing the number of keys that are used to perform actions (for instance combining x into hold e), the pip-boy menu being much harder to navigate than it needs to be, the non-intuitive use of tab for many things esc is the traditional default key for. A lot of the controls were optimized for a limited number of buttons, and I have found it highly frustrating.I still stand by the voiced protagonist being a factor--at least for how LIMITED the dialogue is. A wheel, after all, could be adjusted to cycling through options rather than assigning a response to a button.
I do not debate at all how awful the PC UI is in general, and know that's due to key assignment limitations for trying to also design for controllers.
My biggest gripe is "bash" and "grenade" being assigned to the same button. It generally means I blow myself up when trying to pistol whip, or waving around my hammer futilely instead of laying down a mine. I've heard that's also even annoying ON console, though, but regardless it was so you could do it with one button press. I remapped the button to something easier to press, but the sensitivity of what it detects as tap vs. hold is terrible.
I don't mind the tab key as being used for "cancel" EXCEPT that it is used like that in some areas and "escape" in others. It should always be the same button. The inconsistency of the different UIs for different things is the worst.
Really, really hope the folks who did SkyUI are working on something for FO4.
The bash & grenade being a single button is annoying on console. I see a pack of charging ghouls, and think "Molotov", my character instead says "take that, floor!".

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I probably will blow myself up, it's an inevitability, but I so far like the explosives being assigned a different button than having to be equipped in the weapon slot.
Like I said I haven't been having any problems yet with bashing (light tap) and explosives (hold) but it's bound to happen eventually XD

Otherwhere |

The bash & grenade being a single button is annoying on console. I see a pack of charging ghouls, and think "Molotov", my character instead says "take that, floor!".
Ditto. I've given away my location too many times due to that when trying to lob an explosive while stealthed.
And I also find the interface very clunky. Why do I have to exit out of Workshop mode to scrap things? And why can't I direct my companions without first locating them, clicking on them (and hoping that I get them selected before the creature/bad guy attacks me or them) and then point them at someone or something? On Xbox, it is very awkward.

DeathQuaker RPG Superstar 2015 Top 8 |

I probably will blow myself up, it's an inevitability, but I so far like the explosives being assigned a different button than having to be equipped in the weapon slot.
Like I said I haven't been having any problems yet with bashing (light tap) and explosives (hold) but it's bound to happen eventually XD
The problem with not being able to equip grenades as weapons also means we can't use them in VATS. And otherwise the explosives aiming is really awful. "Place mine HERE." (Mine lands 10 feet to the left.) "Throw grenade at that monster" (Grenade is lobbed at random tree, lands 20 feet short, blows up Piper.) It's worse in 3rd person than 1st but not great in either. The only grenade system I ever liked in games I've played (I don't play shooters) is Alpha Protocol, where you could see the trajectory of the grenade before you released it and could even use that to get it to bounce off things (and that system was imperfect). Maybe it's my character's Per that's the problem but IIRC it's not that bad.
I keep mines for some sapping efforts when I have time to set them up properly (which usually requires about 6 tries to get them in the right place), but I'm starting to sell off my grenades or give them to companions settlers so they can have some fun with them (since the AI has no problem whatsoever throwing grenades regularly and accurately). since I never use them and they just weigh you down. I also keep some smoke grenades to signal artillery fire.
While I like the idea of being able to toss a grenade while still holding onto my other weapon, it's so clumsy it feels useless. I'd rather just switch between weapons--it ultimately takes less time and allowed you to use VATS if needed.

Sharoth |

If you are playing a melee character and get the leadership perks that get rid of friendly fire between you and your companion, you can then give your partner all your grenades and laugh as they turn everything around you into a burning hellscape.
Piper in particular seems very grenade happy.
My little Piper is a Damn Pyromaniac!!! Perhaps too much unresolved anger?

Otherwhere |

Previous versions of Fallout allowed you to target with explosives in VATS. I miss that feature, especially since the enemy can make these incredible throws and target me at quite a range!
There's supposed to be a Perk that allows you to lob them and see the projected trajectory. I haven't selected it yet because I'm too busy grabbing more basic needs right now.

Rynjin |

He could very well have been in Sanctuary and you just couldn't find him. Ring a bell?
Also, could be a bug. From the wiki:
"Nick may vanish sometimes to an unknown location. Check Piper's office in Diamond City"
Edit: Speaking of disappearing Companions, don't send Hancock anywhere unless you're there already. Apparently he's bugged and non-essential while traveling, and has like 1 HP, so dies halfway there.

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Huh, weird, I've never had much of a problem with explosives in any of the 3 games but I do tend to play high Perception characters (11 unbuffed right now in 4) so maybe that has something to do with it?
Alternately, horrible, HORRIBLE things happened whenever I tried to use explosives in VATS.
See grenade land at raider's feet.
See grenade bounce away from raider.
See grenade continue to bounce until getting to companion or some other NPC, or over the hill away from everything.
See grenade explode uselessly.
*shrugs*